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Big Character spawns all the time.

Discussion on Big Character spawns all the time. within the CO2 Private Server forum part of the Conquer Online 2 category.

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Big Character spawns all the time.





Debug.log spams the following:

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Old 02/13/2014, 13:44   #2
 
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Legacy of conquer had this bug aswell. Apparently it's really hard to fix. And it's client sided you are the only one who sees it.
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Old 02/13/2014, 14:19   #3
 
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Originally Posted by Slushpupies! View Post
Legacy of conquer had this bug aswell. Apparently it's really hard to fix. And it's client sided you are the only one who sees it.
Yeah I know that much already. However im sure its cause by a wrong packet offset or something similar just need verification. Seems to be a common problem on 50xx versions..
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Old 02/13/2014, 14:46   #4
 
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Originally Posted by Y u k i View Post
Yeah I know that much already. However im sure its cause by a wrong packet offset or something similar just need verification. Seems to be a common problem on 50xx versions..
Yeah I would check the spawn player packet or maybe the hero information packet?

I don't remember if a packet is sent when you open the status window to check your gear, maybe breakpoint it and see if it does.

If it does, check Redux and compare the two because I have never seen this on Redux
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Old 02/13/2014, 16:36   #5
 
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Quote:
Originally Posted by Aceking View Post
Yeah I would check the spawn player packet or maybe the hero information packet?

I don't remember if a packet is sent when you open the status window to check your gear, maybe breakpoint it and see if it does.

If it does, check Redux and compare the two because I have never seen this on Redux
Hmm.. Ill look into it but im not on 5065 so the packets wont easily fit... gotta do hardcore trial and error. :/
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Old 02/13/2014, 19:20   #6
 
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Originally Posted by Y u k i View Post
Hmm.. Ill look into it but im not on 5065 so the packets wont easily fit... gotta do hardcore trial and error. :/
Those packets arent overly different.
It honestly looks as if your sending the spawn player packet with a statue UID
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Old 02/13/2014, 19:21   #7
 
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Originally Posted by Aceking View Post
Those packets arent overly different.
It honestly looks as if your sending the spawn player packet with a statue UID
Statue UID? What are the ranges? O_O
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Old 02/13/2014, 19:46   #8
 
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Originally Posted by Y u k i View Post
Statue UID? What are the ranges? O_O
I dont have them available right now (at work)
Cpt Sky made a post not too long ago with a list....
Also available in COPS v6
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Old 02/13/2014, 20:33   #9
 
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statue UID = 105000+ (Sobnpc uid)
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Old 02/14/2014, 01:29   #10


 
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Character ID's need to be 1,000,000+
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Old 02/14/2014, 01:33   #11


 
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Code:
    /** First valid UID for a NPC. */
    static const uint32_t SCENEID_FIRST     = 1;
    /** First valid UID for a system NPC. */
    static const uint32_t SYSNPCID_FIRST    = 1;
    /** Last valid UID for a system NPC. */
    static const uint32_t SYSNPCID_LAST     = 99999;
    /** First valid UID for a user/dynamic NPC. */
    static const uint32_t DYNANPCID_FIRST   = 100001;
    /** Last valid UID for a user/dynamic NPC. */
    static const uint32_t DYNANPCID_LAST    = 199999;
    /** Last valid UID for a NPC. */
    static const uint32_t SCENEID_LAST      = 299999;

    /** First valid UID for an advanced NPC. */
    static const uint32_t NPCSERVERID_FIRST = 400001;
    /** First valid UID for a monster. */
    static const uint32_t MONSTERID_FIRST   = 400001;
    /** Last valid UID for a monster. */
    static const uint32_t MONSTERID_LAST    = 499999;
    /** First valid UID for a pet. */
    static const uint32_t PETID_FIRST       = 500001;
    /** Last valid UID for a pet. */
    static const uint32_t PETID_LAST        = 599999;
    /** Last valid UID for an advanced NPC. */
    static const uint32_t NPCSERVERID_LAST  = 699999;

    /** First valid UID for a called pet. */
    static const uint32_t CALLPETID_FIRST   = 700001;
    /** Last valid UID for a called pet. */
    static const uint32_t CALLPETID_LAST    = 799999;

    // unused for the moment ?
    static const uint32_t TRAPID_FIRST      = 900001;
    static const uint32_t MAGICTRAPID_FIRST = 900001;
    static const uint32_t MAGICTRAPID_LAST  = 989999;
    static const uint32_t SYSTRAPID_FIRST   = 990001;
    static const uint32_t SYSTRAPID_LAST    = 999999;
    static const uint32_t TRAPID_LAST       = 999999;

    /** First valid UID for a player. */
    static const uint32_t PLAYERID_FIRST    = 1000000;
    /** Last valid UID for a player. */
    static const uint32_t PLAYERID_LAST     = 1999999999;
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Old 02/14/2014, 02:30   #12
 
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Quote:
Okay, It seems to be NOT a UID issue.
I did check.. weird **** mehh
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Old 02/14/2014, 02:56   #13
 
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It might be that you're converting an unsigned into an unsigned short, or writing over the least significant part of the integer in the packet. Double check the identity (breakpoint it upon packet creation and follow the write to the byte array).
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