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[Help]Attributes create account
Discussion on [Help]Attributes create account within the CO2 Private Server forum part of the Conquer Online 2 category.
05/09/2014, 22:57
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#1
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[Help]Attributes create account
hello, to create a new account it already comes with attributes Lv1
where can I fix it?
IMG:
Thx
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05/10/2014, 19:24
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#2
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1. if u wanna to make a server u should know at least what each file do.
2. try looking for loadingstats codes
for ex.:
in trinty based sources u should look in GameState.cs or GameClient.cs
for loadstats or something like that
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05/10/2014, 22:02
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#3
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Check the CreateCharacter void, assing default values to the starting character something like FrozenDef = 0; something like that, what source do you use?
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05/17/2014, 02:54
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#4
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Quote:
Originally Posted by Wolfy.
Check the CreateCharacter void, assing default values to the starting character something like FrozenDef = 0; something like that, what source do you use?
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createentity and defalus values all is = 0, source is Scream-Co V1
Anyone Help Me?
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05/17/2014, 03:24
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#5
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Scream-Co V1 tells me everything I need to know about you as a 'server manager'
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05/17/2014, 05:46
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#6
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I see. Well, the source you mentioned is a modification of a source created by a member of ours for TrinityCo. The source was fine at the time it was created, but over the years since it was leaked, it's been heavily modified by people with no programming experience or people hired to copy and paste code. As a result, the source is no longer stable or efficient. It has many bugs that won't be easy to fix, some including but not limited to: deadlocks (the server locks up and no longer can process data from the players), crashes (from added systems that don't properly check data or handle errors), data loss (from database additions that don't save or load data properly), etc.
My advice: Abandon that source and spread word about its instability. Let whatever community or friend you got that from know how ignorant they are for recommending such a source to you. If you'd like programming advice, use a source we're familiar with and one that we support for other members. Here's a list of threads you may find interesting:

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05/17/2014, 18:10
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#7
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Quote:
Originally Posted by Spirited
I see. Well, the source you mentioned is a modification of a source created by a member of ours for TrinityCo. The source was fine at the time it was created, but over the years since it was leaked, it's been heavily modified by people with no programming experience or people hired to copy and paste code. As a result, the source is no longer stable or efficient. It has many bugs that won't be easy to fix, some including but not limited to: deadlocks (the server locks up and no longer can process data from the players), crashes (from added systems that don't properly check data or handle errors), data loss (from database additions that don't save or load data properly), etc.
My advice: Abandon that source and spread word about its instability. Let whatever community or friend you got that from know how ignorant they are for recommending such a source to you. If you'd like programming advice, use a source we're familiar with and one that we support for other members. Here's a list of threads you may find interesting:

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there r a better one now with better spillter and socket and structure than the one before which we call (bigshow)
but anyway most of the modified 'one of it that are released is full of bugs.
(We ruin the unruinable  :P)
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05/17/2014, 21:19
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#8
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Quote:
Originally Posted by abdoumatrix
there r a better one now with better spillter and socket and structure than the one before which we call (bigshow)
but anyway most of the modified 'one of it that are released is full of bugs.
(We ruin the unruinable  :P)
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Tagged me there ^^
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05/17/2014, 23:44
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#9
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Quote:
Originally Posted by Unionteams
Tagged me there ^^
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 u already tagged by ur old servername
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05/18/2014, 00:08
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#10
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A source deviating from a known, problematic source is going to inherit all of its problems. I know that abdoumatrix fixed up some of the very small problems with features in the source, but he also added problems with efficiency and I highly doubt that the deeper problems in the source were fixed. I'm not convinced, what-so-ever. No trinity source modifications.
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05/18/2014, 03:05
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#11
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Quote:
Originally Posted by Spirited
A source deviating from a known, problematic source is going to inherit all of its problems. I know that abdoumatrix fixed up some of the very small problems with features in the source, but he also added problems with efficiency and I highly doubt that the deeper problems in the source were fixed. I'm not convinced, what-so-ever. No trinity source modifications.
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like what?
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05/18/2014, 04:22
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#12
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Quote:
Originally Posted by abdoumatrix
like what?
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When the original source was created, it was stitched together very quickly. As a result, the data handling for most packets is half-assed. For example, the map and screen systems handle the clients incorrectly and inefficiently, using far more packets than they should to process map objects. Some systems use too many threads and locks due to incorrect ways to manage multithreading, and thus create deadlocks in the source. I want to believe that it's a good source since it was created by a mentor of mine, but the design is weak. I'm sure the author realizes that too, which is why he no longer uses it.
On top of that, it's been modified by other "programmers" hired by people with no experience to patch it. Patching features only does so much, and when multiple people are hired to patch a source, the design is lost and safety isn't properly maintained. It creates bugs where features break the functionality of the server, or crash it completely due to a lack of safety checks. Sure, you could have patched some of those safety problems, but you won't know for sure until things go wrong.
Now, that was just me talking about your modification of that source for United. The other modifications that are public shouldn't be recommended to members. They contain keyloggers now as well. Be considerate and don't recommend Trinity modifications to members here.
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05/18/2014, 17:05
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#13
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Quote:
Originally Posted by Spirited
For example, the map and screen systems handle the clients incorrectly and inefficiently, using far more packets than they should to process map objects. Some systems use too many threads and locks due to incorrect ways to manage multithreading, and thus create deadlocks in the source.
The other modifications that are public shouldn't be recommended to members. They contain keyloggers now as well. Be considerate and don't recommend Trinity modifications to members here.
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more info?
every source has its advantages and disadvantages
advantage:
1. for the last patch and features ( most of them 's codes sucks  )
2. too easy to work with it
disadvantages:
1. most sources released has bugs besides the bugs of the the ungood modification
and more but i can't remember
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05/18/2014, 19:04
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#14
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Dude, I don't have time to write long responses. I'm trying to be as detailed as I can. Most systems are programmed poorly. I'm not going to list every system in the source that isn't programmed as it should be - I don't have time to do that. It's not worth my time going through a broken source that shouldn't be used. Use another source.
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05/18/2014, 19:10
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#15
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Quote:
Originally Posted by Spirited
Dude, I don't have time to write long responses. I'm trying to be as detailed as I can. Most systems are programmed poorly. I'm not going to list every system in the source that isn't programmed as it should be - I don't have time to do that. It's not worth my time going through a broken source that shouldn't be used. Use another source.
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was just asking about the more packets that is used in map and screen
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