Hey im currently in the works of making a bin 5095 server and was wondering on a way to implement server time into the client side so you can see the time in the top left or right
Packet ID 1033. Should be in pretty much every version of conquer and does exactly what you're describing...
Have you ever played conquer? It shows the date and time in the top left next to your ping. I know it was in patch 5065 and I can pretty much guarantee it's in all 2.0 versions, don't remember 1.0 well enough.
Packet ID 1033. Should be in pretty much every version of conquer and does exactly what you're describing...
Have you ever played conquer? It shows the date and time in the top left next to your ping. I know it was in patch 5065 and I can pretty much guarantee it's in all 2.0 versions, don't remember 1.0 well enough.
It might have been turned 'off' in that patch but I can't stay for sure. The feature is definitely in the client.
Random screenshot from my 5065 redux source
Random screenshot from my 5518 source
He clearly said binary server, which in binary servers it never be accurate it seem to be something due to with the conquer.exe not getting the correct value's from the msg server. 5065/5095 binarys incounter the same issues :P
He clearly said binary server, which in binary servers it never be accurate it seem to be something due to with the conquer.exe not getting the correct value's from the msg server. 5065/5095 binarys incounter the same issues :P
No one cares what he's using though.
I explained exactly what packet sends the information to the client and that I wasn't confident if that particular patch (5095) had the information displayed on screen or not.
It's then up to him if he wants to use 5095 or something else regardless of what source he wanted to use (or in this case... binaries *eww*)
This post requires a warning label. Too much face palm can be hazardous.
What? Bins servers doesn't show the clock properly, maybe the packet 1033 is not being sent '-' I never checked the traced the packets on that version, so i don't know, if you made it on your 5065 version it would work.
The first packet i send after the successful login is the Date Time '-'
Or did i say something wrong?
What? Bins servers doesn't show the clock properly, maybe the packet 1033 is not being sent '-' I never checked the traced the packets on that version, so i don't know, if you made it on your 5065 version it would work.
The first packet i send after the successful login is the Date Time '-'
Or did i say something wrong?
-The login server literally just handles your username and password.. that's it. You cannot just 'send a packet' and expect the client to know what to do with it.
-The client itself doesn't display date/time in that patch from what I can see
Your statement is almost like saying "If I e-mail myself a fake paypal receipt then Amazon will send me a free shipment of stuff!"... it just doesn't make sense no matter how you look at it.
-The login server literally just handles your username and password.. that's it. You cannot just 'send a packet' and expect the client to know what to do with it.
-The client itself doesn't display date/time in that patch from what I can see
Your statement is almost like saying "If I e-mail myself a fake paypal receipt then Amazon will send me a free shipment of stuff!"... it just doesn't make sense no matter how you look at it.
It actually redirects you to the Game Server alright? After you authenticate yourself you're able to send the packet 1033 and it will understand it, isnt it?
You just gave me a screenshot of your low version server with that... 5072 servers already show the date, on bins, the 1969/1970 date.
I may not be the smarter programmer, but my server works fine. I know that i should authenticate the client and the whole **** before sending packets, i'm using Exodus Source as base and i rewrite most systems based on tips that i've got on the forum, it's not just copy and paste. So i think that i understand how it should work.
It actually redirects you to the Game Server alright? After you authenticate yourself you're able to send the packet 1033 and it will understand it, isnt it?
You just gave me a screenshot of your low version server with that... 5072 servers already show the date, on bins, the 1969/1970 date.
I may not be the smarter programmer, but my server works fine. I know that i should authenticate the client and the whole shit before sending packets, i'm using Exodus Source as base and i rewrite most systems based on tips that i've got on the forum, it's not just copy and paste. So i think that i understand how it should work.
And it works pretty fine.
#1: We've already explained it's an issue with the exact conquer patch he's using (or we're quite confident it is) and have suggested he use a client either a few patches higher or lower.
#2: He's using binaries. He has no access over anything the game server does
#3: The login server ONLY handles client authentication. It receives a login request and if valid sends a reply at which point the client DISCONNECTS from the LOGIN server so it can connect to the GAME server.
You're telling him to send packet 1033 from his login server... but the only time the client is connected to the login server is when it's sending the initial username/password/server request and waiting for the server to reply with the ip/port/token response. Sending an unknown/invalid packet that the client has no way to make use of at this point is completely pointless. The client will just disconnect cause it has no idea what to do with the packet or BEST case it will ignore it and wait for a valid response so it can try to log into the game server (which using tq binaries he has no control over)
PS: Before someone says "LOLOLOL YOU'RE WRONG, THE CLIENT SENDS EXTRA INFO TO THE LOGIN SERVER"... yes... but it's literally like a version number and maybe a mac address for logging purposes? I honestly forget which values it is but it's a easily ignored, mostly useless packet (at least in the patches we're talking about. I think it might be usable for tracking patch notes in the new client)
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