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CO Community Project
Discussion on CO Community Project within the CO2 Private Server forum part of the Conquer Online 2 category.
04/08/2010, 08:13
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#106
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Quote:
Originally Posted by ChingChong23
4351 sounds good.. is there much difference in the packet structures between 5017 and that?
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No, packet structures are quite close
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04/08/2010, 08:22
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#107
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Quote:
Originally Posted by Nullable
No, packet structures are quite close
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sounds good, i'll go take a look at a 4351 client now.
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04/08/2010, 08:43
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#108
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Quote:
Originally Posted by ChingChong23
sounds good, i'll go take a look at a 4351 client now.
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I shall also take a look...
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04/08/2010, 08:49
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#109
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Quote:
Originally Posted by © Haydz
I shall also take a look...
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I tried it out, and got client errors. however once removing the sendMessage ANSWER_OK i managed to get logged in, i think something has changed in that packet?
is there any open source 4351 servers?
btw are you Nadine from Lightning?
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04/08/2010, 09:12
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#110
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Yeah the message packet has changed between 4351 -> 5017.
Code:
Packet[17] = From.Length;
Packet[18 + From.Length] = To.Length;
Packet[20 + From.Length + To.Length] = Message.Length;
Packet[18] = From;
Packet[19 + From.Length] = To;
Packet[21 + From.Length + To.Length] = Message;
No, I am not Nadine from lightning, however I did know the original owner of that character, and tend to re-create my favorite characters from lightning
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04/08/2010, 09:27
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#111
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yeah i had fixed it just before you posted that, thanks anyway though.
It seems i won't be moving to 4351, it feels like its the same as 5017 minus potency, which i won't be using anyway. Too many packets need to be reworked and thats too much time, i'm going to stick with 5017.
Have now added fast blade, scent sword and speed gun.
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04/08/2010, 15:28
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#112
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Quote:
Originally Posted by ChingChong23
ugh, i use eclipse however you won't need an IDE if you just wanna run it.
get an SVN client (tortoise svn will do) figure out how to download the source package. once you got it, go into the base folder (where you have bin, lib, src etc) make a new text file, name it run.bat, edit it and put this text in there.
If you want an easier way, ill upload a distribution (including source) this is the latest one from my pc. just extract it somewhere and run the 'launch' file. If you get an error, google 'set java environmental variables' and make sure you have java installed.
you will need a 5017 client.
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Well thanks for the bat file, didn't knew that you needed batch files to run java programs...
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04/08/2010, 15:57
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#113
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Quote:
Originally Posted by Kiyono
Well thanks for the bat file, didn't knew that you needed batch files to run java programs...
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you don't, i could have made it an executable jar file, but that was easier.
i'm in the mood to test out FB/SS with low ping (being australian we never get to get low ping) whoever wants to screw around, grab hamachi and connect to
5.2.100.44 user: jonquer1, pass hello
and connect to 5.2.100.44 using a 5017 client
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04/08/2010, 16:13
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#114
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Quote:
Originally Posted by ChingChong23
you don't, i could have made it an executable jar file, but that was easier.
i'm in the mood to test out FB/SS with low ping (being australian we never get to get low ping) whoever wants to screw around, grab hamachi and connect to
5.2.100.44 user: jonquer1, pass hello
and connect to 5.2.100.44 using a 5017 client
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Not the biggest fan of Hamachi but, I shall download due to a severe amount of boredom
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04/09/2010, 08:48
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#115
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the whole view area needs to be rewritten, i have changed this so many times now and keep coming into problems. Last night i wrote the view area similar to hybrids "screen" (which is the same design i had in my first view area approach) in his basic server, done everything exactly the same and still come into this problem.
Player A jumps into Player B's view (they both see each other fine)
Player A jumps out of the view (they both don't see each other)
Player B jumps off in some other direction
Player A jumps back to where Player B was (and does see him, even when he's not there)
Player A jumps into Player B's new position (the model of Player B gets removed from the old position on Player A's screen, but not spawned) so now they're both invisible visually, but the collections server-side both have them in, and work 100% fine.
Is there any packet you gotta send to 'remove' an entity from view when jumping away/out of their view range?
e.g
Player A and Player B are in the same area
Player A jumps off somewhere (does he need to send a separate entity removal packet to A (removing B from client) and B (removing A from client) ?
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04/09/2010, 09:25
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#116
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Afaik yes, there is a packet that does such.
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04/10/2010, 11:56
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#117
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Quote:
Originally Posted by Nullable
Afaik yes, there is a packet that does such.
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when i looked at coemu & hybrids basic server, the only thing i saw the entity remove packet was for teleporting or disconnecting, i will try out your theory though.
I also noticed, once the screw-up happens, the server receives a data packet with the sub id 102
edit: fixed it, stupid little mistake as usual.
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04/10/2010, 16:46
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#118
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if you don't mind me asking, (seeing i am lazy and am not very encouraged to search the entire thread for my answer), are you also coding this in java? or c#?
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04/10/2010, 17:13
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#119
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Java
edit: finished putting in the new view system & tidied up some other things, in the pic was me, Haydz & Nullable
The server is public online for some testing
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04/11/2010, 02:25
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#120
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although i've never touched java, ive heard its somewhat similiar in syntax to that of c#
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