Quote:
Originally Posted by µ~Xero~µ
you might wanna check for wrong PW at the Gameserver so you can send the wong pw response.
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Not quite sure what you mean with that... if you send auth response with type 1 on new patches it gives wrong password error. It never adds to valid login clients unless the password is correct and they have already been sent the auth response. If they are not in this dictionary the game server will not accept the new connection.
I assume you're referring to the old patches where you would have to actually send the msg back to the client?
<edit>
Handled ping. Forgot to do that before. Going back home so I'll be offline but should have some time to work on features. HOPEFULLY I'll have time to finish up a few things such as
- Spawning Characters/Monsters
- Spawning Npc's
- Walking (just gotta grab code from my proxy really)
- Send items/spells/proff on login
- Handle items (equip/dequip/drop/loot)
If not today then soon for those things.
Current 'goal' is to take somewhere around a month to get this to the point where it's stable and basic game systems are done: basic movement, char creation, logging in, delete char, attacking/skills, guilds, friend/enemy/mentor/merchant/trade partner bs, item lock, etcetcetc.
Once these features are done there will be a test server which will hopefully only be needed for a month or so during which time events and actual CONTENT can be added (game systems must first be tested thoroughly though!). Once a decent chunk of content has been added and the server is deemed stable and complete enough, we will hold the proper beta test (intended as playable and ready for public consumption but far from 'finished')
Time estimates are obviously going to be very general for now but I could see this progressing quite quickly... depending on how busy I get with school and work.
Also, so it's stated. We are going to be running current patch but that doesn't mean it will be the same as official co. If we don't like the way tq runs a certain system, we will simply change it. For example, steeds might only be usable in certain events/areas (thinking definitely not in gw or any pvp sense), ninjas will be changed around and balanced with other classes (full class balance across the board actually) as well as countless other changes I'm sure we will make (eg: item lock will be instantly removable and will still cause you to lose them if red/black name. It's simply to avoid accidental drop/selling)
<edit 2>
Started structuring item info packet. Most offsets found (wow like every offset changed since wii update lol).
Just need to find color offset and get dura sorted now.
Dura is acting strange... offset 12 i think it was seems to be a broken value (if 0 item is broen and needs repairing), 13 and 15 seem to be min/max dura but it's strange... it des something like 2.5x what i enter...
Any advice on what i'm doing wrong? Or is there some strange dura calculation i need to be doing? It literally changes large amounts by changing input by 1... 1 = 2 2 = 5 and such