Ok So I'm working on a proxy, and I'm able to login and have a simple logger working. For some reason I don't seem to be receiving the 1006 packet that holds my login characters info. It must be getting through because the client is setup properly with my character name, etc...
Heres a screeny of the beginning of the login.
Packet Structer:
Edit: I think the info might be in the 2079 packet, not sure though I will analyze it.
Ok So I'm working on a proxy, and I'm able to login and have a simple logger working. For some reason I don't seem to be receiving the 1006 packet that holds my login characters info. It must be getting through because the client is setup properly with my character name, etc...
Heres a screeny of the beginning of the login.
Packet Structer:
Edit: I think the info might be in the 2079 packet, not sure though I will analyze it.
It seems that there's a problem somewhere with your logger, as some of those packet types don't exist.
You will receive (especially during login) large chunks of packets that need to be split up and read. Character info which you're looking for is one of them.
Ok One more question. Im using the authprotocol cryptographer available on the forum, but I'm interested in learning how you guys actually found out the encryption information. Did you basically load conquer.exe into ollydebug and analyze the Assembly to see how the client decrpyts the packets?
Generally yes, people would reverse engineer the encryption via the client.
Thankfully the encryptions have been so nicely released to the public so there's nothing complex about them but anything besides the simple encryptions (IE: Spell encryption or w/e) is quite a bit of work to properly design from the ground up. That's why servers were stuck at 5017 for so long. Blowfish encryption was something only a few people had full solutions to and it was kept private up until coemu was released.
I've been trying to get the Client side jump to work for the past 2 hours but I'm stuck at one part of it. My serverside jump works perfect. So basically this is the raw packet
The part in bold red I'm pretty sure is the time stamp, cause it has a ever increasing value. But unlike the server side timestamp I cant just use Environment.TickCount(C# function). So what I tried was when I recieve a jump packet I parse the timestamp and set another variable to the currrent tickcount, then when I send my own Client Jump packet I take the old timestamp + (currentTickcount - old tickcount) to get the current tick count. But that doesn't seem to work cause my screens not updating. Any advice would be appreciated.
I've been trying to get the Client side jump to work for the past 2 hours but I'm stuck at one part of it. My serverside jump works perfect. So basically this is the raw packet
The part in bold red I'm pretty sure is the time stamp, cause it has a ever increasing value. But unlike the server side timestamp I cant just use Environment.TickCount(C# function). So what I tried was when I recieve a jump packet I parse the timestamp and set another variable to the currrent tickcount, then when I send my own Client Jump packet I take the old timestamp + (currentTickcount - old tickcount) to get the current tick count. But that doesn't seem to work cause my screens not updating. Any advice would be appreciated.
Don't use Environment.TickCount. Import winmm.dll, and use timeGetTime - as that's what the client does. The client and server have different timestamps.
Yeah, it won't. I think you have to force update your position. If there's a better way to do it, someone please prove me wrong; I force update in my proxy.
Refinery Info packet not working. 04/05/2011 - CO2 Programming - 6 Replies I borrowed this packet from pro4never's source but I can't make it work.
Any ideas?
[Release?]New character packet update (newest patch) 02/17/2011 - CO2 Private Server - 0 Replies Offset Type Value
0 ushort 120
2 ushort 1001
24 string Character_Name
72 ushort Character_Model
74 ushort Character_Class
76 uint Account_ID
80 byte Client_MacAddress?
The typo search begins.
Item Info Packet 5362 02/16/2011 - CO2 Private Server - 9 Replies Problem Solved.
FUCK YOU 4BOTTERS! UGLY LEECHERS!
Even you copied the Packet, You will never get monks to your servers as I Did
MWAH BABES <3
http://i989.photobucket.com/albums/af15/RockArch/ ItemProblem.png?t=1297547882
Packet Info. 01/20/2010 - CO2 Private Server - 20 Replies I heard that the lotf packets are very poorly coded, is that true? And what is the downfall of unsafe code?
Anyway to convert them to a better coded packet, like "Packet.WriteUint16(X);" instead of the *(p-1) = XXX". i think i might know when it says like "*(p-1) = (uint)XXX" or w/e, but what is its just like *(p-1) = XXX". Is that just WriteByte?
That may be confusing, but the first question is what I really wanna know.
[NEED INFO]Packet Editing 10/05/2007 - Dekaron - 3 Replies i would like to get started on how to packet edit. i know that the packets sent from 2moons server is encrypted. i wanna learn how to decrypt them, edit them, and resend them.
anyone that has sites, ideas, or tuts please reply. thanks much.
P/S: i know that wpe pro is detectable by gg...i'm trying other options out there.