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OllyDBG & CO
Discussion on OllyDBG & CO within the CO2 Programming forum part of the Conquer Online 2 category.
11/20/2008, 14:26
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#91
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Join Date: Jul 2006
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always dc client after patch 5076 and i upgrade Co YETI tool i still face same problem dc , i need help
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11/20/2008, 16:09
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#92
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Join Date: Sep 2008
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Quote:
Originally Posted by ace_heart
always dc client after patch 5076 and i upgrade Co YETI tool i still face same problem dc , i need help
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Not if u use my loader or multi
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11/20/2008, 22:10
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#93
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Join Date: Sep 2008
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I have the same problem: dc to jump or run with speed.
Conquer is the spanish version but so far I have not had a problem to follow the thread. In previous patches I've changed ok.
I searched several different memory addresses to save the counter but the result is the same: invalid jump / invalid walk
dc not be the first jump. only if I followed several and the run equally, if I run far then dc.
any suggestions or checkings?
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11/21/2008, 13:15
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#94
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Join Date: Jul 2006
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i try many exe , i try exe by _fobos_ and UCo exe and same result dc
i think a problem from TQ to give result invalid jump / invalid walk
Dr Yeti learn me how can update his tool and i do all goods and for 2 days i try to find good
memory addresses to keep speed without dc but all same
note: original exe for TQ is dc and give invalid jump / invalid walk
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11/21/2008, 13:25
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#95
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elite*gold: 0
Join Date: Sep 2008
Posts: 490
Received Thanks: 595
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Quote:
Originally Posted by ace_heart
i try many exe , i try exe by _fobos_ and UCo exe and same result dc
i think a problem from TQ to give result invalid jump / invalid walk
Dr Yeti learn me how can update his tool and i do all goods and for 2 days i try to find good
memory addresses to keep speed without dc but all same
note: original exe for TQ is dc and give invalid jump / invalid walk
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Fine, ill update my multi so it wont d/c on walk,
Seriously it works perfectly for jumping.
unless you run around, Ill fix the running too.
edit: alright, added so it wont d/c on running aswell,
i kind of liked the idea that people could only use speed to jump lol
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11/21/2008, 15:03
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#96
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Join Date: Sep 2008
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_fobos_, unfortunately i can't use your multi because i play the spanish version. Give us a clue where this problem. There are more calls to gettime? There are some later validation that can be modified on the client? we must relocate the code where they do not bother? we have to find the push of error (strres.ini) to patch too?
Tell us the direction that we move
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11/21/2008, 15:07
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#97
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Join Date: Sep 2008
Posts: 490
Received Thanks: 595
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Quote:
Originally Posted by clipper
_fobos_, unfortunately i can't use your multi because i play the spanish version. Give us a clue where this problem. There are more calls to gettime? There are some later validation that can be modified on the client? we must relocate the code where they do not bother? we have to find the push of error (strres.ini) to patch too?
Tell us the direction that we move
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BP them all and start eliminating ^_^
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11/21/2008, 15:56
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#98
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elite*gold: 0
Join Date: Feb 2006
Posts: 151
Received Thanks: 58
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GW Gate/Wall Jump:
search for/all referenced text strings "MsgAction.cpp"
double click the very last one(below "Mine")
nine lines below you should see(the address could be different)
Code:
004D720F .^\E9 40F8FFFF JMP Conquer.004D6A54
004D7214 > 8B5B 3C MOV EBX,DWORD PTR DS:[EBX+3C] ; Case 6C of switch 004D6A68
all we need to do is double click and change the "MOV EBX,DWORD PTR DS:[EBX+3C]"
into "JMP 004D6A54" making sure fill with NOP's is checked it should end up something like:
Code:
004D720F .^\E9 40F8FFFF JMP Conquer.004D6A54
004D7214 ^ E9 3BF8FFFF JMP Conquer.004D6A54
004D7219 90 NOP
004D721A 90 NOP
004D721B 90 NOP
004D721C 90 NOP
save as normal and bobs your uncle.
Im not sure if this is the right way to go about it but it works fine for me.
Im also not sure but you may have to of edited the high wall jump
explained here 
oh and also a big thank you to *M* for releasing some source.
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11/21/2008, 17:54
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#99
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elite*gold: 20
Join Date: Aug 2005
Posts: 1,734
Received Thanks: 1,001
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I personally never wanted to release the GW walljump, this way I could "control" the cheating on pvp places a little bit. (Even that I explained how to do various things I dislike people who cheat on PvP)
But yah.. Nice guide. :P (If it works, haven't tested.)
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11/21/2008, 18:09
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#100
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Join Date: Feb 2006
Posts: 151
Received Thanks: 58
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well i figured seeing as *M* released some source that kinda just led me right to it
I didnt think it would hurt to much and i dont like the idea of only proxy users having it easy.
anyhow i can remove it if you wish, its not like its the modded exe.
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11/21/2008, 21:33
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#101
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elite*gold: 0
Join Date: Oct 2005
Posts: 127
Received Thanks: 16
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Currently I zero out 3deffect.ini and 3deffectobj.ini for TG clients, removing all effects to reduce lag. That worked fine until 5076, then it seems TQ started making use of the debug folder and I now have error logs reaching 2+ GB per day containing error reports about missing effects, etc. My question is, how to disable the error log creation via NOPing some code or whatever. I tried NOPing out the code where it opens/appends data to the file, tried changing the method it uses to open the file (from a+ to r). It stil manages to create and append to teh file.
Any clues anyone?
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11/22/2008, 00:21
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#102
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Join Date: Sep 2008
Posts: 490
Received Thanks: 595
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Quote:
Originally Posted by tanelipe
I personally never wanted to release the GW walljump, this way I could "control" the cheating on pvp places a little bit. (Even that I explained how to do various things I dislike people who cheat on PvP)
But yah.. Nice guide. :P (If it works, haven't tested.)
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I agree
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11/29/2008, 21:44
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#103
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elite*gold: 0
Join Date: Oct 2008
Posts: 29
Received Thanks: 4
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They can add the settings for to use COSpeed?
Please I need it
Translated with google, I speak Spanish.
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11/30/2008, 00:46
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#104
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elite*gold: 0
Join Date: Nov 2006
Posts: 805
Received Thanks: 464
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Quote:
Originally Posted by daveq
Currently I zero out 3deffect.ini and 3deffectobj.ini for TG clients, removing all effects to reduce lag. That worked fine until 5076, then it seems TQ started making use of the debug folder and I now have error logs reaching 2+ GB per day containing error reports about missing effects, etc. My question is, how to disable the error log creation via NOPing some code or whatever. I tried NOPing out the code where it opens/appends data to the file, tried changing the method it uses to open the file (from a+ to r). It stil manages to create and append to teh file.
Any clues anyone?
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JMP it, don't NOP it
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12/04/2008, 05:52
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#105
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elite*gold: 0
Join Date: Oct 2005
Posts: 127
Received Thanks: 16
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Quote:
Originally Posted by Ian*
JMP it, don't NOP it
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Good idea ..+thanks, however I found an easier way...simply comment out a few lines in one of the ini files
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