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P!!!NG

Discussion on P!!!NG within the CO2 Programming forum part of the Conquer Online 2 category.

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Old 02/10/2012, 19:17   #16
 
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Are you all sure its not due to a million miners/hunters on conquer causing network congestion on the game port 0.o. another thing there working on is cloud based connections if they implemented it there will be bad latency issues untill tweaked out.

Irronically this is a botter complaining about the bots and anti bot implementations lagging the server.
That's a good foundation to creating a paradox for a solution eh.
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Old 02/10/2012, 20:58   #17
 
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Quote:
Originally Posted by majick View Post
Are you all sure its not due to a million miners/hunters on conquer causing network congestion on the game port 0.o. another thing there working on is cloud based connections if they implemented it there will be bad latency issues untill tweaked out.

Irronically this is a botter complaining about the bots and anti bot implementations lagging the server.
That's a good foundation to creating a paradox for a solution eh.
They (TQ) only added it a couple months ago, before that you could still jump on a laggy server also just because I use a bot does not mean I personally log in 60+ miners/hunters, mass mining/hunting is not the be all end all of a bot.

I believe it was not introduced as an antibot implementation, just to stop people jumping to fast and dcing or getting pulled back.
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Old 02/10/2012, 22:32   #18
 
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The check has to do with the fact that before, the distance of where you could jump to was calculated using the X,Y coordinate you see on your screen (in the top left, or in Arabic CO, top right, corner of your screen) and the X,Y coordinate of where you're clicking.

Now it checks this distance using a "hidden" or undisplayed X,Y coordinate. This X,Y pair is only updated when the client receives the echoed jump packet back from the server. This means, you can only jump as fast as the server can respond to you (client-side).
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Old 02/11/2012, 14:56   #19
 
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Originally Posted by InfamousNoone View Post
The check has to do with the fact that before, the distance of where you could jump to was calculated using the X,Y coordinate you see on your screen (in the top left, or in Arabic CO, top right, corner of your screen) and the X,Y coordinate of where you're clicking.

Now it checks this distance using a "hidden" or undisplayed X,Y coordinate. This X,Y pair is only updated when the client receives the echoed jump packet back from the server. This means, you can only jump as fast as the server can respond to you (client-side).
That make a lot of sense, I can feel that in my normal pvp. No wonder i am no longer able to meelee a person right after a jump, cuz i was waiting for a echoes jumped packet. Sad implementation that has made trojans even weaker.
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Old 02/15/2012, 20:35   #20
 
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I know that there is almost 3 other ways to remove that **** but i chose to do it the fast way nop's forever )

@ ~waleed~

This is how you remove lag Sor!!

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Old 02/16/2012, 17:27   #21
 
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I know that there is almost 3 other ways to remove that **** but i chose to do it the fast way nop's forever )

@ ~waleed~

This is how you remove lag Sor!!

Does that work for current patch? I think 100032(dec) is the constant representing the msg - "You can`t jump that far!" - in StRes.ini. I performed a search for constant like you did, but found no results.
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Old 02/16/2012, 18:56   #22
 
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Originally Posted by shitboi View Post
Does that work for current patch? I think 100032(dec) is the constant representing the msg - "You can`t jump that far!" - in StRes.ini. I performed a search for constant like you did, but found no results.
It still works fine. Tho I would just change the JLE to JMP instead of noping.

Look for PUSH 186C0 and then you should see the jump few lines above it.
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Old 02/17/2012, 05:56   #23
 
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Originally Posted by Freszone View Post
It still works fine. Tho I would just change the JLE to JMP instead of noping.

Look for PUSH 186C0 and then you should see the jump few lines above it.
I am wondering if the OS matter? I am running win7x64. I did a couple searches for the value, but nothing is found.
EDIT: to be exact, search for command "PUSH 186C0" and search for constant "0x186C0" returned nothing. Also, I noticed the address showing on my OD screen is different from what is presented in the video. Since it is relative addressing, i thought there might be something wrong with mine.
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File Type: jpg olly.jpg (22.6 KB, 17 views)
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Old 02/17/2012, 09:49   #24
 
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Quote:
Originally Posted by shitboi View Post
I am wondering if the OS matter? I am running win7x64. I did a couple searches for the value, but nothing is found.
EDIT: to be exact, search for command "PUSH 186C0" and search for constant "0x186C0" returned nothing. Also, I noticed the address showing on my OD screen is different from what is presented in the video. Since it is relative addressing, i thought there might be something wrong with mine.
The os has nothing to do with it, and nothing has changed the address is still there..

Try something else
Right click on the CPU window/search for/all referenced text strings
Another window will pop up right click/search for text
And search for STR_RIDE_MATCH_MSG_FORBID_JUMP
And there above that line you should fine what you need.
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Old 02/17/2012, 12:31   #25
 
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Quote:
Originally Posted by shitboi View Post
I am wondering if the OS matter? I am running win7x64. I did a couple searches for the value, but nothing is found.
EDIT: to be exact, search for command "PUSH 186C0" and search for constant "0x186C0" returned nothing. Also, I noticed the address showing on my OD screen is different from what is presented in the video. Since it is relative addressing, i thought there might be something wrong with mine.
Sigh. You're looking at the ntdll.dll module.
Click on the blue "E" icon (or press CTRL+E) to open up the modules list, double click the one with the name "Conquer", THEN do your search.
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Old 02/17/2012, 14:29   #26
 
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Use the stealth64 plugin if you're using ollydbg 1.10 on 64-bit systems.
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Old 02/17/2012, 14:42   #27
 
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Thanks Evan, stealth64 did the trick, with that i can do what hawtness suggested, that is pull out the conquer module.

EDIT:
Thanks to angelius for the tutorial, it worked for me

Frezone mentioned changing jump on less or equal to Jump, i thought that would make a lot of sense, it directly executes the jump instructions without caring about the conditions.

I am can this method be used to allow jump onto walls etc? That is if i void the check for "whatever is too high" check.
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Old 02/17/2012, 15:47   #28
 
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I am can this method be used to allow jump onto walls etc? That is if i void the check for "whatever is too high" check.
You can, but you can't jump over the wall in the guild area - that check is server-sided and it'll pull you back.
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Old 02/17/2012, 15:57   #29
 
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cool... I have another problem with Olly. After a successful edit of Conquer.exe, it refuses to open conquer.exe again. It kept telling access violation error. Problem persists even after a restart.

I can attach olly to conquer.exe fine, but i can't simply open conquer.exe from olly like i first did. Curious to know why.
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Old 02/18/2012, 10:00   #30
 
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Quote:
Originally Posted by shitboi View Post
cool... I have another problem with Olly. After a successful edit of Conquer.exe, it refuses to open conquer.exe again. It kept telling access violation error. Problem persists even after a restart.

I can attach olly to conquer.exe fine, but i can't simply open conquer.exe from olly like i first did. Curious to know why.
I think you have to remove the debugger checks to run it from olly.
I'm not 100% sure but at least I saw some IsDebuggerPresent checks once when looking at it...
But about that why it would have worked the first time I don't know
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