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Latest packet structures?
Discussion on Latest packet structures? within the CO2 Programming forum part of the Conquer Online 2 category.
06/06/2012, 23:05
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#1
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Latest packet structures?
Hello everyone, it's been a while. Anyway I'm back into the game so of course back to having fun with it.
Now I'm looking for the latest packet structures, I'm sure they are out there somewhere already, why reinvent the wheel if it's already been done?
Or maybe I'm just a little to lazy to find the basic functions and find out how they are formatted.
So hopefully anyone can link me up, or post some here is of course fine as well. I already have tried the search, and the one website that led me to is down. So no luck in that department.
Thanks ya'll
_fobos_
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06/06/2012, 23:21
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#2
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Um, best thing to do would be download some public sources.
Other than that I'm not sure if all the latest packet structures anywhere.
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06/06/2012, 23:31
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#3
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Well, those kinds of things are in the Underground. So either join the Underground or log them.
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06/07/2012, 00:11
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#4
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Welcome back! You could always look at Korvac's wiki here  . It's probably the closest thing you'll get to a list of the latest packet structures, and even though the packet structures aren't completely up to date, it's still **** good
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06/07/2012, 01:04
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#5
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Quote:
Originally Posted by .Kinshi
Um, best thing to do would be download some public sources.
Other than that I'm not sure if all the latest packet structures anywhere.
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Thank you, I might have a go at that, any sources you can recommend?
Quote:
Originally Posted by Kiyono
Well, those kinds of things are in the Underground. So either join the Underground or log them.
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The Underground? What might that be? Thanks for responding.
Quote:
Originally Posted by IAmHawtness
Welcome back! You could always look at Korvac's wiki here  . It's probably the closest thing you'll get to a list of the latest packet structures, and even though the packet structures aren't completely up to date, it's still damn good
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Hello my old friend haha, nice to see you're still around. I just skimmed through it and it's indeed not complete but I think I can work with it a bit.
I was looking at the basic functions like Jump, which would be the action packet, though I have no clue what some of the offsets are.
This is what I had so far and the site wasn't much help figuring out the rest.
For example, Ill block out all I'm sure of:
XX XX XX XX XX XX XX XX XX XX XX XX 00 00 00 00 2C A0 CB 07 89 00 00 00 04 02 37 01 EA 03 00 00 FF FF FF FF 00 00
Offset 0 = Size
Offset 2 = Packet ID
Offset 4 = Char UID
Offset 8 = x-coordinate
Offset 10 = y-coordinate
Offset 12 = Empty?
Offset 14 = Timer?
Offset 18 = From then on I'm stuck.
Ya'll thanks for your replies, fun to be back!
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06/07/2012, 01:07
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#6
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Quote:
Originally Posted by _fobos_
Thank you, I might have a go at that, any sources you can recommend?
The Underground? What might that be? Thanks for responding.
Hello my old friend haha, nice to see you're still around. I just skimmed through it and it's indeed not complete but I think I can work with it a bit.
I was looking at the basic functions like Jump, which would be the action packet, though I have no clue what some of the offsets are.
This is what I had so far and the site wasn't much help figuring out the rest.
For example, Ill block out all I'm sure of:
XX XX XX XX XX XX XX XX XX XX XX XX 00 00 00 00 2C A0 CB 07 89 00 00 00 04 02 37 01 EA 03 00 00 FF FF FF FF 00 00
Offset 0 = Size
Offset 2 = Packet ID
Offset 4 = Char UID
Offset 8 = x-coordinate
Offset 10 = y-coordinate
Offset 12 = Empty?
Offset 14 = Timer?
Offset 18 = From then on I'm stuck.
Ya'll thanks for your replies, fun to be back!
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Just to confirm... what patch are you working on?
Albetros is I feel still the most up to date/accurate public packet reference out there. It doesn't have much competition though so it's really hard to say much about it.
Most of the time, tq doesn't really change packets but rather adds in a new value or two. As such you can use the somewhat out of date packet references, look for your known markers in a new packet log and work from there. Half the time it's just a matter of throwing a uint in the middle of the packet and everything magically lines up.
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06/07/2012, 01:21
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#7
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Quote:
Originally Posted by pro4never
Just to confirm... what patch are you working on?
Albetros is I feel still the most up to date/accurate public packet reference out there. It doesn't have much competition though so it's really hard to say much about it.
Most of the time, tq doesn't really change packets but rather adds in a new value or two. As such you can use the somewhat out of date packet references, look for your known markers in a new packet log and work from there. Half the time it's just a matter of throwing a uint in the middle of the packet and everything magically lines up.
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Thank you for your reply,
I'm on the latest patch, have my hooks and so forth so it's just a matter of getting the right packets now. And yes I agree some of the old packets that are listed are not half bad at all, they are a good reference.
What I wonder tho is what these new values add, and I'm sure that not all the offsets that I listed above are new values but the puzzle doesn't fit together yet.
About Albetros, I was actually just looking at the private server section; never been a fan of private servers. But I might just look through the source, who knows it could be helpful after all.
Alright so basically I have the following incomplete structure so far for jumping.
(Edit, complete now thanks for the correction IamHawtness.)
Example jump packet:
Code:
26 00 1A 27 XX XX XX XX 03 02 38 01 00 00 00 00 2C A0 CB 07 89 00 00 00 04 02 37 01 EA 03 00 00 FF FF FF FF 00 00
Size = 26 00
Packet ID = 1A 27
Character_ID = XX XX XX XX
Coord_X = 03 02
Coord_Y = 38 01
Empty = 00 00 00 00
Timer = 2C A0 CB 07
Action_Type = 89 00
Direction = 00 00
Old_X = 04 02
Old_X = 37 01
MapId = EA 03 00 00
Unknown = FF FF FF FF
Unknown2 = 00 00
Thank you,
_fobos_
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06/07/2012, 11:25
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#8
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Code:
26 00 1A 27 XX XX XX XX 03 02 38 01 00 00 00 00 2C A0 CB 07 89 00 00 00 04 02 37 01 EA 03 00 00 FF FF FF FF 00 00
Size = 26 00
Packet ID = 1A 27
Character_ID = XX XX XX XX
Coord_X = 03 02
Coord_Y = 38 01
Empty = 00 00 00 00
Timer = 2C A0 CB 07
Action_Type = 89 00
Direction = 00 00
Old_X = 04 02
Old_X = 37 01
MapId = EA 03 00 00
Unknown = FF FF FF FF
Unknown2 = 00 00
I'm not really sure about the last parameter, I dont think I've ever seen TQ actually use it.
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06/07/2012, 13:00
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#9
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Your best bet is the wiki. Though on the latest patch there are minimal differences, for example in the charinfo (1006) packet there are 2 new bytes I think after the UID if I rrecall it right, minor offset changes only, even a 3 year old could find them.
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06/07/2012, 13:32
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#10
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Quote:
Originally Posted by IAmHawtness
Code:
26 00 1A 27 XX XX XX XX 03 02 38 01 00 00 00 00 2C A0 CB 07 89 00 00 00 04 02 37 01 EA 03 00 00 FF FF FF FF 00 00
Size = 26 00
Packet ID = 1A 27
Character_ID = XX XX XX XX
Coord_X = 03 02
Coord_Y = 38 01
Empty = 00 00 00 00
Timer = 2C A0 CB 07
Action_Type = 89 00
Direction = 00 00
Old_X = 04 02
Old_X = 37 01
MapId = EA 03 00 00
Unknown = FF FF FF FF
Unknown2 = 00 00
I'm not really sure about the last parameter, I dont think I've ever seen TQ actually use it.
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Wow, major f up on my part, thanks for correcting me, I blame the time I was up at!
Quote:
Originally Posted by KraHen
Your best bet is the wiki. Though on the latest patch there are minimal differences, for example in the charinfo (1006) packet there are 2 new bytes I think after the UID if I rrecall it right, minor offset changes only, even a 3 year old could find them.
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I haven't really looked through all the of them yet, and that's 1 I haven't looked at
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06/07/2012, 14:06
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#11
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Quote:
Originally Posted by _fobos_
Wow, major f up on my part, thanks for correcting me, I blame the time I was up at!
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Haha, it happens. What are you working at now though? I mean, since you're looking for packet structures.
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06/07/2012, 14:09
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#12
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Quote:
Originally Posted by IAmHawtness
Haha, it happens. What are you working at now though? I mean, since you're looking for packet structures.
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A client-less bot is what I'm working on, and along the way I hope to find some exploits maybe 
How about you these days, any current fun projects?
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06/07/2012, 15:17
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#13
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Quote:
Originally Posted by _fobos_
A client-less bot is what I'm working on, and along the way I hope to find some exploits maybe 
How about you these days, any current fun projects?
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Oh, good luck with that. TQ has added a lot more protection against clientless bots since you last were here  .
I'm not really working on anything at the moment, my exam project and Diablo 3 have been occupying a lot of my time lately. Mostly Diablo 3, of course.
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06/07/2012, 15:27
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#14
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Quote:
Originally Posted by IAmHawtness
Oh, good luck with that. TQ has added a lot more protection against clientless bots since you last were here  .
I'm really working on anything at the moment, my exam project and Diablo 3 have been occupying a lot of my time lately. Mostly Diablo 3, of course.
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Yes, I noticed that! They have improved, didn't think they had it in them!
I'm on a crappy desktop right now, if my laptop wasn't running my web servers and **** on Linux I would definitely be totally addicted to D3. I practically grew up with Diablo.
Nice to see you're still around, at least one familiar face!
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06/07/2012, 16:02
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#15
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Quote:
Originally Posted by _fobos_
Yes, I noticed that! They have improved, didn't think they had it in them!
I'm on a crappy desktop right now, if my laptop wasn't running my web servers and **** on Linux I would definitely be totally addicted to D3. I practically grew up with Diablo.
Nice to see you're still around, at least one familiar face!
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Haha, I never really expected to see you here again, I think last time I spoke to you, you were busy working at a restaurant, and then you just disappeared for years
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