try the decimal notation: 1015
Its also the packet that sends effects among other stuff
^ Yup. This. Some of the older servers may also use hexadecimal, so it could also be the constant 0x3F7. But yup, not all servers are gonna call their packets by the same name. Using the official names has been more of a recent thing / in CpySky's server projects. You can also look at the development wiki that's pinned to the private servers section. I'm working on a new version of that, too - just fyi. Should be easier to contribute to it soon.
The subpackets are individually coded in their own files. the one for the sound packet simply isn't there.
While the main packet id is indeed written as 1015, the sub packet ids are hex, and a complete search didn't find it.
The source i have doesn't even have a placeholder for that subpacket, much less use it.
It just has effects, sendguid, and sendguildlist implemented, the other variants aren't even described.
For that matter, the other thread doesn't say how to make the music LOOP until the map change, and i haven't even been able to find the "korvacs wiki" that has the string types listed. i don't see it on the development wiki, much less whether the string name for a sound packet is a filename with or without extension.
I know moving to a newer client would easily solve the music problem (as those play map based music without server packets at all), but i like pre potency clients.
The subpackets are individually coded in their own files. the one for the sound packet simply isn't there.
While the main packet id is indeed written as 1015, the sub packet ids are hex, and a complete search didn't find it.
The source i have doesn't even have a placeholder for that subpacket, much less use it.
It just has effects, sendguid, and sendguildlist implemented, the other variants aren't even described.
For that matter, the other thread doesn't say how to make the music LOOP until the map change, and i haven't even been able to find the "korvacs wiki" that has the string types listed. i don't see it on the development wiki, much less whether the string name for a sound packet is a filename with or without extension.
I know moving to a newer client would easily solve the music problem (as those play map based music without server packets at all), but i like pre potency clients.
Are you sure there is no "MusicRegion.ini" file in your client's INI folder?
yes, i am sure. that was added later. sometime between 4351 and 4095.
qonquer uses earlier clients, and did the music. *** i miss that server, it still had TreasureBirds in it's met zone. and you could hunt there with low level archers for much mets and dragon *****.
so finally have a /sound command. the .wav files work. the .mp3 files do NOT.
/sound sound/wind.wav
works
/sound sound/1002.mp3
does NOT.
what the f? it's definitely there on the client.
Ah, yeah. That checks out. Looking at the Eudemons client source, it relies on WinAPI's function... which only plays wave files. I wonder if that changed in more modern versions of the client.
don't suppose there's a music packet in that eudaemons client source?
Not that I'm aware of... but you could always use another version of the client that includes that. I've found that it's far easier to remove features than add them back in.
How the heck am i going to figure this out? qonquer was 4338 as near as I can tell, and 4338 predates CP, which the source is using.
Doesn't help that the qonquer online client file seems long gone.
PlaySound does understand mp3 files inside of wav files, though, so my creation of wav files with mp3 in them should have worked.
Well, if you want to play mp3 files on their own without reencoding it, then you could try hooking the client and making your own player using DirectShow or something. Make a new packet type to trigger it or detour the function in NDSound.
wow. the client is stupidly picky on the files. even creating a wav file with the usual codec in ffmpeg doesn't work. using an online converter i was able to make a 44 megabyte wav file that actually plays back in game.
how annoying.
and now it works again. sigh.... and i thought my last problem was bad...
[HELP] Npc Packet (4351 TheCOServer) 04/04/2010 - CO2 Private Server - 1 Replies please i've maked some codes for 4351 and i'm trying to make the right packets... but not seems to work yet... if possible i would like to learn a little more and i want help from epvp community....
here are the codes for NpcTalk :
using System;
using System.Collections.Generic;
using System.Text;
using MyMathLib;
using TheCOServer.PacketHandler;