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[Release] Super-Basic Server Base

Discussion on [Release] Super-Basic Server Base within the CO2 PServer Guides & Releases forum part of the CO2 Private Server category.

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Old 07/27/2011, 16:34   #46
 
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Quote:
Originally Posted by agathom View Post
Whats wrong with this i cant see the name ^^



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You need to code the packets. Please note the "Super-Basic Server Base".
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Old 07/27/2011, 17:21   #47
 
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Quote:
Originally Posted by BaussHacker View Post
You need to code the packets. Please note the "Super-Basic Server Base".
i see.
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Old 07/27/2011, 17:53   #48
 
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Quote:
Originally Posted by agathom View Post
i see.
i said it 2 or 3 times before he did
please guys read the posts
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Old 07/28/2011, 18:56   #49
 
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Here is the the ping packet and function and jump

In Packets/delegates.cs add
Code:
{ 1009, Handles.ItemPing.Handle },
in the Packets/Handles folder add a new file "ItemPing.cs"
Code:
public class ItemPing
    {
        public unsafe static void Handle(Byte* Data, KinSocket.Connection Client)
        {
            int Subtype = Data[12];
            switch (Subtype)
            {
                #region Reply to Ping / 27
                case 27://Reply to ping
                    {
                        Client.Send(Data);
                        break;
                    }
                #endregion
            }           
        }
    }
in Packets/handlers/generaldata.cs add
Code:
case Structures.DataPacket.DataTypes.Jump:
                    {
                        ushort new_X = *((ushort*)(Data + 8));
                        ushort new_Y = *((ushort*)(Data + 10));
                        int Mapid = (int)Hero.Map;
                        //check map location here
                        ushort prev_x = Hero.X;
                        ushort prev_y = Hero.Y;
                        Hero.X = new_X;
                        Hero.Y = new_Y;

                        Packet->dwParam = Hero.Map;
                        Packet->wParam1 = Hero.X;
                        Packet->wParam2 = Hero.Y;
                        Packet->DataType = Structures.DataPacket.DataTypes.Jump;
                        Packet->wParam0 = prev_x;
                        Packet->wParam1 = prev_y;
                        Client.Send(Packet);
                        foreach(Struct.NPC Npc in Constants.Npcs.Values)
                        {
                            if (Npc.Map == Hero.Map)
                            {
                                if (!Calc.CanSee(prev_x, prev_y, Npc.X, Npc.Y))
                                {
                                    if (Calc.CanSee(Hero.X, Hero.Y, Npc.X, Npc.Y))
                                    {
                                        Client.Send((Byte[])new Structures.NpcSpawnPacket(Npc));
                                    }
                                }
                            }
                        }
                        break;
                    }
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Old 07/28/2011, 19:45   #50
 
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First things first
Code:
                     foreach(Struct.NPC Npc in Constants.Npcs.Values)
                        {
                            if (Npc.Map == Hero.Map)
                            {
                                if (!Calc.CanSee(prev_x, prev_y, Npc.X, Npc.Y))
                                {
                                    if (Calc.CanSee(Hero.X, Hero.Y, Npc.X, Npc.Y))
                                    {
                                        Client.Send((Byte[])new Structures.NpcSpawnPacket(Npc));
                                    }
                                }
                            }
                        }
YOU NEED A SCREEN SYSTEM KINISHI <3

That's horrible putting that everywhere "if can see npc, spawn, etc etc" needs to be one line. Client.screen.Refresh();
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Old 07/28/2011, 20:15   #51
 
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Quote:
Originally Posted by _DreadNought_ View Post
First things first
Code:
                     foreach(Struct.NPC Npc in Constants.Npcs.Values)
                        {
                            if (Npc.Map == Hero.Map)
                            {
                                if (!Calc.CanSee(prev_x, prev_y, Npc.X, Npc.Y))
                                {
                                    if (Calc.CanSee(Hero.X, Hero.Y, Npc.X, Npc.Y))
                                    {
                                        Client.Send((Byte[])new Structures.NpcSpawnPacket(Npc));
                                    }
                                }
                            }
                        }
YOU NEED A SCREEN SYSTEM KINISHI <3

That's horrible putting that everywhere "if can see npc, spawn, etc etc" needs to be one line. Client.screen.Refresh();
Ya i know i was just making sure i got the packet right and i did thats my next step after i get mobs spawned
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Old 07/29/2011, 03:01   #52
 
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Quote:
Originally Posted by t_dubble_uu View Post
Here is the the ping packet and function and jump

In Packets/delegates.cs add
Code:
{ 1009, Handles.ItemPing.Handle },
in the Packets/Handles folder add a new file "ItemPing.cs"
Code:
public class ItemPing
    {
        public unsafe static void Handle(Byte* Data, KinSocket.Connection Client)
        {
            int Subtype = Data[12];
            switch (Subtype)
            {
                #region Reply to Ping / 27
                case 27://Reply to ping
                    {
                        Client.Send(Data);
                        break;
                    }
                #endregion
            }           
        }
    }
in Packets/handlers/generaldata.cs add
Code:
case Structures.DataPacket.DataTypes.Jump:
                    {
                        ushort new_X = Data[8];
                        ushort new_Y = Data[10];
                        int Mapid = (int)Hero.Map;
                        //check map location here
                        ushort prev_x = Hero.X;
                        ushort prev_y = Hero.Y;
                        Hero.X = new_X;
                        Hero.Y = new_Y;

                        Packet->dwParam = Hero.Map;
                        Packet->wParam1 = Hero.X;
                        Packet->wParam2 = Hero.Y;
                        Packet->DataType = Structures.DataPacket.DataTypes.Jump;
                        Packet->wParam0 = prev_x;
                        Packet->wParam1 = prev_y;
                        Client.Send(Packet);
                        foreach(Struct.NPC Npc in Constants.Npcs.Values)
                        {
                            if (Npc.Map == Hero.Map)
                            {
                                if (!Calc.CanSee(prev_x, prev_y, Npc.X, Npc.Y))
                                {
                                    if (Calc.CanSee(Hero.X, Hero.Y, Npc.X, Npc.Y))
                                    {
                                        Client.Send((Byte[])new Structures.NpcSpawnPacket(Npc));
                                    }
                                }
                            }
                        }
                        break;
                    }
Yay glad to see people are working on it

Quote:
Originally Posted by _DreadNought_ View Post
First things first
Code:
                     foreach(Struct.NPC Npc in Constants.Npcs.Values)
                        {
                            if (Npc.Map == Hero.Map)
                            {
                                if (!Calc.CanSee(prev_x, prev_y, Npc.X, Npc.Y))
                                {
                                    if (Calc.CanSee(Hero.X, Hero.Y, Npc.X, Npc.Y))
                                    {
                                        Client.Send((Byte[])new Structures.NpcSpawnPacket(Npc));
                                    }
                                }
                            }
                        }
YOU NEED A SCREEN SYSTEM KINISHI <3

That's horrible putting that everywhere "if can see npc, spawn, etc etc" needs to be one line. Client.screen.Refresh();
Haha yes I know, I'm trying out various methods till I find one I like :P
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Old 07/29/2011, 08:52   #53
 
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dude this source sucks, it has no features... Wack RELEASE!
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Old 07/29/2011, 08:57   #54
 
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Quote:
Originally Posted by -Shunsui- View Post
dude this source sucks, it has no features... Wack RELEASE!
I can smell the sarcasm.
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Old 07/29/2011, 15:50   #55
 
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Quote:
Originally Posted by -Shunsui- View Post
dude this source sucks, it has no features... Wack RELEASE!
Then get ur lazy *** up and make ur own cause i dont see u contributing anything!!! Dont put down anyones work and learn to read "Server Base"!!!

And i got the jump cords wrong here are the correct cords
Code:
ushort new_X = *((ushort*)(Data + 8));
ushort new_Y = *((ushort*)(Data + 10));
Im not used to working with unsafe coding
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Old 07/29/2011, 17:18   #56
 
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Quote:
Originally Posted by t_dubble_uu View Post
Then get ur lazy *** up and make ur own cause i dont see u contributing anything!!! Dont put down anyones work and learn to read "Server Base"!!!

And i got the jump cords wrong here are the correct cords
Code:
ushort new_X = *((ushort*)(Data + 8));
ushort new_Y = *((ushort*)(Data + 10));
Im not used to working with unsafe coding
Lol, i was jooking man. im Kinshi's partner,
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Old 07/29/2011, 19:07   #57
 
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Quote:
Originally Posted by -Shunsui- View Post
Lol, i was jooking man. im Kinshi's partner,
Life partner that is.
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Old 07/29/2011, 19:11   #58
 
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Quote:
Originally Posted by .Kinshi View Post
Life partner that is.
Can I be your *** partner?
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Old 07/29/2011, 19:25   #59
 
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Quote:
Originally Posted by BaussHacker View Post
Can I be your *** partner?
Why the **** not? :P
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Old 07/29/2011, 19:31   #60
 
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Quote:
Originally Posted by .Kinshi View Post
Why the **** not? :P
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