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[Guide] Common Problems Preventing Login

Discussion on [Guide] Common Problems Preventing Login within the CO2 PServer Guides & Releases forum part of the CO2 Private Server category.

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[Guide] Common Problems Preventing Login

Introduction:

Please take note that I'm using the newer client as a reference for debugging. Clients using older methods of displaying login information and error messages will act differently, so be prepared for that. Clients using "Cn_Res.ini" in their INI folder are most likely supported by this guide. This guide is rough and incomplete, but hopefully will help you get through the login process and into the game world.

You can find packet structures on the or by searching the forum.

Common Login Problems:

"Blue Screen of Death" (System Crash)
If you are running a version of Conquer Online around patch 5065, there is a bot scanner that is incompatible with Windows Vista and above. The check causes the operating system or graphics driver to fail, crashing Windows. Avoid this issue by using the Conquer Loader provided in . Else, completely remove it (zftqat) from the client or replace it with a C# program that starts Conquer.exe with the command line argument "blacknull".

Server maintenance. Please try again later!
It's too crowded inside! Please come back later!
This error is displayed when the client could not connect to the authentication / account server. Check the IP address and port in the client. Restart it after a change is made and try again. Make sure your ports are open as well and that you're using a publicly accessible IP address or domain.

Client Hangs on black screen with no loading bar.
This problem occurs on patches 5174 and higher that use the RC5 seed packet (1059), or that use a new password cipher. If the client hangs here and the server is not receiving any packets, that's because the client is waiting on the 1059 packet. If the server is receiving packets, then the server is not programmed to handle the packets being received.

Client Hangs on "Connecting to the account server".
If the client hangs here, it probably means your firewall might be up or you haven't configured the client properly to connect.

Invalid Account ID or Password.
If the password you entered is valid (you've double checked and it should be correct with what you have in the database), then your password cipher is most likely out of date or producing invalid data.

Failed to connect to the game server. Please try again later.
You get this message when the game port is closed or the endpoint (IP and port) that you're sending in authentication forward packet (1055) is invalid. You might also get this if your game server is offline or inaccessible in which case you should check your ports and make sure that they're open.

Client crashes and closes completely without any messages.
If you run into this problem, then you're sending an invalid IP address and port in the authentication forward packet (1055) or sending an invalid 1055 packet all together. The new client does not support the use of local addresses beginning with 127.x.x.x. It also doesn't support No-IP addresses or domains. There are ways of getting around this (check my signature for releases about those methods). You may use a Hamachi IP address.

Client hangs on "Logging into the game server".
If the client hangs here, then the DH Key Exchange wasn't handled correctly, and packet 1052 was never received. This might also be a problem with the game cipher. If you first receive a packet other than the authentication receive packet (1052) after receiving the exchange data, then most likely, your game cipher or exchange is invalid or out of date. This could also be the result of not sending "ANSWER_OK" to the client. It's waiting for that message.

Client hangs on "Logging into the game server" with a key error in the console.
This happens when you're using a 32-bit libeay32.dll file on a Windows 64-bit operating system, or vice versa. Change out your libeay32.dll file and ensure that the project is running in 32bit mode.

Disconnected with game server. Please login the game again!
You may get this message if your authentication receive packet (1052) was rejected by the server. This might happen if you're using advanced authentication methods such as double client checks. If this is a result of a server check, make sure you send a message to the client similar to "ANSWER_OK" that tells the user what the problem is. If you got the "Initializing..." message before this, then this could be a result of a bad character information packet (1006). You can tell that it's a bad character information packet when the client response like it's already logged in. This is the result of faulty initialization.

Client hangs on "Initializing..."
The client should be receiving a character information packet (1006) so that your server can receive the general data packet (10010)'s set location subtype (74). If the client is hanging and the character information packet has been sent, that means that the packet is valid and it's waiting for the set location subtype packet (10010:74).

Client disconnects after "Creating maps..." / "Starting... Please wait..."
If the client disconnects after displaying this, that means that you're creating an invalid packet, probably the character info packet (1006) or date time packet (1033). Check your packet footer to ensure that "TQServer" is in the final 8 bytes of the packet. Check your length as well. The length in offset 0 shouldn't include the 8 bytes for the TQServer stamp. The client can disconnect if the packet length - 8 is shorter than the length at offset 0. If you're not sending character creation at all, then you're doing something very wrong because you should never send the set location subtype packet (10010:74) when the client doesn't request it.

The client isn't showing a map, just a black screen with a bugged interface.
The map that you sent in the set location subtype packet (10010:74) is incorrect or the values passed in the packet are incorrect. If you're confident that you're sending the right structure, check your gamemap.dat file (using a binary reader).

The client is showing the map but with a bugged interface.
Your graphic drivers are most likely out of date or set to a graphic configuration that is higher than the requirements to run the game. Set your graphics to their default configuration and make sure that the driver is updated. If the client works on another computer, then contact your graphic card's support and tell them that a DirectX 8.1 application isn't running correctly on your computer.

The client is showing the map and I can walk and do actions, but the interface isn't responding correctly.
Make sure that you're sending back the packet's you're receiving during login after the set location subtype packet (10010:74) is sent. This error is from not sending back the request inventory subtype packet (10010:75).

Common Console / Source Problems:

I'm getting a key error with libeay32.dll.
If you're running a 64bit version of Windows, then you need to replace your libeay32.dll library with a 64bit version of the library. If you're running a 32bit version of Windows, then you need to replace your libeay32.dll library with a 32bit version of the library. The library is from the OpenSSL (Secure Sockets Layer) Project and contains ciphers used in Conquer Online (Blowfish and CAST-5). Conquer Online uses their 0.9.8c (or a version around that). Here is where you can download the binaries for . Feel free to use any version (they all should work).

I'm getting a null reference error before the server has started up.
Most likely, if you're getting this error, the database hasn't been set up correctly and the server is unable to load the server. It's attempting to reference data that does not exist. Ensure that your connection configuration is correct.

Common Spawning Problems:

I can't see the character at all (no shadow) and the client isn't requesting packets from me.
If the client isn't sending anything back as a result of your spawn packet being received, then your packet length is correct (take note, this is on higher patches, most likely near the introduction of bosses and monks). Check your x and y offsets. If you're running on a lower patch, check your name offset as well. There might be a possibility that you're not even sending the packet. Check your screen system.

All I see is a shadow.
That's good, you're almost there. It just means your mesh is invalid or you're sending the mesh in the wrong offset. The x and y coordinates are ok, so is your packet length; don't change anything else.

I can't see the character (no shadow) and the client is sending string packet 1015:13 (Name request).
Well, if you're getting this error, that means your name offset is incorrect and the client is telling the sever to reconstruct the packet. Check your name offset.

Conclusion:

If you're still having problems with something that you believe is client related that hasn't been discussed here, please comment below. If you're having a problem with static ip addresses or something that has little to do with this thread, search for or make a new thread and don't bother the people on this one. Spamming won't solve your problems. Don't contact me about them, I'll just ignore them. Good luck.
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Old 07/17/2012, 03:21   #2
 
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And if I'm logged on so I can't see the interface?
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Old 07/17/2012, 03:40   #3
 
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Quote:
Originally Posted by Sp!!ke View Post
And if I'm logged on so I can't see the interface?
If the map doesn't load and the interface is bugged, then the map doesn't exist in the client. If you really can't see the interface at all and everything else loaded correctly, then it's probably a client bug or your video card driver is out of date. I've never experienced that problem before, so I wouldn't know how to replicate it. Make sure you're sending packets back correctly when you're receiving the 10010 subtype packets. Sorry if that's incorrect. I'm a C# programmer more than I'm a Conquer Online programmer.
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Old 07/17/2012, 03:50   #4
 
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I will upload a pic now , just a second !



look sometimes I can't see F1,F2,Status,Items ( just Arena)

Code:
#region Data (10010)
                case 10010:
                    {
                        if (client.Action != 2)
                            return;
                        Data gData = new Data(false);
                        gData.Deserialize(packet);
                        switch (gData.ID)
                        {
                            case Data.SwingPickaxe:
                                client.Mining = true;
                                break;
                            case Data.Revive:

                                Revive(gData, client);
                                // Revive(gData, client);
                                break;
                            case Data.UsePortal:
                                if (client.Entity.MapID == 601)
                                {
                                    client.Entity.Teleport(601, 063, 055);
                                }
                                else
                                    UsePortal(gData, client);
                                break;

                            case Data.ChangePKMode:
                                ChangePKMode(gData, client);
                                break;
                            case Data.ChangeAction:
                                ChangeAction(gData, client);
                                break;
                            case Data.ChangeDirection:
                                ChangeDirection(gData, client);
                                break;
                            case Data.Hotkeys:
                                client.Send(packet);
                                break;
                            case 408://steed soul remoeve
                                {


                                    break;
                                }
                            case Data.ConfirmSpells:
                                if (client.Spells != null)
                                    foreach (Interfaces.ISkill spell in client.Spells.Values)
                                        if (spell.ID != 3060)
                                            spell.Send(client);
                                client.Send(packet);
                                break;
                            case Data.ConfirmProficiencies:
                                if (client.Proficiencies != null)
                                    foreach (Interfaces.ISkill proficiency in client.Proficiencies.Values)
                                        proficiency.Send(client);
                                client.Send(packet);
                                break;
                            case Data.ConfirmGuild:
                                client.Send(packet);
                                break;
                            case Data.ConfirmFriends:
                                #region Friends/Enemy/TradePartners/Apprentices
                                Message msg2 = new Message("Your friend, " + client.Entity.Name + ", has logged on.", System.Drawing.Color.Red, Message.TopLeft);

                                foreach (Game.ConquerStructures.Society.Friend friend in client.Friends.Values)
                                {
                                    if (friend.IsOnline)
                                    {
                                        var pckt = new KnownPersons(true)
                                        {
                                            UID = client.Entity.UID,
                                            Type = KnownPersons.RemovePerson,
                                            Name = client.Entity.Name,
                                            Online = true
                                        };
                                        friend.Client.Send(pckt);
                                        pckt.Type = KnownPersons.AddFriend;
                                        friend.Client.Send(pckt);
                                        friend.Client.Send(msg2);
                                    }
                                    client.Send(new KnownPersons(true)
                                    {
                                        UID = friend.ID,
                                        Type = KnownPersons.AddFriend,
                                        Name = friend.Name,
                                        Online = friend.IsOnline
                                    });
                                    if (friend.Message != "")
                                    {
                                        client.Send(new Message(friend.Message, client.Entity.Name, friend.Name, System.Drawing.Color.Red, Message.Whisper));
                                        Database.KnownPersons.UpdateMessageOnFriend(friend.ID, client.Entity.UID, "");
                                    }
                                }

                                foreach (Game.ConquerStructures.Society.Enemy enemy in client.Enemy.Values)
                                {
                                    client.Send(new KnownPersons(true)
                                    {
                                        UID = enemy.ID,
                                        Type = KnownPersons.AddEnemy,
                                        Name = enemy.Name,
                                        Online = enemy.IsOnline
                                    });
                                }
                                Message msg3 = new Message("Your partner, " + client.Entity.Name + ", has logged in.", System.Drawing.Color.Red, Message.TopLeft);

                                foreach (Game.ConquerStructures.Society.TradePartner partner in client.Partners.Values)
                                {
                                    if (partner.IsOnline)
                                    {
                                        var packet3 = new TradePartner(true)
                                        {
                                            UID = client.Entity.UID,
                                            Type = TradePartner.BreakPartnership,
                                            Name = client.Entity.Name,
                                            HoursLeft = (int)(new TimeSpan(partner.ProbationStartedOn.AddDays(3).Ticks).TotalHours - new TimeSpan(DateTime.Now.Ticks).TotalHours),
                                            Online = true
                                        };
                                        partner.Client.Send(packet3);
                                        packet3.Type = TradePartner.AddPartner;
                                        partner.Client.Send(packet3);
                                        partner.Client.Send(msg3);
                                    }
                                    var packet4 = new TradePartner(true)
                                    {
                                        UID = partner.ID,
                                        Type = TradePartner.AddPartner,
                                        Name = partner.Name,
                                        HoursLeft = (int)(new TimeSpan(partner.ProbationStartedOn.AddDays(3).Ticks).TotalHours - new TimeSpan(DateTime.Now.Ticks).TotalHours),
                                        Online = partner.IsOnline
                                    };
                                    client.Send(packet4);
                                }

                                foreach (Game.ConquerStructures.Society.Apprentice appr in client.Apprentices.Values)
                                {
                                    if (appr.IsOnline)
                                    {
                                        ApprenticeInformation AppInfo = new ApprenticeInformation();
                                        AppInfo.Apprentice_ID = appr.ID;
                                        AppInfo.Apprentice_Level = appr.Client.Entity.Level;
                                        AppInfo.Apprentice_Class = appr.Client.Entity.Class;
                                        AppInfo.Apprentice_PkPoints = appr.Client.Entity.PKPoints;
                                        AppInfo.Apprentice_Experience = appr.Actual_Experience;
                                        AppInfo.Apprentice_Composing = appr.Actual_Plus;
                                        AppInfo.Apprentice_Blessing = appr.Actual_HeavenBlessing;
                                        AppInfo.Apprentice_Name = appr.Name;
                                        AppInfo.Apprentice_Online = true;
                                        AppInfo.Apprentice_Spouse_Name = appr.Client.Entity.Spouse;
                                        AppInfo.Enrole_date = appr.EnroleDate;
                                        AppInfo.Mentor_ID = client.Entity.UID;
                                        AppInfo.Mentor_Mesh = client.Entity.Mesh;
                                        AppInfo.Mentor_Name = client.Entity.Name;
                                        AppInfo.Type = 2;
                                        client.Send(AppInfo);

                                        MentorInformation Information = new MentorInformation(true);
                                        Information.Mentor_Type = 1;
                                        Information.Mentor_ID = client.Entity.UID;
                                        Information.Apprentice_ID = appr.ID;
                                        Information.Enrole_Date = appr.EnroleDate;
                                        Information.Mentor_Level = client.Entity.Level;
                                        Information.Mentor_Class = client.Entity.Class;
                                        Information.Mentor_PkPoints = client.Entity.PKPoints;
                                        Information.Mentor_Mesh = client.Entity.Mesh;
                                        Information.Mentor_Online = true;
                                        Information.Shared_Battle_Power = (uint)(((client.Entity.BattlePower - client.Entity.ExtraBattlePower) - (appr.Client.Entity.BattlePower - appr.Client.Entity.ExtraBattlePower)) / 3.3F);
                                        Information.String_Count = 3;
                                        Information.Mentor_Name = client.Entity.Name;
                                        Information.Apprentice_Name = appr.Name;
                                        Information.Mentor_Spouse_Name = client.Entity.Spouse;
                                        appr.Client.ReviewMentor();
                                        appr.Client.Send(Information);
                                    }
                                    else
                                    {
                                        ApprenticeInformation AppInfo = new ApprenticeInformation();
                                        AppInfo.Apprentice_ID = appr.ID;
                                        AppInfo.Apprentice_Name = appr.Name;
                                        AppInfo.Apprentice_Online = false;
                                        AppInfo.Enrole_date = appr.EnroleDate;
                                        AppInfo.Mentor_ID = client.Entity.UID;
                                        AppInfo.Mentor_Mesh = client.Entity.Mesh;
                                        AppInfo.Mentor_Name = client.Entity.Name;
                                        AppInfo.Type = 2;
                                        client.Send(AppInfo);
                                    }
                                }
                                #endregion
                                client.Send(packet);
                                break;
                            case Data.EndTeleport:
                                break;
                            case Data.GetSurroundings:
                                if (client.Booth != null)
                                {
                                    client.Entity.TransformationID = 0;
                                    client.Booth.Remove();
                                    client.Booth = null;
                                }
                                GetSurroundings(client);
                                client.Send(new MapStatus() { BaseID = client.Map.BaseID, ID = client.Map.ID, Status = Database.MapsTable.MapInformations[client.Map.ID].Status });
                                Game.Weather.CurrentWeatherBase.Send(client);
                                client.Send(gData);
                                break;
                            case Data.SetLocation:
                                SetLocation(gData, client);
                                break;
                            case Data.Jump:
                                PlayerJump(gData, client);
                                break;
                            case Data.UnknownEntity:
                                {
                                    #region UnknownEntity
                                    Client.GameState pClient = null;
                                    if (ServerBase.Kernel.GamePool.TryGetValue(gData.dwParam, out pClient))
                                    {
                                        if (ServerBase.Kernel.GetDistance(pClient.Entity.X, pClient.Entity.Y, client.Entity.X, client.Entity.Y) <= ServerBase.Constants.pScreenDistance && client.Map.ID == pClient.Map.ID)
                                        {
                                            if (pClient.Guild != null)
                                                pClient.Guild.SendName(client);
                                            if (client.Guild != null)
                                                client.Guild.SendName(pClient);
                                            if (pClient.Entity.UID != client.Entity.UID)
                                            {
                                                if (pClient.Map.ID == client.Map.ID)
                                                {
                                                    if (pClient.Map.BaseID == 700)
                                                    {
                                                        if (client.QualifierGroup != null)
                                                        {
                                                            if (pClient.QualifierGroup != null)
                                                            {
                                                                client.Entity.SendSpawn(pClient, false);
                                                                pClient.Entity.SendSpawn(client, false);
                                                            }
                                                            else
                                                            {
                                                                client.Entity.SendSpawn(pClient, false);
                                                                client.Screen.Add(pClient.Entity);
                                                            }
                                                        }
                                                        else
                                                        {
                                                            if (pClient.QualifierGroup != null)
                                                            {
                                                                pClient.Entity.SendSpawn(client, false);
                                                                pClient.Screen.Add(client.Entity);
                                                            }
                                                            else
                                                            {
                                                                client.Entity.SendSpawn(pClient, false);
                                                                pClient.Entity.SendSpawn(client, false);
                                                            }
                                                        }
                                                    }
                                                    else
                                                    {
                                                        client.Entity.SendSpawn(pClient, false);
                                                        pClient.Entity.SendSpawn(client, false);
                                                    }
                                                }
                                            }
                                        }
                                    }
                                    else
                                    {
                                        Game.Entity monster = null;
                                        if (client.Map.Entities.TryGetValue(gData.dwParam, out monster))
                                        {
                                            if (ServerBase.Kernel.GetDistance(monster.X, monster.Y, client.Entity.X, client.Entity.Y) <= ServerBase.Constants.pScreenDistance)
                                            {
                                                monster.SendSpawn(client, false);
                                            }
                                        }
                                        if (client.Map.Companions.TryGetValue(gData.dwParam, out monster))
                                        {
                                            if (ServerBase.Kernel.GetDistance(monster.X, monster.Y, client.Entity.X, client.Entity.Y) <= ServerBase.Constants.pScreenDistance)
                                            {
                                                monster.SendSpawn(client, false);
                                            }
                                        }
                                    }
                                    #endregion
                                    break;
                                }
                            case Data.CompleteLogin:
                                LoginMessages(client);

                                EntityEquipment equips = new EntityEquipment(true);
                                equips.ParseHero(client);
                                client.Send(equips);
                                break;
                            case Data.ChangeFace:
                                ChangeFace(gData, client);
                                break;
                            case Data.ObserveEquipment:
                            case Data.ObserveEquipment2:
                            case Data.ObserveKnownPerson:
                                ObserveEquipment(gData, client);
                                break;
                            case Data.ViewEnemyInfo:
                                {
                                    if (client.Enemy.ContainsKey(gData.dwParam))
                                    {
                                        if (client.Enemy[gData.dwParam].IsOnline)
                                        {
                                            KnownPersonInfo info = new KnownPersonInfo(true);
                                            info.Fill(client.Enemy[gData.dwParam], true, false);
                                            if (client.Enemy[gData.dwParam].Client.Guild != null)
                                                client.Enemy[gData.dwParam].Client.Guild.SendName(client);
                                            client.Send(info);
                                        }
                                    }
                                    break;
                                }
                            case Data.ViewFriendInfo:
                                {
                                    if (client.Friends.ContainsKey(gData.dwParam))
                                    {
                                        if (client.Friends[gData.dwParam].IsOnline)
                                        {
                                            KnownPersonInfo info = new KnownPersonInfo(true);
                                            info.Fill(client.Friends[gData.dwParam], false, false);
                                            if (client.Friends[gData.dwParam].Client.Guild != null)
                                                client.Friends[gData.dwParam].Client.Guild.SendName(client);
                                            client.Send(info);
                                        }
                                    }
                                    break;
                                }
                            case Data.ViewPartnerInfo:
                                {
                                    if (client.Partners.ContainsKey(gData.dwParam))
                                    {
                                        if (client.Partners[gData.dwParam].IsOnline)
                                        {
                                            TradePartnerInfo info = new TradePartnerInfo(true);
                                            info.Fill(client.Partners[gData.dwParam]);
                                            if (client.Partners[gData.dwParam].Client.Guild != null)
                                                client.Partners[gData.dwParam].Client.Guild.SendName(client);
                                            client.Send(info);
                                        }
                                    }
                                    break;
                                }
                            case Data.EndFly:
                                client.Entity.RemoveFlag(Update.Flags.Fly);
                                break;
                            case Data.EndTransformation:
                                client.Entity.Untransform();
                                break;
                            case Data.XPListEnd:
                            case Data.Die:
                                break;
                            case Data.OwnBooth:
                                {

                                    //client.Entity.TransformationTime = 3600;
                                    if (client.WarehouseOpen == true)
                                    {
                                        client.Send(new Message("you cant booth when you open warehose", Color.AntiqueWhite, 2005));


                                        return;
                                    }
                                    else
                                    {
                                        client.Booth = new Conquer_Online_Server.Game.ConquerStructures.Booth(client, gData);
                                        client.Send(new Data(true) { ID = Data.ChangeAction, UID = client.Entity.UID, dwParam = 0 });

                                    }
                                    break;
                                }
                            case Data.Away:
                                {
                                    if (client.Entity.Away == 0)
                                        client.Entity.Away = 1;
                                    else
                                        client.Entity.Away = 0;
                                    client.SendScreenSpawn(client.Entity, false);
                                    break;
                                }
                            case Data.DeleteCharacter:
                                {
                                    if ((client.WarehousePW == null || client.WarehousePW == "" || client.WarehousePW == "0" && gData.dwParam == 0) || (client.WarehousePW == gData.dwParam.ToString()))
                                    {
                                        client.Account.EntityID = 0;
                                        client.Account.Save();
                                        client.Disconnect();
                                    }
                                    break;
                                }
                            case Data.TeamSearchForMember:
                                {
                                    if (client.Team != null)
                                    {
                                        Client.GameState Client = null;
                                        if (!client.Team.IsTeammate(gData.UID))
                                            return;
                                        if (Kernel.GamePool.TryGetValue(gData.UID, out Client))
                                        {
                                            gData.wParam1 = Client.Entity.X;
                                            gData.wParam2 = Client.Entity.Y;
                                            gData.Send(client);
                                        }
                                    }
                                    break;
                                }
                            default:
                                client.Send(packet);
                                if (client.Account.State == Conquer_Online_Server.Database.AccountTable.AccountState.ProjectManager)
                                    client.Send(new Message("Unknown generaldata id: " + gData.ID, System.Drawing.Color.CadetBlue, Message.Talk));
                                break;
                        }
                        break;
                    }
                #endregion
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Old 07/17/2012, 04:16   #5
 
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Quote:
Originally Posted by Sp!!ke View Post
I will upload a pic now , just a second !

look sometimes I can't see F1,F2,Status,Items ( just Arena)
I'm not sure, but your handlers look more or less correct for logging in (as far as I can tell from what you posted). Make sure your graphic drivers are up to date. Have you tried reinstalling a client version of the client or running it on a computer running Vista or Windows 7? Either way, investigate into that. I don't think this is related to the thread much (unless you can prove that it's not a graphic driver problem). Good luck.

Edit: I added the following to the thread:
The client isn't showing a map, just a black screen with a bugged interface.
The map that you sent in the set location subtype packet (10010:74) is incorrect or the values passed in the packet are incorrect. If you're confident that you're sending the right structure, check your gamemap.dat file (using a binary reader).

The client is showing the map but with a bugged interface.
Your graphic drivers are most likely out of date or set to a graphic configuration that is higher than the requirements to run the game. Set your graphics to their default configuration and make sure that the driver is updated. If the client works on another computer, then contact your graphic card's support and tell them that a DirectX 8.1 application isn't running correctly on your computer.
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Old 07/18/2012, 03:38   #6
 
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Quote:
Client hangs on "Initializing..."
The client isn't receiving a character information packet (1006) or the client isn't receiving the general data packet (10010)'s set location subtype (74). If the client is hanging and the character information packet has been sent, that means that the packet is valid and it's waiting for the set location subtype packet (10010:74).
Actually this happens only when you dont send 10010:74. if you dont send the character information but you send 10010:74, it still works.
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Old 07/18/2012, 03:48   #7
 
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Quote:
Originally Posted by Fаng View Post
Client crashes and closes completely without any messages.
If you run into this problem, then you're sending an invalid IP address and port in the authentication forward packet (1055). The new client does not support the use of local addresses beginning with 127.x.x.x. It also doesn't support No-IP addresses or domains. There are ways of getting around this (check my signature for releases about those methods). You may use a Hamachi IP address.
This also happens with invalid packets. (Not sure if it happens at invalid packets on login, it just fails to connect then, right?) Just thought I'd say this, in case someone misunderstands it.
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Old 07/18/2012, 04:13   #8
 
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Originally Posted by -impulse- View Post
Actually this happens only when you dont send 10010:74. if you dont send the character information but you send 10010:74, it still works.
You should be sending character creation. I'll change it so it's clearer, though if you're sending the set location subtype packet to the client when it doesn't request it, then you're doing something very stupidly wrong. Also, you can't login to the client without sending the character information packet. It'll immediately disconnect.

Quote:
Originally Posted by I don't have a username View Post
This also happens with invalid packets. (Not sure if it happens at invalid packets on login, it just fails to connect then, right?) Just thought I'd say this, in case someone misunderstands it.
You're right. I forgot to take that into consideration.
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Old 07/21/2012, 23:29   #9
 
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i have this prob

Client Hangs on "Connecting to the account server".
If the client hangs here, it means that you're not handling a packet correctly. Most likely, you're not handling the account authorization packet (1051, 1086, or 1060), or not sending back the authentication forward packet (1055).


but how i can get this packets?

sorry i have this prob

Client Hangs on black screen with no loading bar.
This problem occurs on patches 5174 and higher that use the RC5 seed packet (1059). If the client hangs here and the server is not receiving any packets, that's because the client is waiting on the 1059 packet. It needs the packet to correctly encrypt the password (in patches before 5532). The packet is still sent on the current patch for no reason.
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Old 07/22/2012, 00:02   #10
 
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Quote:
Originally Posted by magd_adel View Post
i have this prob

Client Hangs on "Connecting to the account server".
If the client hangs here, it means that you're not handling a packet correctly. Most likely, you're not handling the account authorization packet (1051, 1086, or 1060), or not sending back the authentication forward packet (1055).


but how i can get this packets?

sorry i have this prob

Client Hangs on black screen with no loading bar.
This problem occurs on patches 5174 and higher that use the RC5 seed packet (1059). If the client hangs here and the server is not receiving any packets, that's because the client is waiting on the 1059 packet. It needs the packet to correctly encrypt the password (in patches before 5532). The packet is still sent on the current patch for no reason.
Packet structures can be found here:

If you have any problems, make a new thread in the questions section. This isn't the place for getting help on constructing packets.
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Old 07/23/2012, 08:34   #11
 
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So... I decided to update this so it's not just about logging in. I added a new section for spawning problems. If anyone has anything to add, just tell me. I write things in kinda hastily while I code my source, so there's bound to be mistakes here and there.
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Old 07/25/2012, 18:47   #12
 
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Hello Fang, so ... I use a dedicated 64-bit, the times when players will log in, looks like this: "Logging into the game server", but not logs and I've tried to do what you posted, still nothing, I hope answers.
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Old 08/03/2012, 23:29   #13
 
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bro. i got the 1st problem .. the maintenance thing .. i checked the IPs in the OldC0dB>server.dat and in OldC0dB>Config.ini and in the client Server.dat .. and it still giving me Server maintenance
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Old 10/06/2012, 14:34   #14
 
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My client keeps on saying Error:Failed To Connect To Server. I read wt u said but i dont understand it, wt should i do.
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Old 03/21/2013, 08:46   #15
 
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Hey, not sure if this is the right place, but I'm trying to set up 4348+ sources and I keep getting a black screen instead of the login screen using Nullable's loader on 4348-5017. CptSky's launcher gets me to the login screen but closes without a message.

Trying to launch lostsolder05's ProjectPVP/RedemptionCo2.0 on 5065 gives me the login screen, but no servers to choose from (I'm guessing I'd have to upgrade the source for that).

I was able to set up RedemptionCo (4267 source) and the setup looks almost exactly the same for ProjectPVP, so could anyone tell me if there's anything I'm missing?

ProjectPVP on 5017
Note: I'm using hamachi...

Nullable's LoaderSet.ini
Also tried adding website, changing to null, and changing force to false
Quote:
[Loader]
IPAddress=25.81.100.18
LoginPort=9958
GamePort=5816
Website=
Force=TRUE
CptSky's launcher
Also tried changing ServerPort to 5816 here but same result
This changes server.dat ip to fe80::99b0:8170:e7ce:b6c1%15
Quote:
[Launcher]
Version=5017
Main=Conquer.exe
Fail=Conquer.exe
FailParam=BLACKNULL

[Group]
GroupPic=GroupPic10

[Server]
ServerName=Conquer
ServerIp=25.81.100.18
ServerPort=9958
ServerHead=Conquer
ServerPic=servericon35
Server.dat for Clientv5017
Note: Same Result using Port1=5816 and removing it altogether as well.
Quote:
[Header]
GroupAmount=1
Group1=GroupPic10

[Group1]
ServerAmount=1

Server1=Conquer
Ip1=25.81.100.18
Port1=9958
ServerName1=Conquer
HintWord1=Conquer
Pic1=servericon35
Source's Config.ini
Quote:
[Database]
Account=root
Password=
mysqlIP=localhost
dbName=conquer5017
Port=3306

[Server]
IP=25.81.100.18
Auth Port=9958
Game Port=5816

[Version]
Version=2.0
also edited (just in case ^^)
Code:
        public static void LoadConfig()
        {
            myAcc = Config.ReadString("Database", "Account", "root");
            myPass = Config.ReadString("Database", "Password", "");
            myIP = Config.ReadString("Database", "mysqlIP", "localhost");
            myDB = Config.ReadString("Database", "dbName", "conquer5017");
            myPort = Config.ReadUInt16("Database", "Port", 3306);
            ServerIP = Config.ReadString("Server", "IP", "localhost");
            APort = Config.ReadUInt16("Server", "Auth Port", 9958);
            GPort = Config.ReadUInt16("Server", "Game Port", 5816);
            ServerVersion = Config.ReadString("Version", "Version", "ERROR");
        }
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