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Redux v2 - Official 5065 Classic Source

Discussion on Redux v2 - Official 5065 Classic Source within the CO2 PServer Guides & Releases forum part of the CO2 Private Server category.

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Old 10/27/2014, 15:52   #1501
 
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Quote:
Originally Posted by Aceking View Post
I'm telling you, the stone itself isn't +1.
Just because it's a +1 stone doesn't automatically make it an actual +1. So the server looks at it and it doesn't have its plus variable set to 1.

So you have two options, make it +1 whenever you create it, or add exceptions into the packet processor to not check for pluses on stone items.

I would suggest the first option, as the second one will likely cause chaos if not written correctly.
If purchased from shop it should already be +1. Agreed.

There could definitely be some issues though.
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Old 10/27/2014, 15:56   #1502
 
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I used NPCs to generate stones as rewards, and used their ID, so i guess that's the problem.
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Old 10/27/2014, 16:24   #1503
 
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Quote:
Originally Posted by mujake View Post
I used NPCs to generate stones as rewards, and used their ID, so i guess that's the problem.
Correct, when creating any kind of + stone, you need to use CreateItem(itemID, 1) which will give it +1.
Without that, the server considers it a regular item regardless of it being a + stone.

Quote:
Originally Posted by pro4never View Post
If purchased from shop it should already be +1. Agreed.

There could definitely be some issues though.
Its possible you may have to check if its a plus stone and give it a + when purchasing. I don't think the server handles that currently.
I just disabled the shopping mall completely in my source server side so I am not 100%.
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Old 10/27/2014, 18:46   #1504
 
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I will remove certain stuff from my shopping mall also making it for just functional items not much.
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Old 10/28/2014, 14:16   #1505
 
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I found a bug :

Try using any passive skill at SOBs TG (Stigman, Shield, etc...)



I use Breakpoints and found where it buging

Code:
else if (target.AddEffect((ClientEffect)(1U << skill.Status), skill.StepSecs * Common.MS_PER_SECOND))
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Old 10/28/2014, 14:24   #1506
 
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Quote:
Originally Posted by zakkwilde_17 View Post
I found a bug :

Try using any passive skill at SOBs TG (Stigman, Shield, etc...)



I use Breakpoints and found where it buging

Code:
else if (target.AddEffect((ClientEffect)(1U << skill.Status), skill.StepSecs * Common.MS_PER_SECOND))
Easy to fix. Just need to edit the combat handler so that when dealing AttachStatus it checks if the target is a SOB. Seems like it's trying to spawn the target but SOBs cannot spawn with that packet type.

Whoever wrote SOBs likely inherited from the entity class which... saves time but isn't necessarily correct in terms of how the rest of the source is written for error checking.
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Old 10/28/2014, 14:39   #1507
 
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Quote:
Originally Posted by pro4never View Post
Easy to fix. Just need to edit the combat handler so that when dealing AttachStatus it checks if the target is a SOB. Seems like it's trying to spawn the target but SOBs cannot spawn with that packet type.

Whoever wrote SOBs likely inherited from the entity class which... saves time but isn't necessarily correct in terms of how the rest of the source is written for error checking.
So, the only solution is to abort the attack when the target is a SOB.
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Old 10/28/2014, 17:33   #1508
 
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Quote:
Originally Posted by zakkwilde_17 View Post
So, the only solution is to abort the attack when the target is a SOB.
..............

no...

The server is trying to spawn sobs to players as if they are monsters/players. It's just a matter of checking the screen code so that doesn't happen. It'll be fixed in the next uploaded verison
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Old 10/28/2014, 19:04   #1509
 
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Ok, I will wait anxiously to see new updates: D
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Old 10/28/2014, 22:12   #1510
 
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Quote:
Originally Posted by zakkwilde_17 View Post
Ok, I will wait anxiously to see new updates: D
Well you can keep waiting since nobody is really sharing anymore.
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Old 10/28/2014, 23:09   #1511
 
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Quote:
Originally Posted by turk55 View Post
Well you can keep waiting since nobody is really sharing anymore.
I wrote a bunch of updates last week and released them. Not sure if/when I'd do another release but there's many updates since 2.9.1 so worst case I'd just post that eventually.
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Old 10/29/2014, 00:37   #1512
 
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Quote:
Originally Posted by pro4never View Post
I wrote a bunch of updates last week and released them. Not sure if/when I'd do another release but there's many updates since 2.9.1 so worst case I'd just post that eventually.
Oh... I didn't know about that. You must of been bored eh?
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Old 10/29/2014, 01:23   #1513
 
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Quote:
Originally Posted by turk55 View Post
Oh... I didn't know about that. You must of been bored eh?
I took last week off... after about 24 hours I was bored out of my mind and was procrastinating paid coding work so I continued to make a mess of this source xD
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Old 10/29/2014, 07:08   #1514
 
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Quote:
Originally Posted by mujake View Post
Check that your antivirus has removed some .dlls from the game folder.
I have Norton and windows 8.1 x64 and i can run the server and client perfectly normal.

I am currently using ChatType.Talk2 and i have it being stacked up!
Any idea how to make it overwrite itself and be in purple is think?


Also i noticed that if i want to compose an +1 to +2 with +1 stones i get an error saying :
The bonus level of the minor item has to be at least level 1!

i have no anti virus and it always popup when i run the conquerloader as administrator and i also delete the tq anti virus

same as always

i hate this thing i cant even open the client with this error createremotethread grrr
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Old 10/30/2014, 22:19   #1515
 
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Quote:
Originally Posted by zakkwilde_17 View Post
I found a bug :

Try using any passive skill at SOBs TG (Stigman, Shield, etc...)



I use Breakpoints and found where it buging

Code:
else if (target.AddEffect((ClientEffect)(1U << skill.Status), skill.StepSecs * Common.MS_PER_SECOND))
Confirmed fixed for 2.9.2

Entity.AddEffect is trying to re-send the entityspawnpacket for anything that has its effect changed. As a temp fix you can just change if(success) to be

if (success && !(this is SOB))

Quote:
Originally Posted by mujake View Post
I used NPCs to generate stones as rewards, and used their ID, so i guess that's the problem.

Shops will generate + on items automatic. This is because they are searching the ItemType for what is being purchased and initializing the + value of it based on the "Magic3" field in that table.

If you're generating + stones from commands or NPCs you need to manually specify that + value.

EG: CreateItem(730001, 1); to create a +1Stone that is also +1 (cause yah... tq is fun like that)

Redux 2.9.2 Release

NPCs
-Market Upgrades now check new item level (no more lvl 120 items on lvl 1 characters)
-Added LOTS of market/lab NPCs [mujake]
-Added all mine assistants
-Added Moon Box Quest (should be 100%)
-Added VP Rewards
-Added Lab (rewards/tokens/etc)
-Added Unknown man (awards 8 exp balls of exp)
-Added Tinter/Shop boy (armor dye)

MISC/Features
-Added Tasks (daily limits for events/quests/items)
-Added character deletion
-Fixed level up logic (who the fuck wrote that mess..)
-Virtue points added
-Team Exp added
-Fixed minor portal issue
-ReWrote mining system
-Added mine support for all mines
-Fixed weapon skill issue in TG (100% activation rate)
-Fixed map flags (was causing issue with mine caves/other maps resetting location incorrectly)
-Added AC2 Spawns
-Corrected Lab spawns




NOTE: This is missing the NPC spawn locations for Moon Box Quest as well as the spawns for lab (only slingers are spawning atm)

If someone has already added them, hit me up and I'll include in a future release.
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