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So

Discussion on So within the Dekaron Private Server forum part of the Dekaron category.

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Old 05/01/2012, 20:02   #241
 
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[QUOTE=geo0123;16487693]Healp me
my dekaronserver.exe bugad

,,,,,,

DekaronServer.exe has not added in itemupgrade why is this error.
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Old 05/01/2012, 23:48   #242
 
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Which exe are we talking about.
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Old 05/02/2012, 01:35   #243
 
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Quote:
Originally Posted by geo0123 View Post
Healp me
my dekaronserver.exe bugad

,,,,,,
SCYTHE,0,9901,10000,100,BACK_TO_ZERO,0
SCYTHE,1,9901,20000,100,BACK_TO_ZERO,0
SCYTHE,2,9901,50000,100,BACK_TO_ZERO,0
SCYTHE,3,9903,100000,100,BACK_TO_ZERO,0
SCYTHE,4,9903,200000,100,BACK_TO_ZERO,0
SCYTHE,5,9903,500000,100,BACK_TO_ZERO,0
SCYTHE,6,9902,1000000,28,ALLITEM_DESTRUCT,0
SCYTHE,7,9902,1500000,20,ALLITEM_DESTRUCT,0
SCYTHE,8,9902,2000000,15,ALLITEM_DESTRUCT,0
SCYTHE,9,9908,40000000,8,ALLITEM_DESTRUCT,0




make ur own thread douche, this thread is for the new server exe they are working on, ur dicking it up with ur posts about the broken edited **** released, it has its own thread, this isnt it, stop dicking it up.
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Old 05/02/2012, 19:33   #244
 
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So this means pservers will have soon working dungeons , DK square and all other things ? :O
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Old 05/02/2012, 19:39   #245
 
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Quote:
Originally Posted by KaronEngine View Post
So this means pservers will have soon working dungeons , DK square and all other things ? :O
Nope.
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Old 05/02/2012, 19:55   #246



 
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Quote:
Originally Posted by KaronEngine View Post
So this means pservers will have soon working dungeons , DK square and all other things ? :O
you mentioned the things pservers will NOT get anytime soon
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Old 05/02/2012, 21:43   #247
 
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Dekaron Square is online but not !! is offline
WebSite offline
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Old 05/03/2012, 05:30   #248
 
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@geo123 how is it online, but offline? that makes no ******* sense...
this thread is about the a9 dekaronserver.exe that the real devs are trying to get working.
post your problems in your own thread, or not at all.


@guesswho-.- if this is truly a a9 dekaronserver.exe, we can get them to work. everything up till a9, so long as we get the corresponding files to match the dekaronserver.exe, aka. session, cast, login, scriptprocess blah blah blah.....

gamehi could very well try take action against pservers again if we do, but no harm in trying.
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Old 05/03/2012, 05:49   #249
 
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We dont have the scriptprocess dll tho, so getting dungeons to work will be abit far out, but who gives a sht about duns lol xD.
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Old 05/03/2012, 06:03   #250
 
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im more excited bout skills, monsters, and effects to be working properly, then anything else, can always do something similar to what Evo done with the dg.
Im sure it woulda been done if ya could so its prob dumb to ask, but couldnt there be a way to track commands the .exe sends/recieves on global to try get pieces of the scripprocess.dll that load up the dungeons?
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Old 05/03/2012, 06:11   #251
 
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Yes, thats what i want to see working, skills mainly.

for the dungeons, u can probably go do dungeons on global and while doing it sniff packts. Then write your own version of dll. Idk if it'll work tho.
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Old 05/03/2012, 07:06   #252
 
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well evo done something like that with the fantasy dg. doesnt work properly like it is ''suposed to'' but its decent enough in my eyes
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Old 05/03/2012, 10:52   #253
 
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The login problem shouldnt be the dekaronserver.exe.. Cuz normally you can login too without dekaronserver.exe running but you cant enter a channel..

From Loginserver
Code:
CLOSINGLOGOUT() in Logined::OnClose
[ 0 ], [ 11C4AC04 ], [ dkadmin ] LOGIN FAIL : -500 => LOGINNING STATE
CLOSINGLOGOUT() in ClosingLogin::onLoginACK
CLOSINGLOGOUT() in ClosingLogin::onLoginACK
CLOSINGLOGOUT() in Logined::OnClose
CLOSINGLOGOUT() in Logined::OnClose
[ 0 ], [ 11C4AC04 ], [ dkadmin ] LOGIN FAIL : -500 => LOGINNING STATE
CLOSINGLOGOUT() in ClosingLogin::onLoginACK
CLOSINGLOGOUT() in ClosingLogin::onLoginACK
CLOSINGLOGOUT() in Logined::OnClose
[ 11CF3698 ], [ 11C4AB98 ], [ dkadmin ] INVALID Packet => LOGINED STATE : [ 3010004 ]
[ 11CF3698 ], [ 11C4AB98 ], [ dkadmin ] INVALID Packet => LOGINED STATE : [ 3010004 ]
CLOSINGLOGOUT() in Logined::OnClose
CLOSINGLOGOUT() in Logined::OnClose
CLOSINGLOGOUT() in Logined::OnClose
[ 11CF3698 ], [ 11C4AB98 ], [ dkadmin ] INVALID Packet => LOGINED STATE : [ 3010004 ]
[ 11CF3698 ], [ 11C4AB98 ], [ dkadmin ] INVALID Packet => LOGINED STATE : [ 3010004 ]
CLOSINGLOGOUT() in Logined::OnClose
CLOSINGLOGOUT() in Logined::OnClose
CLOSINGLOGOUT() in Logined::OnClose
[ 11CF3698 ], [ 11C4AB98 ], [ dkadmin ] INVALID Packet => LOGINED STATE : [ 3010004 ]
CLOSINGLOGOUT() in Logined::OnClose
CLOSINGLOGOUT() in Logined::OnClose
CLOSINGLOGOUT() in Logined::OnClose
[ 11CF3698 ], [ 11C4AB98 ], [ dkadmin ] INVALID Packet => CLOSINGLOGOUT STATE : [ 2060001 ]
[ 11CF3698 ], [ 11C4AB98 ], [ dkadmin ] INVALID Packet => CLOSINGLOGOUT STATE : [ 2040000 ]
[ 11CF3698 ], [ 11C4AB98 ], [ dkadmin ] INVALID Packet => CLOSINGLOGOUT STATE : [ 2060002 ]
[ 11CF3698 ], [ 11C4AB98 ], [ dkadmin ] INVALID Packet => CLOSINGLOGOUT STATE : [ 2040001 ]
[ 11CF3698 ], [ 11C4AB98 ], [ dkadmin ] INVALID Packet => CLOSINGLOGOUT STATE : [ 2060003 ]
[ 0 ], [ 11C4AC04 ], [ dkadmin ] LOGIN FAIL : -500 => LOGINNING STATE
CLOSINGLOGOUT() in ClosingLogin::onLoginACK
[ 0 ], [ 11C4AC04 ], [ dkadmin ] LOGIN FAIL : -500 => LOGINNING STATE
CLOSINGLOGOUT() in ClosingLogin::onLoginACK
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Old 05/03/2012, 12:26   #254
 
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i guess user_character is different from us

Time Log Number Name CharNo Code Penalty Grade ClassType Style MapIndex Speed OldPosX OldPosY OldStartTick OldEndTick OldSEGab OldActionType <Action> CPosX CPosY ServerTick ClientTick SCGab StartTick EndTick SEGab ActionType <Attack> CPosX CPosY ServerTick ClientTick SCGab StartTick EndTick SEGab ActionType ReqStyle AttackCombo ReqAttackCombo <Skill> CPosX CPosY ServerTick ClientTick SCGab StartTick EndTick SEGab ActionType SkillState ReqSkillState ReqSkillIndex SkillLevel ReqSkillLevel SkillCombo ReqSkillCombo AniTime CoolTimeEnd
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Old 05/03/2012, 12:37   #255
 
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Quote:
Originally Posted by joshyb123 View Post
im more excited bout skills, monsters, and effects to be working properly, then anything else, can always do something similar to what Evo done with the dg.
Im sure it woulda been done if ya could so its prob dumb to ask, but couldnt there be a way to track commands the .exe sends/recieves on global to try get pieces of the scripprocess.dll that load up the dungeons?
No need to track...Only put the dungeon map # and etc in there. We removed Nunvice and added fantasy dung when i was working with hellspider
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