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tonmp

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Posts posted by tonmp

  1. Hmmmmmmm I can't say its imposible, but there should be probably some data sended from the server to client about players online.

    Well I could do it, but it would take me a lot of time, trying to reverse engineer the client. If there is any other way

    than Reverse Engineer I dunno, but just a thought, if u know the server specs and about how much latency each player gives to server

    you could guess the number of the players.

     

    yes the login server sends online count too of all servers(in serverlist packet), just the l2 cilent isn't writes it out, l2net, and l2walker does, but some servers have bot protection, so those arent work.

     

    a screenshot from that tool: http://img203.imageshack.us/img203/3266/dibujoubq.jpg

  2. Ur post made me laught.

    Well here is a mysql query

     

    SELECT online, COUNT(*) FROM characters Where online="1";

    Try this and tell me if it works... I have soo long to write these queries

     

    i didn't said i own the server, so i can't make sql queries.

    this .online thing ofc not work, i never seen any ingame command for a common player to get the online player count.

    But ive seen a php page where you wrote the ip of login server, and it wrote the online player count of each gameserver on that login server. But i cant find it anymore.

  3. dragon network have a lot of donators, but the worst is for 125 euros you can get a an armor set like this:

    http://dl.dropbox.com/u/5862163/dnbalance.png (dnet set, non craftable),

    and even for 200 eur, you can get an icarus bow (also non craftable) what is same in every properties as the official, exept the attack speed and recovery time. Both are halved, so who have this bow they can shoot with it like an ak47, with more than 2k atk speed :D

  4. As i remember i've seen a tool in the past, what can query how much player is online on a server, but i can't remember it's name.

    Do someone know a tool to get the online numbers?

     

    ofc i know i can get the online number with l2net, or the latest l2walkers, but some servers have good bot protection, so i cannot log in with those.

  5. Hi!

     

    Im now using ogw 10.9.0 with waby. All is set in set ini.

     

    I started the walkers 3 days ago, and everything worked fine. I logged in with them today (hibernate), worked. Now the server restarted, and the last 10 of 16 walkers relogged automatically, the others got link verifyserver fail. But with the last 10 walkers i still can relog without problem, the waby is working.

    Then i started a new walker instance... link verify server fail.

    Then i started it with xzCrk, and then its logged in.

    I started an 10.8.8 walker too.. and it failed.

     

    The same happens sometimes with xzcrk too if i use it. walker instances working for days, and then suddenly link verify server fail. Then i switch to waby and they work again.

     

     

    The strange is that some walker instances logged in without problem, some got fail, but there is a more stranger thing... this happens not just with my walkers but sometimes with my friend's and clanmates's walkers in same time on other machines in other homes... How the fok this walker verify working, and how the crack? This is like an x file...

  6. Hi!

     

    Im using oog 10.9.1 through wpf 6.58 (hellbound protocol version fix script)

     

    Since some days my fishing bots frequently get disconnected when i they opening fishes (script, but the script have 2 sec delay!), and same time they fishing too why? Before these days they worked like they should.

  7. thx for reply, i nearly know how the communication begins and how it's work, the only thing i didn't understand is the encryption. As i see the init packet (0x00 ID) when a hellbound client connects to a ct1.5 l2j server, is always changing. Ofc the rsa keys should change, but the blowfish key and the protocol version changes too. Or i decoded them wrongly(are the login packets changed since c4 exept the encryption (cuz as i saw in c4 the login packets were sent without encryption, pass and login name by simple asciistring LOL)? ) :)

    Btw why the server sends the blowfish key, if i should come from the client (or the client checks that itself isn't modified)?  As i see the blowfish key the "token" is the same thing, called with two different names.

  8. How it works? I figured out some things, but i don't get the full picture.

     

    So when the client establish a connection to server, the server sends an "init" packet what contains, the RSA keys. But as i see it's encrypted, then how the client reads it if it don't get the keys yet? And What is this blowfish key? it uses hybrid RSA and blowfish key enrcyption?

    And what about those gameguard packets? If the server don't sends those static packets, the client can't login? (cuz as i see in l2j the gameguard isn't functioning, it's got just and emulation.

  9. wtf with this walker.

     

    I have windows 7. as some said before, I have to click "Run as administrator". I did. after, I click "Run". after few sec walker disappear and nothing happens.

     

    any solution?

     

     

    for me on win7 it's work, without problems (just rarely fatal errors on login) and i don't use admin right to run.

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