Rayduxz

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About Rayduxz

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  • Birthday 03/11/1995

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  1. Yes, I'm using "L2.exe", your client (https://fex.net/s/opoyybe) and your system (https://yadi.sk/d/pahIC7jCAFb3nA). I get the same error of my last post.
  2. I tried with your link client and system, I get the following error: Error: History: FFileManagerWindows::CreateFileReader <- appLoadFileToString <- FConfigFile::Read <- FConfigCacheIni::Find <- FConfigCacheIni::GetString <- UObject::LoadConfig <+ (PlayerController None) <- UClass::Serialize <+ (Class Engine.PlayerController) <- LoadObject <+ (Class Engine.PlayerController 163105==163105/1903317 156008 7097) <- ULinkerLoad::Preload <- PreLoadObjects <- UObject::EndLoad <- UObject::StaticLoadObject <+ (Core.Class Engine.roperty Engine.PlayerController.ViewFlash.goalFog NULL) <- UObject::StaticLoadClass <- InitEngine Exception: Code [EXCEPTION_WRITE_VIOLATION DataAddress:0x01FDF000] Address [0x10916924] SegCs [0x0023] L2.exe [0x10900000] Offset [0x00016924]
  3. I'm using the latest EU Essence client from the Innova launcher, is it the same?
  4. @AlisaCodeDragon Hi! Thanks for trying but now I get the following error: Error: History: FFileManagerWindows::CreateFileReader <- appLoadFileToString <- FConfigFile::Read <- FConfigCacheIni::Find <- FConfigCacheIni::GetString <- UObject::LoadConfig <+ (PlayerController None) <- UClass::Serialize <+ (Class Engine.PlayerController) <- LoadObject <+ (Class Engine.PlayerController 163105==163105/1903317 156008 7097) <- ULinkerLoad::Preload <- PreLoadObjects <- UObject::EndLoad <- UObject::StaticLoadObject <+ (Core.Class Engine.roperty Engine.PlayerController.ViewFlash.goalFog NULL) <- UObject::StaticLoadClass <- InitEngine Exception: Code [EXCEPTION_WRITE_VIOLATION DataAddress:0x09B7F000] Address [0x10916924] SegCs [0x0023] L2.exe [0x10900000] Offset [0x00016924]
  5. @AlisaCodeDragon Crashes upon start. Version: EP30_Global,NL_s,V2110409,235 BuildDate: Time: 2019.11.6 19:43:22 [GTick=1,LGTicks=1,Duration=0] PosCode: 0:0:0 ZoneName: Option: 1024x768__W0_H0A0KPF Scene: 0_0_0 Stat: 0 Replay: 0_1 WorldRaid: 0_0/0 ClientSocketClosed: 0 NPAuthSocketClosed: 0 Sev: 0_ VideoResources: 0 MB MAC: B7-D8 LANG: EUROPE IME: ??? Error: History: FFileManagerWindows::CreateFileReader <- appLoadFileToString <- FConfigFile::Read <- FConfigCacheIni::Find <- FConfigCacheIni::GetString <- UObject::LoadConfig <+ (PlayerController None) <- UClass::Serialize <+ (Class Engine.PlayerController) <- LoadObject <+ (Class Engine.PlayerController 163105==163105/1903317 156008 7097) <- ULinkerLoad::Preload <- PreLoadObjects <- UObject::EndLoad <- UObject::StaticLoadObject <+ (Core.Class Engine.roperty Engine.PlayerController.ViewFlash.goalFog NULL) <- UObject::StaticLoadClass <- InitEngine Exception: Code [EXCEPTION_WRITE_VIOLATION DataAddress:0x0366F000] Address [0x10916924] SegCs [0x0023] l2.exe [0x10900000] Offset [0x00016924]
  6. Nobody has the same level of skills, it would be better if you cheer up Alisa to try to go beyond and remove the garbage. Is it so hard to be polite?
  7. Just what I needed, thank you.
  8. Hey @MasterToma, I really appreciate what you are doing in here, thank you a lot. I have a question, and this also applies to @smeli. I have a big confusion about which are the legit and clean C1 server data files, @smeli's Google Drive folder is kind of hard to understand for me, as I know C1 is from 2004 but there is a mix of files up to Salvation I believe. Is there a possibility to make a full repack for only C1 files? Thanks to both of you.
  9. Hey @pada! I have a couple more of questions, For "ioBufferSizeuptime", could you explain what is each value for? I know the last one is the uptime in minutes. For "currentplayers" versus "playing", I guess the first is the count of all the players logged in including those at the character seleciton screen, and the last is is only those who have already selected a character and are playing. For "inspectorCrc", what exactly is this and do you have to calculate this value? Thanks mate.
  10. Thank you a lot! But even with this we don't know what is all this data about, only a few ones as stated above. Do you also happen to know them all?
  11. So... Someone else tried with a RAW socket in PHP and... Message sent: 07 00 0E FD FF FF FF Answer received: 90 00 2e 01 00 00 00 4f 08 00 00 4f 08 00 00 42 08 00 00 08 01 00 00 30 00 2c 00 38 00 31 00 39 00 31 00 2c 00 32 00 35 00 34 00 37 00 37 00 38 00 2c 00 31 00 36 00 37 00 33 00 00 00 ed d5 00 00 08 e5 00 00 eb e8 00 00 00 00 00 00 02 00 00 00 4f 00 63 00 74 00 20 00 32 00 32 00 20 00 32 00 30 00 31 00 38 00 00 00 31 00 35 00 3a 00 31 00 39 00 3a 00 35 00 32 00 00 00 98 00 00 00 a6 23 f4 fe 00 00 00 00 00 00 00 00 00 00 00 00 00 HEX to ASCII: .OOB0,8191,254778,1673íÕåëèOct 22 201815:19:52¦#ôþ So far we have: Bytes 7~9 is max players Bytes 15~17 is current players Bytes 19~21 is player shops Does anyone in here got the packet structure to decode this response?
  12. What I send. 2091 6.246859 10.0.1.115 64.25.37.140 TCP 61 61705 → 7777 [PSH, ACK] Seq=1 Ack=1 Win=64240 Len=7 0000 a0 3d 6f 10 4f b4 60 45 cb a4 f3 08 08 00 45 00 0010 00 2f 71 c2 40 00 80 06 00 00 0a 00 01 73 40 19 0020 25 8c f1 09 1e 61 f0 7d 78 6a 3e cc b0 9b 50 18 0030 fa f0 71 39 00 00 07 00 0e ff ff ff fd What I get. 2100 6.430947 64.25.37.140 10.0.1.115 TCP 60 7777 → 61705 [RST, ACK] Seq=1 Ack=8 Win=0 Len=0 0000 60 45 cb a4 f3 08 a0 3d 6f 10 4f b4 08 00 45 00 0010 00 28 11 5d 40 00 73 06 85 5b 40 19 25 8c 0a 00 0020 01 73 1e 61 f1 09 3e cc b0 9b f0 7d 78 71 50 14 0030 00 00 d6 f6 00 00 00 00 00 00 00 00 So... Yeah. Not sure what I'm doing wrong. So I apparently forgot this is a RAW socket, hold on.
  13. Tried wtih "0E FF FF FF FD" to "64.25.37.140" (Chronos) at port "7777". I get an answer with nothing.
  14. Very interesting, do you have to be previously logged in and use the blowfish key and all that stuff? Or can you just send it as it publicly? Do you send it to the auth server at 2606 or to the game server at 7777? I did some research and this is what I understand: After being authenticated with the login server and getting a successful "PlayOk" connection packet from a "RequestServerLogin", the first thing the client does is to send the "ProtocolVersion" packet to the game server. So... Is there a way to do it without authenticating to be able to craft this packet with the "-3" protocol version value? After a second research... I can see the "ProtocolVersion" packet doesn't has any auth at all, it's just the very first packet before actually attempting to authenticate with the game server with the info obtained from the login server. How would you exactly send this crafted packet with the custom protocol version? I have tried with someone else without luck.