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Anarchy

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Everything posted by Anarchy

  1. linerror.txt is your best friend
  2. why you wanna connect c4 client to interlude server? :D you know the vang ext is modifying the c4 server exe right? if you're looking to copy the fake c4 vanganth servers that are the new fad popping up lately, they don't use real c4 client they use interlude system made to look like c4 if you're dead set on getting c4 onto a vang server then you wanna just straight up remove all of his network hooks and pray there's no logic in those hooks beyond network corrections :D
  3. wow that's actually insanely useful
  4. also in gf+ files you can use the method -> default_action=action_peel and then list the items in capsuled_items, like capsuled_items={{[nice_item];1;1;100}}
  5. under [Ext], you have MD5Password = 1 that would make "1" your "key", set it to something random and gogo
  6. i don't doubt you've done it i just don't get why you would :D gf server is nice and all but only reason i used it for hellbound is to avoid the bullshit work of adding kamael race into c4 server, you go down to interlude i don't see the gain there over already existing c4-based exts you have, other than instances and the new clan system as native which doesn't seem worth the work - but that's just me and i'm a lazy fuck ¯\_(ツ)_/¯
  7. yeah that's pretty funky it definitely looks correct, do you have multiple sql instances installed perhaps? it could be connecting to the wrong one
  8. looks like classic wrong default database, in the odbc dsn settings you'll want to set the default database to lin2db as shown below
  9. you need to paste the whole errors either from the log or maximize the window and grab a bigger screenshot, cant see what the actual sql server is from that one
  10. gf to interlude seems like way more effort than it's worth :D i did down to hellbound and that was bad enough xD
  11. old smartguard has easy encryption on its license file anyway, pretty sure its just xor + rc4 probably with a static key, but anyone who's broken that sure isn't gonna be giving it away for free, or cheap
  12. feel free to :D i don't have the patience to figure out a hook that isn't either used or checked by smartguard without even having a copy of said smartguard version, at least for free anyway so have fun :D
  13. bro we're talking about a BR guy who wants 3-4 year old smartguard cuz he won't pay for real one, you think he's gonna actually have the skills to do that? or the money to pay someone to do that?
  14. pretty sure the retail servers don't use fastenterworld, probably don't like flooding l2server with so many objects all at once, server has enough errors even on 100% retail files i'm sure they don't want to compound the issue, whereas priv servers don't give a shit and just want the npcs ig quick so people stop yelling in chat "pls gm where gk" "faul serwer xaxax" surprisingly this code actually works, got bored and tested it today, so yeah, do that and you have fastenterworld-like behavior on c4-based l2npc.exe
  15. "SmartGuard 2015/2016 with dsetup.u" <- where does it mention compiler? lol regardless, i doubt anyone on here has the compiler, if it exists outside of akumu's pc
  16. at absolutely no point in this topic is that clear lol you should upload the old dsetup.dll and dsetup.u, there's at least a couple people on here who'd probably take a stab at it just for the lulz (or it might just be me, actually yeah it's probably just me, but still)
  17. you still havent said why you actually want it :D it sounds like you want this old shit cuz you think you can use it but it's gonna be bound to someone else's ip it would be useless to you
  18. rewrite CNpcMakerDB::TimerExpired and have it load all npcs in 1 shot without any delay, something like void CNpcMakerDB::TimerExpired(int timer_id) { while (this->ProcessOneNpcMaker()) { } while (this->ProcessOneNpcMakerEx()) { } } probably won't do it in 15 seconds but will be a hell of a lot faster than standard behavior and given that these funcs are almost certainly not thread-safe in the c4 l2npc.exe, rewriting the system to work how it does in GF+ isn't likely to be easy
  19. looking forward to being able to see it in action
  20. here's the thing with vanganth's ext, there's about 20 different versions and all the ones the kiddies sell in the marketplace on here and the source that's shared on here are suuuuuuuper out of date and missing a bunch of shit, there are versions with it implemented (i couldn't have pasted you the source for the errors if there wasn't) you just need a more up to date version but that might be difficult to find
  21. i was talking about maxcheaters forum theme being stupid and not letting me edit my original post :D ValidUser simply checks if the User pointer is valid and if the VMT matches the one for User class (aka nothing to do with anything you can influence ingame) short answer is you're probably gonna have to get a C++ dev who can debug the issue for you, from what i can see looking at my source (which is most likely different to yours so it's hard to say for sure) if you have 2 valid parties there should be no reason you get that specific system message that you said (1926) if there was an issue with any other things you should get a different error message
  22. i would edit and add a bit more of an explanation but this forum theme is stupid and won't let me but yeah short answer is it's all valid user checks, and checks if target == self, to narrow down which one exactly is causing your issue you'd either need to attach a debugger and breakpoint each message send or recompile with some debug prints in (if you have source)
  23. if(!pTarget->ValidUser()) { pSocket->SendSystemMessage(SystemMessage::THERE_IS_NO_OPPONENT_TO_RECEIVE_YOUR_CHALLENGE_FOR_A_DUEL_); return false; } if(pTarget->nObjectID == pSocket->GetUser()->nObjectID) { pSocket->SendSystemMessage(SystemMessage::THERE_IS_NO_OPPONENT_TO_RECEIVE_YOUR_CHALLENGE_FOR_A_DUEL_); return false; } User *pOpponent = User::GetUserBySID(&pUser->pSD->DuelInfo.OpponentSID); if(pOpponent->ValidUser()) { .... }else { pUser->pSD->DuelInfo.Clear(); pSocket->SendSystemMessage(SystemMessage::THERE_IS_NO_OPPONENT_TO_RECEIVE_YOUR_CHALLENGE_FOR_A_DUEL_); } Disassemble(packet, "Sd", sizeof(wszName), wszName, &nParty); User *pTarget = g_UserDB.GetUserByName(wszName); if(pTarget->ValidUser()) { .... }else { pSocket->SendSystemMessage(SystemMessage::THERE_IS_NO_OPPONENT_TO_RECEIVE_YOUR_CHALLENGE_FOR_A_DUEL_); return false; }
  24. well you can reproduce the exact GOD ones on interlude you just can't copy paste it's logic from interface.u, i expect it's not difficult to port it to interface.u from the actionscript in the scaleform files - i personally did it with a client ext but that was out of preference not need (except maybe the font for the damage numbers, that probably requires ext)
  25. what does the message say exactly, it might be that the version you have doesn't include party duel or could just be conditions not met, but yeah need to know the actual msg to know for sure
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