Jump to content
  • 0

[help] Error


Question

Posted

anigw to l2 kai mou skah auto to error

 

2012.10.19 23:44:58
OS : Windows Vista 6.1 (Build: 7601)
CPU : GenuineIntel PentiumPro-class processor @ 2494 MHz with 4095MB RAM
Video : Intel(R) HD Graphics Family (2372)

ReadFile beyond EOF 17655814+1/17655814

History: ULinkerLoad::Serialize <- FString<< <- UTexture::Serialize <- LoadObject <- (Texture LineageAccessoryTex.dandy_cap.dandy_cap_m003_a_t00 17655786==17655786/17655786 13288687 87813) <- ULinkerLoad::Preload <- PreLoadObjects <- UObject::EndLoad <- UObject::StaticLoadObject <- (Engine.Texture LineageAccessoryTex.Dandy_Cap_M003_A_T00 NULL) <- UOrcMove::CalculateCRC32 <- UGameEngine::Init <- InitEngine

11 answers to this question

Recommended Posts

  • 0
Posted

sta texture sou einai , logika esi to perases...

den to nimozo egw aplos to katevasa xD kai to ekana install molhs piga na to ani3w mou evgale auto to error mhpos fteh ka to system pou perase apo allon server ?
  • 0
Posted

den to nimozo egw aplos to katevasa xD kai to ekana install molhs piga na to ani3w mou evgale auto to error mhpos fteh ka to system pou perase apo allon server ?

pithano , dokimase ena clean system

Guest
This topic is now closed to further replies.


  • Posts

    • Hi, great work! Are there any bugs? And will it work with a high five?
    • For others that would like to understand in more details:   The login server also uses a protocol (sent by the server to the client in the very first packet). For instance, the C4 client (the one I'm developing my emulator for) expects the protocol number `50721` (or `0xc621`) which works as follow (from what I've gathered): Preamble: L2 packets are divided into two parts: size and payload; As mentioned, every packet starts with two bytes containing the whole packet size (thus including those two bytes, e.g. a packet of size 15 will have the number `15` written onto its first two bytes and a following payload of 13 bytes); For login server, first byte of the payload is the opcode (game server must deal with variable-sized opcodes); Next bytes are the packet content; Before sending the packet, its buffer size (minus the initial two bytes) is padded to 8 bytes (required by upcoming Blowfish encoding); A checksum of the packet is appended at the end, then the payload is again padded to 8 bytes; If the opcode is not `0` (also written as `0x00`), then the payload is encoded by Blowfish; Packet is sent over the network. You can have a look at my implementation (in C++) here (do note I'm assuming little-endian).   In this protocol, the auth packet (`0x00`) sent back by the client is RSA encrypted using the RSA modulus sent in the first server packet, inserted right after the protocol number.  
    • Hello guys I wanna buy some  Lessons for an L2J Developer
    • Let me give you something for inspiration and get you addicted to bot AI     And a siege 😛     What I have notice helps a lot the LLM to act real, is to give it a real-persons background. So for each LLM in the context beggining, besides the L2 facts, give it a real-life back story "You are a 67 years old retired nurse who plays Lineage 2 while her husband reads his newspaper, you are calm, collected but get mad if insulted". But that makes for a creative bot but its repetitive. So what you can also do, is pick random 20 news sites and for each bot every 2-3 days, initialize a context that is affected by the "news" the bot reads in the "real world".  So for example there's Iran - US war ok ? You take the news, put it in an LLM and ask it, extract the "abstract feelings" that this news piece invokes into you without mentioning anything related to the news. Then you take the result and inject it to the bots LLM prompt after its backstory.  This leads to some VERY human-like behavior from bots. 
  • Topics

×
×
  • Create New...

Important Information

This community uses essential cookies to function properly. Non-essential cookies and third-party services are used only with your consent. Read our Privacy Policy and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..