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Guest Elfocrash
Posted

L2Off? was there any Interlude leak? no there was just a c3 or c4 im irrelevant with these stuff, but most Int off files are extenders thing that means they dont use the official snoop packets, I dont insist but its a very valid possible scenario that the snoop byte are broken just for extended off files and l2j servers, not the real off Interlude. 

 

I just dont want to accept that they have the snoop packet not working from client issues

In C4 it was working though and tehre was a C4 one.

 

If you think it is not client issues then go for it. Fix it. If you do i will send you 50 euros via paypal.

Posted (edited)

common bigmac tell elfo that there was never a legit l2off interlude leak but some extended c4 files which follow the same "guess the data structure of the packet" policy

Edited by xdem
Posted (edited)

Elfo does not seem to understand basic logical and computing concepts.

 

C4 works natively.

GF works natively.

 

Elfo's logic dictates that because he cannot make it work by sending "elfocrash super data" ncsoft somehow CRIPPLED a completely working system concept during c5\interlude that has changed very little but albeit still changed for no other apparent reason than heeey... why not?ore 

And then of course restored it to work sometime during hellbound\kamael.

 

Yup.

 

If you log the data and formats respectively (L2Off leaks are free) or go thru the engine packet handler yourself you'll discover why.

Edited by mcbigmac
Guest Elfocrash
Posted

Elfo does not seem to understand basic logical and computing concepts.

 

C4 works natively.

GF works natively.

 

Elfo's logic dictates that because he cannot make it work by sending "elfocrash super data" ncsoft somehow CRIPPLED a completely working system concept during c5\interlude that has changed very little but albeit still changed for no other apparent reason than heeey... why not?ore 

And then of course restored it to work sometime during hellbound\kamael.

 

Yup.

 

If you log the data and formats respectively (L2Off leaks are free) or go thru the engine packet handler yourself you'll discover why.

I fully understand what's going on and i do accept that if its there then it must work.

 

However we tried several things with xDex the past couple of hours and we ended up with one theory.

The system wasn't working on release and a parch later fixed it. However we use the CD retail client so we don't have the fix.

Does it sound decent? Cuz its the only explanation left.

Posted

yes it seems broken client side or we still can't find the correct data stracture for it, anyway doesnt worth more time to be spent on it

Posted

I fully understand what's going on and i do accept that if its there then it must work.

 

However we tried several things with xDex the past couple of hours and we ended up with one theory.

The system wasn't working on release and a parch later fixed it. However we use the CD retail client so we don't have the fix.

Does it sound decent? Cuz its the only explanation left.

 

xDex meaning catalin's server?

 

 

I didn't have time to re-check - but the middle D is linked to more data that gets sent by server, hence why using random values for it won't work.

I can check it today - if you wish.

 

@xdem:

 

well if you don't wanna bother fix it - then no.

It's not a omg awesome system anyhow.

Posted (edited)

xDex meaning catalin's server?

 

 

I didn't have time to re-check - but the middle D is linked to more data that gets sent by server, hence why using random values for it won't work.

I can check it today - if you wish.

 

@xdem:

 

well if you don't wanna bother fix it - then no.

It's not a omg awesome system anyhow.

 

 

it doesnt have more or different data, I decompiled some client scripts regarding snoopWnd and the difference between Interlude and GraciaFinal are like none

 

GF:

function HandleGMSnoop (string a_Param)
{
  local int SnoopID;
  local string SnoopName;
  local int CreatureID;
  local int type;
  local int SnoopIndex;
  local string CharacterName;
  local string chatMessage;
  local WindowHandle hSnoopWnd;
  local TextListBoxHandle hSnoopChatWnd;
 
  ParseInt(a_Param,"SnoopID",SnoopID);
  ParseString(a_Param,"SnoopName",SnoopName);
  if (!  !GetSnoopWnd(SnoopID,hSnoopWnd,hSnoopChatWnd,SnoopIndex,SnoopName) ) goto JL006D;
  DialogShow(1,GetSystemMessage(802));
  return;
  ParseString(a_Param,"CharacterName",CharacterName);
  ParseInt(a_Param,"CreatureID",CreatureID);
  ParseInt(a_Param,"Type",type);
  ParseString(a_Param,"ChatMessage",chatMessage);
  if (!  !m_hOwnerWnd.IsShowWindow() ) goto JL00FE;
  m_hOwnerWnd.ShowWindow();
  hSnoopWnd.ShowWindow();
  if (!  !IsFiltered(type,SnoopIndex) ) goto JL0150;
  hSnoopChatWnd.AddString(CharacterName $ ": " $ chatMessage,GetChatColorByType(type));
}

Interlude:

function HandleGMSnoop (string a_Param)
{
  local int SnoopID;
  local string SnoopName;
  local int CreatureID;
  local int Type;
  local int SnoopIndex;
  local string CharacterName;
  local string chatMessage;
  local WindowHandle hSnoopWnd;
  local TextListBoxHandle hSnoopChatWnd;
 
  ParseInt(a_Param,"SnoopID",SnoopID);
  ParseString(a_Param,"CharacterName",CharacterName);
  if (!  !GetSnoopWnd(SnoopID,hSnoopWnd,hSnoopChatWnd,SnoopIndex,CharacterName) ) goto JL0071;
  DialogShow(1,GetSystemMessage(802));
  return;
  ParseString(a_Param,"SnoopName",SnoopName);
  ParseInt(a_Param,"CreatureID",CreatureID);
  ParseInt(a_Param,"Type",Type);
  ParseString(a_Param,"ChatMessage",chatMessage);
  if (!  !m_hOwnerWnd.IsShowWindow() ) goto JL00FE;
  m_hOwnerWnd.ShowWindow();
  hSnoopWnd.ShowWindow();
  if (!  !IsFiltered(Type,SnoopIndex) ) goto JL0152;
  hSnoopChatWnd.AddString(CharacterName $ ": " $ chatMessage,GetColorByType(Type));
}

a_Param is some kind of String containing all the packet data

The only difference here is that characterName is parsed first instead of snoopName thing that would't cause any errors or corrupt the packet since they are both Strings.

Edited by xdem
  • 2 weeks later...

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