all last week i try to install shitness MSSQL server -_- .
Windows hopeless system... cant install sql server
29-10-11
Regz
re: [Release] P4F Game Server Emulator Sources
i can help you to run server on this files ;)
Code:
p.s try to increes the buffer size ..
...
29-10-11
Kirgston
re: [Release] P4F Game Server Emulator Sources
i only cant normaly install any SQL server... My old Sql 2008 R2 stop work. I try to reinstall it... but... i cant delete -_- after some manipulation i delete it, but now cant install -_- . MSSQL 2000 crash when i try to install it
29-10-11
juajua123
re: [Release] P4F Game Server Emulator Sources
Quote:
Originally Posted by Kirgston
i only cant normaly install any SQL server... My old Sql 2008 R2 stop work. I try to reinstall it... but... i cant delete -_- after some manipulation i delete it, but now cant install -_- . MSSQL 2000 crash when i try to install it
MSSQL 2000 is not compatible with Windows Server 2008.
29-10-11
Regz
re: [Release] P4F Game Server Emulator Sources
Arghhhhhhh...
29-10-11
Kirgston
re: [Release] P4F Game Server Emulator Sources
i use Windows 7 x64 and have MSSQL 2000 and 2008 R2. But i cant install it xD
29-10-11
Regz
re: [Release] P4F Game Server Emulator Sources
Crywolf fixed
Castle siege fixed
Experiance fixed
Zen drop fixed
30-10-11
Regz
re: [Release] P4F Game Server Emulator Sources
Info about eDS Crash when full of raven / horses :
Okey. I reinstall this Windows. Tomorrow i will continue work =).
You need old 0.4.4 sources with GUI?
And you share you fixes?
01-11-11
Regz
re: [Release] P4F Game Server Emulator Sources
i can share my sources but i have verry big problem with a dataserver ;< ...
NPC in CastleSiege are nonworking or Guild when i using a console version of GS ...
when DataServer2 was removed some DS Protocols was removed too.
this is not full eDS... you have to fix this :)
Spoiler:
I CAN TRY TO FIX THIS SHIT!
Quote:
First Step:
Code:
case 0x80:
{
PMSG_DEFAULT2 * lpDef1 = (PMSG_DEFAULT2 *)aRecv;
// ----
switch(lpDef1->subcode)
{
case 0x01:
//GS_DGAnsOwnerGuildMaster((aIndex, CSP_REQ_OWNERGUILDMASTER*)aRecv);
break;
case 0x03:
//GS_DGAnsCastleNpcBuy(aIndex, (CSP_REQ_NPCBUY *)aRecv);
break;
case 0x04:
//GS_DGAnsCastleNpcRepair(aIndex, (CSP_REQ_NPCREPAIR*)aRecv);
break;
case 0x05:
//GS_DGAnsCastleNpcUpgrade(aIndex, (CSP_REQ_NPCUPGRADE*)aRecv);
break;
case 0x06:
//GS_DGAnsTaxInfo(aIndex, (CSP_REQ_TAXINFO*)aRecv);
break;
case 0x07:
//GS_DGAnsTaxRateChange(aIndex, (CSP_REQ_TAXRATECHANGE*)aRecv);
break;
case 0x08:
//GS_DGAnsCastleMoneyChange(aIndex, (CSP_REQ_MONEYCHANGE*)aRecv);
break;
case 0x09:
//GS_DGAnsSiegeDateChange(aIndex, (CSP_REQ_SDEDCHANGE*)aRecv);
break;
case 0x0A:
//GS_DGAnsGuildMarkRegInfo(aIndex, (CSP_REQ_GUILDREGINFO*)aRecv);
break;
case 0x0B:
//GS_DGAnsSiegeEndedChange(aIndex, (CSP_REQ_SIEGEENDCHANGE*)aRecv);
break;
case 0x0C:
//GS_DGAnsCastleOwnerChange(aIndex, (CSP_REQ_CASTLEOWNERCHANGE*)aRecv);
break;
case 0x0D:
//GS_DGAnsRegAttackGuild(aIndex, (CSP_REQ_REGATTACKGUILD*)aRecv);
break;
case 0x0E:
//GS_DGAnsRestartCastleState(aIndex, (CSP_REQ_CASTLESIEGEEND*)aRecv);
break;
case 0x0F:
//GS_DGAnsMapSvrMsgMultiCast(aIndex, (CSP_REQ_MAPSVRMULTICAST*)aRecv);
break;
case 0x10:
//GS_DGAnsRegGuildMark(aIndex, (CSP_REQ_GUILDREGMARK*)aRecv);
break;
case 0x11:
//GS_DGAnsGuildMarkReset(aIndex, (CSP_REQ_GUILDRESETMARK*)aRecv);
break;
case 0x12:
//GS_DGAnsGuildSetGiveUp(aIndex, (CSP_REQ_GUILDSETGIVEUP*)aRecv);
break;
case 0x16:
//GS_DGAnsNpcRemove(aIndex, (CSP_REQ_NPCREMOVE*)aRecv);
break;
case 0x17:
//GS_DGAnsCastleStateSync(aIndex, (CSP_REQ_CASTLESTATESYNC*)aRecv);
break;
case 0x18:
//GS_DGAnsCastleTributeMoney(aIndex, (CSP_REQ_CASTLETRIBUTEMONEY *)aRecv);
break;
case 0x19:
//GS_DGAnsResetCastleTaxInfo(aIndex, (CSP_REQ_RESETCASTLETAXINFO*)aRecv);
break;
case 0x1A:
//GS_DGAnsResetSiegeGuildInfo(aIndex, (CSP_REQ_RESETSIEGEGUILDINFO*)aRecv);
break;
case 0x1B:
//GS_DGAnsResetRegSiegeInfo(aIndex, (CSP_REQ_RESETREGSIEGEINFO *)aRecv);
break;
}
}
break;
case 0x81:
{
//GS_DGAnsCastleInitData(aIndex, (CSP_REQ_CSINITDATA *)aRecv);
}
break;
case 0x83:
{
//GS_DGAnsAllGuildMarkRegInfo(aIndex, (CSP_REQ_ALLGUILDREGINFO*)aRecv);
}
break;
case 0x84:
{
//GS_DGAnsFirstCreateNPC(aIndex, (CSP_REQ_NPCSAVEDATA*)aRecv);
}
break;
case 0x85:
{
//GS_DGAnsCalcRegGuildList(aIndex, (CSP_REQ_CALCREGGUILDLIST*)aRecv);
}
break;
case 0x86:
{
//GS_DGAnsCsGulidUnionInfo(aIndex, (CSP_REQ_CSGUILDUNIONINFO *)aRecv);
}
break;
case 0x87:
{
//GS_DGAnsCsSaveTotalGuildInfo(aIndex, (CSP_REQ_CSSAVETOTALGUILDINFO*)aRecv);
}
break;
case 0x88:
{
//GS_DGAnsCsLoadTotalGuildInfo(aIndex, (CSP_REQ_CSLOADTOTALGUILDINFO*)aRecv);
}
break;
case 0x89:
{
//GS_DGAnsCastleNpcUpdate(aIndex, (CSP_REQ_NPCUPDATEDATA*)aRecv);
}
break;
case 0xB0:
{
//DGAnsCrywolfSync(aIndex, (CWP_REQ_CRYWOLFSYNC*)aRecv);
}
break;
case 0xB1:
{
//DGAnsCrywolfInfoLoad(aIndex, (CWP_REQ_CRYWOLFINFOLOAD*)aRecv);
}
break;
Change to
Code:
case 0x80:
{
PMSG_DEFAULT2 * lpDef1 = (PMSG_DEFAULT2 *)aRecv;
// ----
switch(lpDef1->subcode)
{
case 0x01:
GS_DGAnsOwnerGuildMaster((aIndex, CSP_REQ_OWNERGUILDMASTER*)aRecv);
break;
case 0x03:
GS_DGAnsCastleNpcBuy(aIndex, (CSP_REQ_NPCBUY *)aRecv);
break;
case 0x04:
GS_DGAnsCastleNpcRepair(aIndex, (CSP_REQ_NPCREPAIR*)aRecv);
break;
case 0x05:
GS_DGAnsCastleNpcUpgrade(aIndex, (CSP_REQ_NPCUPGRADE*)aRecv);
break;
case 0x06:
GS_DGAnsTaxInfo(aIndex, (CSP_REQ_TAXINFO*)aRecv);
break;
case 0x07:
GS_DGAnsTaxRateChange(aIndex, (CSP_REQ_TAXRATECHANGE*)aRecv);
break;
case 0x08:
GS_DGAnsCastleMoneyChange(aIndex, (CSP_REQ_MONEYCHANGE*)aRecv);
break;
case 0x09:
GS_DGAnsSiegeDateChange(aIndex, (CSP_REQ_SDEDCHANGE*)aRecv);
break;
case 0x0A:
GS_DGAnsGuildMarkRegInfo(aIndex, (CSP_REQ_GUILDREGINFO*)aRecv);
break;
case 0x0B:
GS_DGAnsSiegeEndedChange(aIndex, (CSP_REQ_SIEGEENDCHANGE*)aRecv);
break;
case 0x0C:
GS_DGAnsCastleOwnerChange(aIndex, (CSP_REQ_CASTLEOWNERCHANGE*)aRecv);
break;
case 0x0D:
GS_DGAnsRegAttackGuild(aIndex, (CSP_REQ_REGATTACKGUILD*)aRecv);
break;
case 0x0E:
GS_DGAnsRestartCastleState(aIndex, (CSP_REQ_CASTLESIEGEEND*)aRecv);
break;
case 0x0F:
GS_DGAnsMapSvrMsgMultiCast(aIndex, (CSP_REQ_MAPSVRMULTICAST*)aRecv);
break;
case 0x10:
GS_DGAnsRegGuildMark(aIndex, (CSP_REQ_GUILDREGMARK*)aRecv);
break;
case 0x11:
GS_DGAnsGuildMarkReset(aIndex, (CSP_REQ_GUILDRESETMARK*)aRecv);
break;
case 0x12:
GS_DGAnsGuildSetGiveUp(aIndex, (CSP_REQ_GUILDSETGIVEUP*)aRecv);
break;
case 0x16:
GS_DGAnsNpcRemove(aIndex, (CSP_REQ_NPCREMOVE*)aRecv);
break;
case 0x17:
GS_DGAnsCastleStateSync(aIndex, (CSP_REQ_CASTLESTATESYNC*)aRecv);
break;
case 0x18:
GS_DGAnsCastleTributeMoney(aIndex, (CSP_REQ_CASTLETRIBUTEMONEY *)aRecv);
break;
case 0x19:
GS_DGAnsResetCastleTaxInfo(aIndex, (CSP_REQ_RESETCASTLETAXINFO*)aRecv);
break;
case 0x1A:
GS_DGAnsResetSiegeGuildInfo(aIndex, (CSP_REQ_RESETSIEGEGUILDINFO*)aRecv);
break;
case 0x1B:
GS_DGAnsResetRegSiegeInfo(aIndex, (CSP_REQ_RESETREGSIEGEINFO *)aRecv);
break;
}
}
break;
case 0x81:
{
GS_DGAnsCastleInitData(aIndex, (CSP_REQ_CSINITDATA *)aRecv);
}
break;
case 0x83:
{
GS_DGAnsAllGuildMarkRegInfo(aIndex, (CSP_REQ_ALLGUILDREGINFO*)aRecv);
}
break;
case 0x84:
{
GS_DGAnsFirstCreateNPC(aIndex, (CSP_REQ_NPCSAVEDATA*)aRecv);
}
break;
case 0x85:
{
GS_DGAnsCalcRegGuildList(aIndex, (CSP_REQ_CALCREGGUILDLIST*)aRecv);
}
break;
case 0x86:
{
GS_DGAnsCsGulidUnionInfo(aIndex, (CSP_REQ_CSGUILDUNIONINFO *)aRecv);
}
break;
case 0x87:
{
GS_DGAnsCsSaveTotalGuildInfo(aIndex, (CSP_REQ_CSSAVETOTALGUILDINFO*)aRecv);
}
break;
case 0x88:
{
GS_DGAnsCsLoadTotalGuildInfo(aIndex, (CSP_REQ_CSLOADTOTALGUILDINFO*)aRecv);
}
break;
case 0x89:
{
GS_DGAnsCastleNpcUpdate(aIndex, (CSP_REQ_NPCUPDATEDATA*)aRecv);
}
break;
case 0xB0:
{
DGAnsCrywolfSync(aIndex, (CWP_REQ_CRYWOLFSYNC*)aRecv);
}
break;
case 0xB1:
{
DGAnsCrywolfInfoLoad(aIndex, (CWP_REQ_CRYWOLFINFOLOAD*)aRecv);
}
break;
for ( int x=0;x<(MAIN_INVENTORY_SIZE-INVETORY_WEAR_SIZE);x++)
correctly
for ( int x=INVETORY_WEAR_SIZE;x<MAIN_INVENTORY_SIZE;x++)
- can you explain me why ? : )
07-11-11
Xezis
re: [Release] P4F Game Server Emulator Sources
because
Inventory = Wear Slots (ex: Set, Weapon, jewelery) + Bag Slots
and you maybe want iterate through Bag Slots
07-11-11
Regz
re: [Release] P4F Game Server Emulator Sources
Ohh x=INVETORY_WEAR_SIZE will be end of INVETORY_WEAR_SIZE ?
PL: Dzięki! :D
07-11-11
Lejman
re: [Release] P4F Game Server Emulator Sources
I found 1 bugs. Nightmare Event - don't kill Nightmare Event and Display Success without kill Boss.
I search more.
08-11-11
Kirgston
re: [Release] P4F Game Server Emulator Sources
finally i install MSSQL =))) so soon will be updates
09-11-11
NewGamerz
re: [Release] P4F Game Server Emulator Sources
Quote:
Originally Posted by Lejman
I found 1 bugs. Nightmare Event - don't kill Nightmare Event and Display Success without kill Boss.
I search more.
open Kanturu.dat and change it:
PHP Code:
// State: State Condition of Event Start
// Condition: Condition End ( 0 - no condition / 1 - time )
// Value: Time Value
//=========================================================================
// [State] [Cond] [Value]
//=========================================================================
0
0 0 0 // None
1 0 0 // Battle Standby
2 0 0 // Battle Of Maya
3 0 0 // Battle Of NightMare
4 0 0 // Tower Of Refinement
5 1 0 // End
end
//=========================================================================
// Preparation for the Battle of Maya
// When the GS is loaded, 10 minutes after the event opened.
// Then you can enter using CoreGate.
// We need the MoonStone Ring in the ring slot and wings.
//=========================================================================
//[State] [Condition] [Value]
1
0 0 0 // None
1 1 200 // Time in seconds to start the Battle
2 1 60 // Time in seconds of the message to enter the Tower of Refinement
3 0 0 // End
end
//=========================================================================
// Battle of Maya Timer
// Here is the time of the battle of Maya. There are three stages of the battle.
// 900 seconds corresponds to 15 minutes and 1,200 within 20 minutes
//=========================================================================
//[State] [Condition] [Value]
2
0 1 900 // First Battle Scene
1 1 900 // Second Battle Scene
2 1 1200 // Third Battle Scene
end
// First Cycle
1 1 60 // Stand By
2 1 15 // Notify
3 0 0 // Start
4 0 0 // Maya
5 1 5 // End Maya
6 1 3 // End Cycle
// Second Cycle
7 1 60 // Stand By
8 0 0 // Start
9 0 0 // Maya
10 1 5 // End Maya
11 1 3 // End Cycle
// Third Cycle
12 1 60 // Stand By
13 0 0 // Start
14 0 0 // Maya
15 1 5 // End Maya
16 1 10 // End Cycle
17 1 3 // End
18 0 0 // End Cycle
end
//============================================================
// AI Change
//============================================================
4
3
60
60
900
end
//============================================================
// AI Group Number
//============================================================
5
20 // Maya Left Hand
21 // Maya Right Hand
22 // Maya Hands
end
//============================================================
// AI Group Number
//============================================================-
8
23
end
//============================================================
// Battle Unit Position Check
//============================================================
// [CheckValue]
10
1 // 0=no, 1=yes
end
10-11-11
Kirgston
re: [Release] P4F Game Server Emulator Sources
finally i make accout and start server. So i test everythink what you post =)
12-11-11
Regz
re: [Release] P4F Game Server Emulator Sources
Okey... Guilds or Castle Siege NPC dont works... (problem in eDS)
19-11-11
Cryingsoul
re: [Release] P4F Game Server Emulator Sources
Kirgston, I hope that you are still working at this project. I might be able to help :)
19-11-11
epmak
re: [Release] P4F Game Server Emulator Sources
sorry, guys, we're working on our anti-cheat, it's for our launcher, but... no, we are not going to stop the development of the emulator.
just a little rest, of the same type of work.
but you can still help us, please write about all known bugs and share fixes, if you wish. All fixes will be processed and added to the source code, which is available on the link in first post
sorry for my bad english
and have 1 question:
who is the server, not to waste a kodklyuchenie between CS and GS?
usually seen when you try to access the server, and shows you the message that an invalid username or password.
or no visible sub servers.
There are such cases?
20-11-11
Kirgston
re: [Release] P4F Game Server Emulator Sources
epmak cant speak English so he only use google translator =)) he so lame...
so "who is the server, not to waste a kodklyuchenie between CS and GS?"
... they mean:
Anybody have error when GS lost connection with CS?
22-11-11
Regz
re: [Release] P4F Game Server Emulator Sources
i think you cannot repair a eDS problems :)
22-11-11
epmak
re: [Release] P4F Game Server Emulator Sources
Regz, there is NO problems in eDS, even you can fix it!
there is commented some functions coz eDS just a TEST and designating some commented functions have been removed, but they are in network, here, and some other sites.
if you, guys can't print some symbols on keyboard what are we talking about?! we decided develop this project with you BUT NOT for you for free. if you want a good emu that you should work for it, not crying and
always ask for help and fixes even when you can fix it yourself! you are a programmist isn't it? ;)
so if you want - work. We want to eat, so food is not free that's why we can't spend all our time in free dev emu. i hope you understand what i trying to say.