shadow52, dont post any bullshit here.. >.<
yes it was bullshit, several parts of that screenshots had proven it.
shadow52, dont post any bullshit here.. >.<
yes it was bullshit, several parts of that screenshots had proven it.
Last edited by Wizatek; 26-03-10 at 07:04 AM.
Hmm
mobALL_usa.lod from eterniagames is giving me headache (the only LC without EP2)
It looks like there are 2 kinds of structures inside the file.
the mobs with skills have a different structure then the mobs without
And i cant seem to find out what triggers it to choose wich structure. becous its in random order between the file.
First i tought it was the 2 bytes behind the smc file, becous so far all the mobs without skills had the 2 bytes 00 00 and with skills had 02 01 or anything other then 00 00.
But when i came to id 352 the 2 bytes were 00 00, but it did had a skilled attack so my viewer wend crazy.
Everything goes fine until id : 339.
1 till 175 is in server already
1 till 339 are all new mobs/npc's for this server
- Maargadum jail mobs
- Egeha mobs/npc's
- Lust Trum 1-10 mobs
- Merac CastleSiege npc's
- Raidbosses
- Currently missing mobs in Dratan 1.0
- Forgetfulness temple mobs
- Rogue Skill Master
Maybe anyone can try to figure out the mobALL_usa.lod structure becous im blur now..
When i have the structure, i think i can load all 1081 mobs/npc's in the game.
I know that the guy who makes the model viewer for LastChaos knows how it works, but somehow i dont know how to reach him.
Last edited by Wizatek; 25-03-10 at 11:01 PM.
@Wizatek: Try with the client's last chaos of Brazil. (Last War)
http://lastwar.bilagames.com/
He still is not episode 2.
http://www.megaupload.com/?d=6XDZWFRR Bilagames Client
Yes, Tomara que tenha algum progresso em breve =D
Yes, well i haven the malaysian client also, that one is also in english.
But that client doesnt have the juno, merac and egeha cave mobs :P
When i go for it, i want all :P
I know Eterniagames has all mobs, even Mondshine mobs, but with an EP1 client database.
Isnt LastWar in brazillian ?
First off all u need a client playable and after that u can add new things, is hard to set up fully working without a beta test to see know bugs.
I will start a hard work at binaries to see how it are working.
---------- Post added at 07:07 AM ---------- Previous post was at 07:05 AM ----------
First off all u need a client playable and after that u can add new things, is hard to set up fully working without a beta test to see know bugs.
I will start a hard work at binaries to see how it are working.
hehe im waiting for a good client for ages.
binaries, ASM, and debugging is not my thing, way out of my leage.
I do this just for fun ;)
Hope u will find out 1 or 2 terzo .^^
ok, just put a client that really works.
Hmm, seems like mobALL.lod isnt the biggest handler here.
Adding the mobs to the database and to mobALL.lod doesnt do much.
The place it really reads from are the mob0_c.lod - mob8_c.lod.
I tryd adding records to that but it just doesnt read that sadly.
the newer clients also dont use those files, tho the malaysian client does.
The file structure is completely the same, but still when i try to summon them, some of the new mobs, maybe 4 or 5 will appear, but in the GM console i can see that most data is handled wrong and show up as the default model.
Maybe someone can help me look into the .lod files and try to unveil secrets in the structure. Making an editor for it is not a problem for me
Last edited by Wizatek; 27-03-10 at 01:29 AM.
please up server in megaupload
sorry 3 posts, laggg!
Last edited by phprap; 28-03-10 at 07:59 PM.
please up server in megaupload
sorry 3 posts, laggg!
Last edited by phprap; 28-03-10 at 07:57 PM.
please up server in megaupload
---------- Post added at 06:56 PM ---------- Previous post was at 06:51 PM ----------
sorry 3 posts, laggg!
help mysql erro
\UserDB\newproject_data.sql
[Err]
[Err]
[Err]
[Err]
[Err] 1100 - Table 't_shop' was not locked with LOCK TABLES
[Err] --
-- Dumping data for table `t_shop`
--
/*!40000 ALTER TABLE t_shop DISABLE KEYS */;
it's a really easy format:
http://www.imagebanana.com/view/ea0jmacu/MobReader.jpg
it's easy to add more monsters,
but your wrong, the old client has a hardcoded limit, it's a combination of hardcoded values and memory allocation,
example:
this is a the loading part from ItemBtn%d.tex and if you know a bit about ASM you can see why someCode:.text:102609C8 call ?StringDuplicate@@YAPADPBD@Z ; StringDuplicate(char const *) .text:102609CD mov [ebp+var_10], eax .text:102609D0 mov ebx, 2 .text:102609D5 push 8 ; unsigned int .text:102609D7 mov byte ptr [ebp+var_4], bl .text:102609DA call ??2@YAPAXI@Z ; operator new(uint) .text:102609DF add esp, 10h .text:102609E2 mov [esi+8], eax .text:102609E5 .text:102609E5 loc_102609E5: ; CODE XREF: sub_10260980+F2 .text:102609E5 push edi .text:102609E6 lea eax, [ebp+var_10] .text:102609E9 push offset aItembtnD_tex ; "ItemBtn%d.tex" .text:102609EE push eax .text:102609EF call ?PrintF@CTString@@QAAJPBDZZ ; CTString::PrintF(char const *,...) .text:102609F4 add esp, 0Ch ...
of the new items will crash your client,
this is the memory allocation part:
in C it would be something like this:Code:.text:102609D5 push 8 ; unsigned int .text:102609D7 mov byte ptr [ebp+var_4], bl .text:102609DA call ??2@YAPAXI@Z ; operator new(uint)
(8u = 2 * 4 UByte)Code:&varX = operator new(8u);
this is the File limit, it's likeCode:.text:102609D0 mov ebx, 2
if you translate some more parts of the code.Code:while(x < 2)
so changing the 2 into 11 will load ItemBtn0.tex till ItemBtn10.tex
and changing 8 to 44 will allocate 11 * 4 Byte Pointer to load them
this should fix some of the items, but still it's not enough work texture will not load
correctly (don't know why, some other mem allocation problems...)
the client will crash if an item has a 2 or higher in it's texID and only 0 & 1 are loaded
(example: lvl 41 Weapons)
after fixing it:
http://www.imagebanana.com/view/bnub...0710132638.jpg
lvl 41 Weapons work without problems (except the corrupt inventory texture)
it's not easy to update the client if you have no knowledge about asm editing.