sNPCedit for 1.4.5

Results 1 to 13 of 13
  1. #1
    Apprentice ZeeladoR is offline
    MemberRank
    Apr 2012 Join Date
    12Posts

    sNPCedit for 1.4.5

    I need this program, anyone have?


  2. #2
    SON OF MARFEL hrace009 is offline
    MemberRank
    Apr 2009 Join Date
    Pekanbaru, IndoLocation
    1,035Posts

    Re: sNPCedit for 1.4.5

    Quote Originally Posted by ZeeladoR View Post
    I need this program, anyone have?
    i don't have it

  3. #3
    Angelemu founder tbnanubis is offline
    MemberRank
    Mar 2011 Join Date
    Unicorn ForestLocation
    527Posts

    Re: sNPCedit for 1.4.5

    no one has, as the 1.3.6 one is still working fine..

  4. #4
    RaGEZONER fgru is offline
    MemberRank
    Sep 2009 Join Date
    germanyLocation
    1,510Posts

    Re: sNPCedit for 1.4.5

    1.3.6 work fine ecxept auto coords ... try debug_console ...

  5. #5
    Angelemu founder tbnanubis is offline
    MemberRank
    Mar 2011 Join Date
    Unicorn ForestLocation
    527Posts

    Re: sNPCedit for 1.4.5

    Quote Originally Posted by fgru View Post
    1.3.6 work fine ecxept auto coords ... try debug_console ...
    there would be no need for that offset nonsense if ronny had implemented the packets to read coords from connection instead of memory like i suggested ages ago. Its pretty simple to even write a packet proxy that captures all npcs you encounter.

  6. #6
    Psy Sins Psytrac is online now
    MemberRank
    Jul 2011 Join Date
    Hammond, INLocation
    2,012Posts

    Re: sNPCedit for 1.4.5

    you mean like the 1.4.5 offsets I released not too long ago?

  7. #7
    Account Upgraded | Title Enabled! sxymxd84 is offline
    MemberRank
    Aug 2004 Join Date
    ArizonaLocation
    612Posts

    Re: sNPCedit for 1.4.5

    no hes talking about having the program hook into the application on connection instead of needing to update offsets all the time etc etc.

  8. #8
    Omega 343 is offline
    MemberRank
    Oct 2009 Join Date
    Ancient DGN CTYLocation
    5,514Posts

    Re: sNPCedit for 1.4.5

    I think that's a great idea, because then, in theory, wouldn't you be able to just "fly around" to be able to pick up all mob/NPC/resource coordinate info (to generate an NPCGEN) ??? ??? ???

  9. #9
    Account Upgraded | Title Enabled! sxymxd84 is offline
    MemberRank
    Aug 2004 Join Date
    ArizonaLocation
    612Posts

    Re: sNPCedit for 1.4.5

    Technically yes, go wherever you need and hit that get coords button since the hook is "actively connected" via hook.

    otherwise you would want a packet sniffer for it to download everything it sees.

  10. #10
    Angelemu founder tbnanubis is offline
    MemberRank
    Mar 2011 Join Date
    Unicorn ForestLocation
    527Posts

    Re: sNPCedit for 1.4.5

    It is possible and has already been done (sniffed full tideborn/genesis npcgen before any leak with my little program)
    The problem is that it sniffs stuff in a specific xml format that is used by a custom npcgen editor made by D@nte years ago and im not sure where i put my program or if the output would be useful to anyone.

  11. #11
    uint is best int. Swoosh91 is offline
    MemberRank
    Feb 2010 Join Date
    BerlinLocation
    712Posts

    Re: sNPCedit for 1.4.5

    Quote Originally Posted by sxymxd84 View Post
    Technically yes, go wherever you need and hit that get coords button since the hook is "actively connected" via hook.

    otherwise you would want a packet sniffer for it to download everything it sees.
    Server to client packets are encapsulated in 0x00 container packets. The subtype 0x09 is the array of NPCs. Both opcode and length are encoded in CECDWORD format, a specification developed my microsoft which they used along with the MPPC protocol to flag length of packets and strings. It allows efficient storage, and is even researched in public documentation.

    "hook is 'actively connected' via hook" <- Wat.

  12. #12
    Angelemu founder tbnanubis is offline
    MemberRank
    Mar 2011 Join Date
    Unicorn ForestLocation
    527Posts

    Re: sNPCedit for 1.4.5

    Quote Originally Posted by Swoosh91 View Post
    Server to client packets are encapsulated in 0x00 container packets. The subtype 0x09 is the array of NPCs. Both opcode and length are encoded in CECDWORD format, a specification developed my microsoft which they used along with the MPPC protocol to flag length of packets and strings. It allows efficient storage, and is even researched in public documentation.

    "hook is 'actively connected' via hook" <- Wat.
    there is more to npcs then just the 0x09 packet, but basically you are right.

  13. #13
    uint is best int. Swoosh91 is offline
    MemberRank
    Feb 2010 Join Date
    BerlinLocation
    712Posts

    Re: sNPCedit for 1.4.5

    Quote Originally Posted by tbnanubis View Post
    there is more to npcs then just the 0x09 packet, but basically you are right.
    Code:
          <S00SubPacket Type="Cardinal" Name="WorldID" />
          <S00SubPacket Type="Cardinal" Name="DBID" />
          <S00SubPacket Type="Float" Name="IGX" />
          <S00SubPacket Type="Float" Name="IGZ" />
          <S00SubPacket Type="Float" Name="IGY" />
          <S00SubPacket Type="Word" Name="UK0" Comment="Always 0?"/>
          <S00SubPacket Type="Byte" Name="Rotation" />
          <S00SubPacket Type="Cardinal" Name="NPCMask" />
    Know my Unknown field by any means? Not that it matters since it seems like it's always 0, but I like complete data.

    Yeah, I can imagine there's more to it. I'd always do this via "silly offsets" anyways, as all information about NPCs is in ram in nice sequential lists just waiting to be looped or accessed via hashlist I do not see any reason to do this via a proxy.



Advertisement