Re: Dragonball Online Release Source
Quote:
Originally Posted by
Arnie36
sure, let me make it as compact as posible than I'll Upload it somewhere
Attachment 146048
Set all ip's in all ini's to the lanip where the servers are running
Make sure you add your account to account.txt (increase "number" with every new account), the rest is auto created
as long as your servers or client don't crash
any error massage can be
ignored
and also keep character name length
shorter than 16 characters or your gameserver
will crash
the chat server works best if you don't login twice or more with the same account
Server Side works, Client.. It still works as Offline even I changed ip in ConfigOptions.
Re: Dragonball Online Release Source
uhm hasn't there been a normal client without packet encryption released yet?
http://www.mediafire.com/download/vb.../DBOonline.rar
Re: Dragonball Online Release Source
Quote:
Originally Posted by
Daneos
No it doesnt have. I work one by one. First I want to make auth server 100% then char server 100% then I start with gameserver
@
Nicolas321 change sPacket3->aItemProfile[0].byPos = 0;
sPacket3->aItemProfile[0].byStackcount = 0;
to
sPacket3->aItemProfile[0].byPos = 1;
sPacket3->aItemProfile[0].byStackcount = 1;
- - - Updated - - -
meh... always getting
at the last part
Code:
CNtlPacket packet2(sizeof(sCU_CHARACTER_LOAD_RES));
sCU_CHARACTER_LOAD_RES * res2 = (sCU_CHARACTER_LOAD_RES *)packet2.GetPacketData();
res2->wOpCode = CU_CHARACTER_LOAD_RES;
res2->wResultCode = CHARACTER_SUCCESS;
packet2.SetPacketLen( sizeof(sCU_CHARACTER_LOAD_RES) );
rc = g_pApp->Send( this->GetHandle(), &packet2 );
Are you shure? I use this and work perfectly, but is a command.
Code:
sPacket->wOpCode = GU_ITEM_CREATE;
sPacket->handle = AcquireSerialId();
sPacket->sItemData.itemNo = Id;
sPacket->sItemData.byPlace = Where;
sPacket->sItemData.byPosition = 0;
sPacket->sItemData.byRank = 1;
sPacket->sItemData.byStackcount = 0;
sPacket->sItemData.byCurrentDurability = 100;
@Arnie36 you know why is my problem?, i have this
Code:
CNtlPacket packet3(sizeof(sGU_AVATAR_ITEM_INFO));
sGU_AVATAR_ITEM_INFO * sPacket3 = (sGU_AVATAR_ITEM_INFO *)packet3.GetPacketData();
sPacket3->wOpCode = GU_AVATAR_ITEM_INFO;
sPacket3->byItemCount = 2;
sPacket3->aItemProfile[0].handle = AcquireSerialId();
sPacket3->aItemProfile[0].tblidx = 19904;
sPacket3->aItemProfile[0].byPlace = CONTAINER_TYPE_BAGSLOT;
sPacket3->aItemProfile[0].byPos = 1;
sPacket3->aItemProfile[0].byStackcount = 1;
sPacket3->aItemProfile[0].byRank = 1;
sPacket3->aItemProfile[0].byCurDur = 100;
sPacket3->aItemProfile[2].handle = AcquireSerialId();
sPacket3->aItemProfile[2].tblidx = 17008;
sPacket3->aItemProfile[2].byPlace = CONTAINER_TYPE_BAG2;
sPacket3->aItemProfile[2].byPos = 0;
sPacket3->aItemProfile[2].byStackcount = 0;
sPacket3->aItemProfile[2].byRank = 1;
sPacket3->aItemProfile[2].byCurDur = 100;
RwInt32 iDataLen = sizeof(sNTLPACKETHEADER);
iDataLen += sizeof(BYTE);
iDataLen += sizeof(sITEM_PROFILE)*sPacket3->byItemCount;
packet3.SetPacketLen( sizeof(sGU_AVATAR_ITEM_INFO) );
rc = g_pApp->Send( iDataLen, &packet3 );
Re: Dragonball Online Release Source
Re: Dragonball Online Release Source
Quote:
Originally Posted by
Nicolas321
Are you shure? I use this and work perfectly, but is a command.
Code:
sPacket->wOpCode = GU_ITEM_CREATE;
sPacket->handle = AcquireSerialId();
sPacket->sItemData.itemNo = Id;
sPacket->sItemData.byPlace = Where;
sPacket->sItemData.byPosition = 0;
sPacket->sItemData.byRank = 1;
sPacket->sItemData.byStackcount = 0;
sPacket->sItemData.byCurrentDurability = 100;
@
Arnie36 you know why is my problem?, i have this
Code:
CNtlPacket packet3(sizeof(sGU_AVATAR_ITEM_INFO));
sGU_AVATAR_ITEM_INFO * sPacket3 = (sGU_AVATAR_ITEM_INFO *)packet3.GetPacketData();
sPacket3->wOpCode = GU_AVATAR_ITEM_INFO;
sPacket3->byItemCount = 2;
sPacket3->aItemProfile[0].handle = AcquireSerialId();
sPacket3->aItemProfile[0].tblidx = 19904;
sPacket3->aItemProfile[0].byPlace = CONTAINER_TYPE_BAGSLOT;
sPacket3->aItemProfile[0].byPos = 1;
sPacket3->aItemProfile[0].byStackcount = 1;
sPacket3->aItemProfile[0].byRank = 1;
sPacket3->aItemProfile[0].byCurDur = 100;
sPacket3->aItemProfile[2].handle = AcquireSerialId();
sPacket3->aItemProfile[2].tblidx = 17008;
sPacket3->aItemProfile[2].byPlace = CONTAINER_TYPE_BAG2;
sPacket3->aItemProfile[2].byPos = 0;
sPacket3->aItemProfile[2].byStackcount = 0;
sPacket3->aItemProfile[2].byRank = 1;
sPacket3->aItemProfile[2].byCurDur = 100;
RwInt32 iDataLen = sizeof(sNTLPACKETHEADER);
iDataLen += sizeof(BYTE);
iDataLen += sizeof(sITEM_PROFILE)*sPacket3->byItemCount;
packet3.SetPacketLen( sizeof(sGU_AVATAR_ITEM_INFO) );
rc = g_pApp->Send( iDataLen, &packet3 );
maybe sPacket3->aItemProfile[2].byPlace = CONTAINER_TYPE_BAG2; should be sPacket3->aItemProfile[2].byPlace = CONTAINER_TYPE_BAG1;
Re: Dragonball Online Release Source
try changing the server port from 50200 = 10001 and change bugtrap port from 9999 to 20001 also make sure u have thos ports open and dmz server enabled also if needed.
Quote:
Originally Posted by
oodasm
- - - Updated - - -
and might need Mrpopo to change the ip with
Re: Dragonball Online Release Source
Quote:
Originally Posted by
Arnie36
sure, let me make it as compact as posible than I'll Upload it somewhere
Attachment 146048
Set all ip's in all ini's to the lanip where the servers are running
Make sure you add your account to account.txt (increase "number" with every new account), the rest is auto created
as long as your servers or client don't crash
any error massage can be
ignored
and also keep character name length
shorter than 16 characters or your gameserver
will crash
the chat server works best if you don't login twice or more with the same account
Thanks. Good to see, that I get buffer too small error with your files too. Looks like my exe is fucked up.
Okay.. Im currently creating the query server, everything is already done except the packet and query things. But I have a questions.
Question:
- I create a function, which select the account ID from account USERNAME.
- Now the function send a packet with op-code "5454" and account USERNAME to the query server.
- Query server receive op-code "5454" and account USERNAME, then the server do a query to get the account ID from the account USERNAME.
Auth-Server send op-code "5454" and account USERNAME to Query-Server.
Query-Server receive both and then send account ID to Auth-Server
^
Is that right? Or how should it work?
Re: Dragonball Online Release Source
Re: Dragonball Online Release Source
Quote:
Originally Posted by
marcomurta
Cant connect to auth server
Re: Dragonball Online Release Source
That server pack worked perfectly for me, but the gm commands don't work :( At least now my friends could join. Ceep up the good work :)https://fbcdn-sphotos-b-a.akamaihd.n...27899874_o.jpg
Re: Dragonball Online Release Source
@Arnie36 @Daneos
how can I improve things my client?
I build with my ip
szGameServerIP
ServerPortForClient = 10000 uses this same?
and
CharacterServerIP
ServerPortForClient = 0
Re: Dragonball Online Release Source
I dont understand what you are trying to say..
Btw. I found out, that the database support inside the files are for MSQL and not for MYSQL.
Re: Dragonball Online Release Source
Quote:
Originally Posted by
Daneos
Thanks. Good to see, that I get buffer too small error with your files too. Looks like my exe is fucked up.
Okay.. Im currently creating the query server, everything is already done except the packet and query things. But I have a questions.
Question:
- I create a function, which select the account ID from account USERNAME.
- Now the function send a packet with op-code "5454" and account USERNAME to the query server.
- Query server receive op-code "5454" and account USERNAME, then the server do a query to get the account ID from the account USERNAME.
Auth-Server send op-code "5454" and account USERNAME to Query-Server.
Query-Server receive both and then send account ID to Auth-Server
^
Is that right? Or how should it work?
sounds about right, for the op-code's you might check out NtlPacketAll.h
but than again I don't see QA or AQ series packets in there
Re: Dragonball Online Release Source
How far u guys have been?
Is there any group i can join to develop? -> want to improove my knowledge.
What is Possible atm with the Server & Client?
If anyone can link me the right downloads i would be happy lel.
Re: Dragonball Online Release Source
Quote:
Originally Posted by
maximojoni
@
Arnie36 @
Daneos
how can I improve things my client?
I build with my ip
szGameServerIP
ServerPortForClient = 10000 uses this same?
and
CharacterServerIP
ServerPortForClient = 0
If you want your client to connect to a server you have to compile it with #define NET_SERVER_SYNC