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[Release] zTeam Season 6 EP3 + Source
Hello all,
i will inform you with little information and wanted to share you something that i have
so what will has in this release are server files + source code
zTeam will no longer support this version so they will not work anymore with this.
So i release the information here
If you like say Thanks.
//////////////////////////////////// Old ////////////////////////////
Source codes: https://mega.co.nz/#!uMozhJyK!i-0l6R...EjGxl2mNoABYTQ
Client : https://mega.co.nz/#!PpI3xCYR!M5YIkB...6cTl1CKTj4rESE
Server Files : https://mega.co.nz/#!Xc93URbJ!OlejsG...Ek-OtoP2wZ09W8
DB 2000 : https://mega.co.nz/#!eJ1TCLJK!9fAkup...QdjSduN1Tmobz0
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
pass: z-team.pro
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Update 1:
- Rebuilded Source Code GS
- No Errors In Database
- Converted DB for SQL 2000 , 2008
- Configurated Files
- New StartUp Server Easy Way
- BackDoor Removed
- Custom Wings Enabled
Server Files Update 1:
Download
Update 2:
- Added Wings Level 4 Support
- Double Goer Event Fix
- Pets Fix
- Client Support Wings Level 4
- Client mini bugs fixed
- Client gates corrected
- GameServer Updated
- GameServer Reset Limit Fixed
- Reset Command / Options Fixed
- Commands Rebuilded and Fixed
- Item.txt Rebuilded
Update 3:
- Added missing files Server/Custom
- Added fix for items
- Added Sphere Server / Cliend Side
- Added DL fixes
- Added Pet Fixes
- Dataserver fixed
- Mix Jewels Fix
- Double Goer Fixed
- Elf Summon Fix
- /give15bless Fix
- Drop Zero Money Fix
- J
ewelOfHarmony Fix
-
Aliennation Added
- BalanceSystem Added
- ItemDropBlock Added
- New ItemDropEx Added
- MonsterSpawner Added
- Custom Wings Mix Added
- New Client Close Added
-
/openware Added
Update 4:
- Fixed Messages
- Fixed Item Options
- Fixed Chaos Machine Mixes
- Some other errors and more..
Server Files Update 5:
Download Update5
Client Patch Update 4:
Download Client Patch v4
Source Files Old:
Download
Client Full:
Download Client
Setup Guide:
1. Open Server>Tools>Encoder
2. Open Common.txt
3. Edit your IP , save file
4. Drag the file Common.txt to Econder.exe
5. Copy Common.z to Client>data>custom
SQL:
Code:
USE MUONLINE
GO
ALTER TABLE Character ADD COLUMN OFFTrade INT NULL
GO
ALTER TABLE Character ADD COLUMN GrandReset INT NULL
GO
UPDATE Character SET Offtrade = 0, GrandReset = 0
http://i59.tinypic.com/153brwm.jpg
http://i61.tinypic.com/orjmhd.png
Changelog:
Code:
[FixMe]
1> Need delete old period system and include it to periodex system
1> Need finish CashShop
1> Need add all items effects (cashshop rings and etc)
1> Try Attack In Not Attack Area error when using 265 (Dragon Slasher) & 262 (Chain Drive) skills
1> Need check all calls to gObjRemoveBuffEffect
1> ResistanceCheck -> decompile
[20.01.2013]
1> [stafx.h] Added define 'SEASON6DOT3_ENG'
1> Deleted SEASON5DOT2_JPN, all changes undefined
1> Changed XOR32 keys
1> More test changes in DSProtocol, user and etc
1> [JewelMixSystem.cpp] Fixed item delete in ::MixJewel
1> [JewelMixSystem.cpp] New mix system finished, 99% decompiled from 6.2 THA
[21.01.2013]
1> Finished 'ExpandedInventory' and 'ExpandedWarehouse' systems, defined in <EXPINV>
[22.01.2013]
1> [zzzitem.h] define <MAX_TYPE_PLAYER> changed from 6 to 7, added MONK
1> [zzzitem.cpp] <OpenItemScript> Updated, added MONK class read for item script
1> [protocol.cpp] <PChatProc> Gens chat added, decompiled from 6.2 THA, but without exdb function
1> Deleted ExpandedInventory' and 'ExpandedWarehouse' systems, becoz are bugged, need start from null again
[23.01.2013]
1> [ItemSeedSphere.cpp] Fully decompiled from 1.01.00, all names are original
[27.01.2013]
1> [GameMain.cpp] <GameMainInit> Changed map loading to 1.01.00
1> Max magic size changed to 150 (450) by 1.01.00
1> Many changes with some skills check for RF
[29.01.2013]
1> [ObjUseSkill.cpp] Added 7 new functions to class, <SkillCharge> & <SkillMonkBuff> fully decompiled from 1.01.00
1> [ObjUseSkill.cpp] <EnableSkill> changed, added RF skills (no master>
1> [ObjUseSkill.cpp] <UseSkill> changed, added new cases for RF & doppelganger (1.01.00)
1> [ObjUseSkill.cpp] <RunningSkill> changed, added new casses for RF (1.01.00)
1> [ObjUseSkill.cpp] Changed 1 function name to original (SkillAreaMonsterAttack)
1> [ObjUseSkill.cpp] <SkillEvilMonster> (90%), <SkillMonkBarrageJustOneTarget> (100%) decompiled
1> [ObjAttack.cpp] <Attack> Changed (+2 new arguments) by 1.01.00
1> [protocol.cpp] Added new cases 0x4A & 0x4B for RF attacks
1> [protocol.cpp] Added 3 new functions <GCMonkMagicAttack> (0%), <GCMonkDarkSideTargetSelect> (60%), <GCMonkMagicAttackNumberSend> (95%) by 1.01.00
[06.02.2013]
1> [ObjUseSkill.cpp] Finished <SkillMonkBuffApplyParty>, <SkillMonkBarrageJustOneTarget>, <SkillMonkDarkSideGetTargetIndex> (all decompiled from 1.01.00 by eRRoR, thanks)
1> [Attack.cpp] Finished <CObjAttack::Attack> (decompiled from 1.01.00, but for temp master elements are commented, thanks for eRRoR again)
1> Added "Base" folder by 1.01.00 with some test templates for new libs
1> Added "Lua" folder with lua lib and files for MuLua
1> Added LuaFun / LuaSample / MuLua cpp & h files fully decompiled from 1.01.00
1> Added WinConsole, fully decompiled from 1.01.00
1> [LogProc.cpp] Updated, added some new functions from 1.01.00 (all done)
1> [StdAfx.h] Added lua51.lib load
1> Added MonsterRegenSystem, fully decompiled from 1.01.00
1> Added MonsterStatCalc, fully decompiled from 1.01.00
1> [user.h] Added MASTERLEVEL_PASSIVE_SKILL_OPTION struct (98% decompiled) & defined in OBJECTSTUCT by m_MPSkillOpt
1> [zzzitem.cpp] Fully decompiled from 1.01.00, Period argument on Convert defined in "TEMP_PERIOD_VAR" for temp
[09.02.2013]
1> All BuffSystem decompiled from 1.01.00, all names are original
[12.02.2013]
1> Added lua NpcTalk extension (LuaNPC) + some classes to work with lua scripts
[13.02.2013]
1> Added lua MonsterDie extension (LuaMonsterDie)
[16.02.2013]
1> Expanded inventory fully complete, one by one from 1.01.00 (decompiled)
1> [user.cpp] Added <CheckOutOfWarehouse>, <WarehouseExtentCheck> (fully decompiled from 1.01.00)
1> Expanded warehouse fully complete, one by one from 1.01.00 (decompiled)
1> Added <PeriodItemEx> system, fully decompiled from 1.01.00, need refenses for "TEMP_PERIOD_VAR" define and add data to DB & DS
1> More fixes with RF, all move gates are work normaly for now
[17.02.2013]
1> Added TemporaryUserManager (for now only to PartySystem), 95% decompiled from 1.01.00 (5% for defines on etc files =D)
1> [prodef.h], [protocol.cpp], etc - increased max chat len from 60 to 89 for GMO 6.3 (SEASON6DOT3_ENG)
1> ImperialGuardian / ImperialGuardianRewardExp / EventDungeonItemBag fully finished, decompiled from 1.01.00
1> Fixed all warp / map attr / gate bugs with ImperialGuardian
[18.02.2013]
1> [MasterLevelSystem.cpp] Fully decompiled from 1.01.00 (All names are original), need include
1> [MasterLevelSystem.cpp] Finished, but need uncomment some calls after complete SkillSystem and etc
1> [ItemBag.cpp] Compared with 1.01.00 - All OK
[22.02.2013]
1> [ProbabilityItemBag.cpp] Complete for 1.01.00, but need test, bcz don't sure on 100%
1> [protocol.cpp] <CGItemDropRequest> Complete for 1.01.00, but need test too)
1> [Event.cpp] Added 6 new functions from 1.01.00 for new itembags
1> [GameMain.cpp] <LoadItemBag> Added new boxes, but need recheck all after luckysystem and etc. blya
1> [Event.cpp] <GMPresentBoxItemBagOpen> Fixed box open (X / Y)
1> [GensSystem.cpp] <CalGensClass> Fixed class calculation for Super Knight
1> [GensSystem.cpp] Gens Reward system are finished
1> Monk wings & mini wings complete (exception: 005A43CB, 00665F52)
1> [GensSystem] Remaded RankingUpdater, included to zDataServer timer
1> [JewelOfHarmonySystem.cpp] Checked for 1.01.00
1> [protocol.cpp] <CGInventoryItemMove> OK, <CGItemGetRequest> ~OK (without doppel) for 1.01.00
1> [user.cpp] <DbItemSetInByte> OK for 1.01.00
1> [user.cpp] <gObjInventoryMoveItem> OK for 1.01.00
1> [protocol.cpp] <CGChaosBoxItemMixButtonClick> OK for 1.01.00
1> [MixSystem.h] Class struct, enum CHAOS_TYPE and positions are finished, decompiled from 1.01.00
1> [MixSystem.cpp] <EventDungeonKeyItemMix>, <GoldenNSilverBoxMix> fully decompiled from 1.01.00
1> [QuestInfo.cpp] Added Monk reader
[26.02.2013]
1> [MUHelper.cpp] Complete, but for now without data save in db
[08.03.2013]
1> [protocol.cpp] <GCMonkDarkSideTargetSelect> decompiled from 1.01.00
1> [protocol.cpp] <GCMonkMagicAttack> decompiled from 1.01.00
[09.03.2013]
1> [MixSystem.cpp] Revised for 1.01.00, added new wings support
1> [BloodCastle.cpp] Decompiled 5 new functions, fixed 4 names & added 1 new m_BridgeData var by 1.01.00
1> [TemporaryUserManager.cpp] <ResumeBloodCastle> decompiled from 1.01.00
1> [SetItemOption.cpp] Decompiled <LuckyItemGenSetOption> 1.01.00
[10.03.2013]
1> [LuckyItem.cpp] Class fully decompiled from 1.01.00
1> [LuckyItem.cpp] Class included to project (all calls compared, exeption 2 calls from monster class)
[11.03.2013]
1> [protocol.cpp] <CGInventoryItemMove> fixed for LuckyItem mixes
1> [LuckyItem.cpp] More fixes
[09.04.2013]
1> [ObjBaseAttack.cpp] Revised all function for 1.01.00, added byBarrageCOunt in MissChecks
1> [ObjBaseAttack.cpp] Fixed RF pvp attack
1> [user.cpp] <gObjMagicAdd> fixed RF skill icons after reading (last argument BYTE -> short by 1.01.00)
1> [logproc.cpp] Log system from 1.01.00 disabled, down to 1.00.90 (temp, bad decompilition)
1> Fixed RF weapon skill add (gObjWeaponMagicAdd call with BYTE to WORD)
[10.04.2013]
1> New socket system fully included to GS (1.01.00 / 1.00.93 decompilition)
1> [ItemSocketOptionSystem.cpp] Fixed mistakes with -1 / -2 values
1> All monster configuration removed in "Monster\\" folder
1> All shop configuration removed in "Shop\\" folder
1> Removed "TEMP_PERIOD_VAR" (exept: CashShop.cpp), all varibles added
[11.04.2013]
1> [zzzitem.cpp] Compared all calls for PeriodItem functions by 1.01.00
1> [zzzitem.cpp] <BufferItemtoConvert3> fixed 28 option up
1> [zzzitem.cpp] <ItemByteConvert> fixed m_PeriodItemOption flag send
1> [PeriodItemEx.cpp] <SetPeriodItemInfo> Fixed apply period flag
[12.04.2013]
1> [protocol.cpp] <CGInventoryItemMove> Fixed SendPeriodItemInfoOnce call
[15.04.2013]
1> [PeriodItemEx.cpp] <SetExpireNotMatchedData> Fixed bIsValidMatchedItem check (missing !)
[16.04.2013]
1> [GameShop.cpp] Finished package addon, more fixes and changes, writed complete list of items
1> [DSProtocol.cpp] Added 4 functions for expand inventory, decompiled from 1.01.00
1> [protocol.cpp] Added <GCResultForExtendInvenOrWarehouse>, decompiled from 1.01.00
1> [protocol.cpp] <CGUseItemRecv> Added to use Magic Backpack & Vault Expansion
1> [GameShop.cpp] Added protect before buy <CanBeBuy>
1> [protocol.cpp] <CGUseItemRecv> Added SD potion to use
1> [user.cpp] <gObjUseRecoveryPotion> revised, added SD potion
[23.04.2013]
1> [MagicInf.cpp] Decompliled from 1.01.00 for new master skill tree update
[09.06.2013]
1> [SkillAdditionInfo.cpp] Revised to 1.01.00, some decompiled
1> [DoppelgangerPosInfo.cpp] Decompiled from 1.01.00
1> [DoppelgangerLua.cpp] Decompiled from 1.01.00
[10.06.2013]
1> [MasterLevelSystem.cpp] <GDReqMasterLevelInfo> fixed check for m_bMasterLevelDBLoad
[14.06.2013]
1> Fixed all <fopen> calls and <fclose> ends
[16.06.2013]
1> [LuaFun.cpp] <g_Generic_Call> fixed
[17.06.2013]
1> [MagicDamage.cpp] Fully decompiled from 1.01.00
[18.06.2013]
1> [MagicInf.cpp] Fixed
[21.06.2013]
[22.06.2013]
1> Working with master passive data
[23.06.2013]
1> [ObjCalCharacter.cpp] <gObjCalcMLSkillItemOption> decompiled from 1.01.00, but some missing
1> [ObjAttack.cpp] <GetAttackDamage> fixed for new master tree
[25.06.2013]
1> [ObjAttack.cpp] <GetAttackDamageWizard> fixed for new master tree
[27.06.2013]
1> [DarkSpirit.cpp] Revised for 1.01.00
[28.06.2013]
1> [protocol.cpp] <GCMagicListMultiSend> Added temp fix for master skill brands
[29.06.2013]
1> [MasterLevelSkillTreeSystem.cpp] <MLS_WeaponSkillAdd> Fixed skill add after delete
1> [zzzitem.h] <GetDetailItemType> Added new type <12> for RF gloves
[30.06.2013]
1> [user.cpp] <gObjWeaponMagicAdd> Added temp fix for add exist magic or brand based
1> [BuffEffect.cpp] Added ADD_OPTION_IGNOREDEFENSE for monk buff
1> [MasterLevelSkillTreeSystem.cpp] Tree finished, but need test and maybe fix some
[04.07.2013]
1> [protocol.cpp] <CGReqEnterDoppelganger> decompiled from 1.01.00
[05.07.2013]
1> [TMonsterSkillManager] <MAX_MONSTER_SKILL_INFO_ARRAY> increased to 700 by 1.01.00
1> [TMonsterSkillManager] <FindMagicInf> Decompiled from 1.01.00
1> [Doppelganger] finished, decompiled from 1.01.00
1> [DBSockMng.cpp] <Connect> DataServer 2 enabled for more stable, maybe in future im delete it after all socks fixes
[07.07.2013]
1> Fixed RF pvp skill work, but need check, maybe some skills work only in gens zones for pvp
1> [user.cpp] <gObjSetCharacter> Added TempororyManager changes by 1.01.00 (fixed exit from doppelganger)
1> [Doppelganger.cpp] <ChangeUserIndex> Fixed return in game with temporary status, need fix status 4 on Connected
1> [protocol.cpp] <ProtocolCore> defined DEBUG_PROTOCOL for enable / disable packet trace
[08.07.2013]
1> [SetItemOption.cpp] Revised, fixed all positions and bad decompiling
[09.07.2013]
1> [MonsterItemMng.cpp] Decompiled from 1.01.00
[17.07.2013]
1> [BuffEffectSlot.cpp] <gObjClearBuffEffect> fixed all calls
[10.08.2013]
1> Total remove of settings files
1> [DSProtocol.cpp] Temp fix for character buttons in "CHARCREATE_TEMP" define
1> [NpcTalk.cpp] <NpcChaosCardMaster> Fixed dialog open
1> [CheatGuard.cpp] Added XOR key read / Disconnect option
1> [spe.h] Added reading XOR from CheatGuard
1> [GameMain.cpp] Fixed some commonserver.cfg value and renamed / deleted some
1> [Shop.cpp] Added Excellent option for shop items (On reader too)
1> [MUHelper.cpp] Added data settings reader
1> [MUHelper.cpp] Finished loading from DB
1> [ObjUseSkill.cpp] <SkillDeathPoisonForMeDusa> Decompiled from 1.01.00
1> [gObjMonster.cpp] <gObjMonsterSelectSkillForMedusa> Decompiled from 1.01.00
1> [gObjMonster.cpp] <gObjMonsterAttack> Some added from 1.01.00
1> [gObjMonster.cpp] <gObjMonsterDieGiveItem> Added Medusa prize (1.01.00)
1> Some add for monster 561 regen / skill attack (medusa)
1> [MonsterRegenSystem.cpp] All calls compared, system enabled (1.01.00)
[11.08.2013]
1> [zzzitem.cpp] <CItem::Value()> fixed item price
1> [MixSystem.cpp] All formuls fixed
1> [NewPVP.cpp] Finished, fully included and fixed
1> [ObjAttack.cpp] <GetAttackDamageSummoner> Fixed wiz. damage
[12.08.2013]
1> [MixSystem.cpp] <BloodCastleItemChaosMix> Fixed call to GetMapNumByBCBridge / switch check
1> [BloodCastle.cpp] <CheckChoasMixItem> Fixed return values to new (from 1.01.00)
1> [MUHelper.cpp] <SendMacro> Fixed checking lpRequest->btResult
1> Added 566, 567, 568, 577, 578 NPC by 1.01.00
1> [Shop.cpp] Added shop 20(19), max shop value up to 21 by 1.01.00
[13.08.2013]
1> [MixSystem.cpp] <CherryBlossomMix> Fixed item dur for GMO protocol
1> [ItemSocketOptionSystem.cpp] <IsEnableSocketItem> Added summoner socket items
[14.08.2013]
1> [License.cpp] New license system finished!
[16.08.2013]
1> [ObjUseSkill.cpp] <SkillEvilMonster> Redecompiled, now identical with 1.01.00
1> [gObjMonster.cpp] <gObjMonsterMagicAttack> Fixed BeAttack case
1> [MasterLevelSystem.cpp] Fixed config loading, added monster list reader
[17.08.2013]
1> [MuHelper.cpp] Rewrited, now work on multi threads
[19.08.2013]
1> [ProbabilityItemBag.cpp] Fixed luck if item is Excellent
1> [ObjUseSkill.cpp] <SkillChainLightning> Fixed
[20.08.2013]
1> [DSProtocol.cpp] <ItemSerialCreateRecv> Fixed blood castle serial recv (wrong call to GetBridgeIndexByMapNum)
[22.08.2013]
1> [SkillAdditionalInfo.cpp] Added skill use level reader
[23.08.2013]
1> [IllusionTempleProccess.cpp] Fixed Class count (extern to 7 by 1.01.00)
1> [IllusionTempleEvent.cpp] <EnterIllusionTemple> Disabled for time check with event server
1> [protocol.cpp] <PMoveProc> Fixed attr check, mistake with _CS server side
1> [JewelOfHarmonySystem.cpp] <SmeltItemBySmeltingStone> Fixed max option level by 1.01.00
1> [IllusionTempleEvent.cpp] Added m_MinPlayerCount
[24.08.2013]
1> [protocol.cpp] <CGModifyRequestItem> Added check for DL pets, don't know why wz remove it
[27.08.2013]
1> [ComboAttack.cpp] <GetSkillPos> Added 6.3 MS skills
[01.09.2013]
1> [protocol.cpp] <GCMagicListMultiSend> Changed to 1.01.03
1> [protocol.cpp] <PMSG_MAGICLIST> Revised to 1.01.03
1> [MasterLevelSkillTreeSystem.cpp] <MLS_WeaponSkillAdd> Revised to 1.01.03 (fixed bug with base skill add)
1> [GameServer] Remaked menu
1> [GameServer.cpp] <WinMain> Added reading ports / ips from ServerInfo.dat
[02.09.2013]
1> [protocol.cpp] <CGActionRecv> Revised to 1.01.03
1> [HacktoolBlockEx.cpp] Decompiled from 1.01.03
1> [PacketStatistics.cpp] Decompiled from 1.01.03
[03.09.2013]
1> [GameShop.cpp] Added inventory save
1> [GameShop.cpp] User data moved to class from OBJECTSTRUCT
1> [protocol.cpp] <CGInventoryEquipment> Decompiled from 1.01.03
1> Added max drop zen fix
1> Added new talismans support (128 - 134)
1> [GameShop.cpp] Added <IsInventoryBuff>
[08.09.2013]
1> [ObjCalCharacter.cpp] <gObjGetSetItemOption> Fixed lucky item ancient options
1> [GameShop.cpp] Fixed slot delete
1> [GensSystem.cpp] <BattleZoneChatMsgSend> Fixed (1.01.03)
1> [user.cpp] <gObjSecondDurDown> Fixed lucky item dur down (point *)
[09.09.2013]
1> Fixed golden cherry blossom branch count (50 -> 255)
1> [GameShop.cpp] Return to OBJECTSTRUCT...
1> Fixed warehouse / value expand numbers
[10.09.2013]
1> [protocol.cpp] <CGBuyRequestRecv> Fixed dark lord pets buy
1> [zzzitem.cpp] <PetValue()> Fixed price for pets
[11.09.2013]
1> [JewelMixSystem.cpp] <UnMixJewel> Fixed inventory size check
1> [BloodCastle.cpp] <Load> Fixed time reload
[15.09.2013]
1> [GMMng.cpp] Fixed system message fox post command
1> [ChaosCastle.cpp] Added MinPlayersCount
1> [LuckyItem.cpp] <DGAnsLuckyItemList> Fixed pointer to inventory
1> [Shop.cpp] Added Ancient item support in shop
1> [GMMng.cpp] Change method for stats update after add commands
[20.09.2013]
1> [DSProtocol.cpp] <JGPGetCharList> Fixed character creation read
[23.09.2013]
1> [GameServer.cpp] Added commonserver reloading (with cs fix)
[26.09.2013]
1> [user.cpp] <gObjSetCharacter> Fixed PShop inventory item delete
[01.10.2013]
1> [gObjMonster.cpp] Fixed guard message say
[10.10.2013]
1> [BloodCastle.cpp] Added prize reader [5]
[12.10.2013]
1> [user.cpp] <gObjCheckXYMapTile> Fixed false teleport to location for ELF
1> [ResetSystem.cpp] <FinishResetReq> Added hidden teleport to original location
[13.10.2013]
1> [CashItemPeriodSystem.cpp] <Initialize> Fixed thread cleaning
1> Removed "Bill" system
[16.10.2013]
1> [MUHelper.cpp] <Init> Fixed clearing data if slots isnt null
1> [user.cpp] <gObjLifeCheck> Added medusa dead message
[17.10.2013]
1> [ChatFilter.cpp] Fixed cyrillic reading
1> [MasterLevelSkillTreeSystem.cpp] Fixed reloading
[23.10.2013]
1> [MUHelper.cpp] Delete slots, now work with objectstruct
1> [user.cpp] <gObjGetIndex>, <gObjGetIndexByAccount> fixed check NULL chars
1> [PartyClass.cpp] Fixed party PK status
1> [user.cpp] Fixed PK item drop without option
1> [BuffCalc.cpp], [ClassCalc.cpp] - Fixed calls if player is not online and dofile
1> [ChatFilter.cpp] Fixed check for null chars
1> [ResetSystem.cpp] Fixed money pay & stats after reset
1> [gObjMonster.cpp] Added ItemExcDropRate
1> [GameShop.cpp] Fixed open shop if disabled
1> [CheatGuard.cpp] Fixed level check
1> [CheatGuard.cpp] Added <m_SpeedHackCheck>
[24.10.2013]
1> [ObjAttack.cpp] Fixed DarkSide, Chain Drive, Dragon Roar AOE damage formul
1> [gObjMonster.cpp] Added Zen increase in MapData.txt
1> [ObjBaseAttack.cpp] Fixed Monk AttackRate / DefenseRate formuls
--- UPDv81
1> [BuffEffectSlot.cpp] <CheckItemOptForGetExpEx> Fixed return of bonus EXP
Credits:
WebZen
zTeam
Ragezone members
-
re: [Release] zTeam Season 6 EP3 + Source
These files feel somewhat old by their change-log dates.
Makes me think that these sources are in-complete. Compiled exe size differs quite a lot from their S6E3 version.
-
re: [Release] zTeam Season 6 EP3 + Source
you know that they will not share latest update source files for free
-
re: [Release] zTeam Season 6 EP3 + Source
Someone came into the game?
- - - Updated - - -
After entering username and password, nothing happens (if you go through the client ZTeam). If through another Main, then rc crash for the same actions.
-
re: [Release] zTeam Season 6 EP3 + Source
I already tried this source, GS was compiled without any errors with VS2012 Ultimate, but GS doesn't want to run, it not responding... All other parts of server run normally (like zDS, zCS, JS etc.). So now I don't know, if problem is in compiling GS with VS2012 or what... Any advices?
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
jacubb
I already tried this source, GS was compiled without any errors with VS2012 Ultimate, but GS doesn't want to run, it not responding... All other parts of server run normally (like zDS, zCS, JS etc.). So now I don't know, if problem is in compiling GS with VS2012 or what... Any advices?
i wanted to ask same thing , I compiled the GS with VS 2010 professional and it compiled okay but the GS hangs :S , I followed DarkSim's instructions for compile options but still nothing
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
jacubb
I already tried this source, GS was compiled without any errors with VS2012 Ultimate, but GS doesn't want to run, it not responding... All other parts of server run normally (like zDS, zCS, JS etc.). So now I don't know, if problem is in compiling GS with VS2012 or what... Any advices?
http://files.inbox.lv/ticket/52e23bb...11_2013%29.zip Use this package.
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
Th3AnG3L
Credits: webzen, zteam
the zteam clean client?
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
VadimashRS
the zteam clean client?
Download and check
-
re: [Release] zTeam Season 6 EP3 + Source
replace spe.h
Code:
#ifndef SPE_H
#define SPE_H
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "logproc.h"
class CStreamPacketEngine_Server
{
public:
CStreamPacketEngine_Server() // Good
{
this->Clear();
};
virtual ~CStreamPacketEngine_Server() // Good
{
return;
};
void Clear() // Good
{
this->m_wSize = 0;
};
protected:
void XorData(int iStart, int iEnd, int iDir) // Good
{
if ( iStart < iEnd )
{
LogAddC(2, "CStreamPacketEngine XorData Error %d,%d", iStart, iEnd);
return;
}
BYTE byXorFilter[32];
byXorFilter[0] = 0xAB;
byXorFilter[1] = 0x11;
byXorFilter[2] = 0xCD;
byXorFilter[3] = 0xFE;
byXorFilter[4] = 0x18;
byXorFilter[5] = 0x23;
byXorFilter[6] = 0xC5;
byXorFilter[7] = 0xA3;
byXorFilter[8] = 0xCA;
byXorFilter[9] = 0x33;
byXorFilter[10] = 0xC1;
byXorFilter[11] = 0xCC;
byXorFilter[12] = 0x66;
byXorFilter[13] = 0x67;
byXorFilter[14] = 0x21;
byXorFilter[15] = 0xF3;
byXorFilter[16] = 0x32;
byXorFilter[17] = 0x12;
byXorFilter[18] = 0x15;
byXorFilter[19] = 0x35;
byXorFilter[20] = 0x29;
byXorFilter[21] = 0xFF;
byXorFilter[22] = 0xFE;
byXorFilter[23] = 0x1D;
byXorFilter[24] = 0x44;
byXorFilter[25] = 0xEF;
byXorFilter[26] = 0xCD;
byXorFilter[27] = 0x41;
byXorFilter[28] = 0x26;
byXorFilter[29] = 0x3C;
byXorFilter[30] = 0x4E;
byXorFilter[31] = 0x4D;
for ( int i = iStart ; i != iEnd ; i+=iDir )
{
this->m_byBuffer[i] ^= this->m_byBuffer[i-1] ^ byXorFilter[i%32];
}
}
public:
BOOL AddData(void* pSrc, WORD wSize ) // Good
{
if ( ((this->m_wSize + wSize) >= 2048) || (wSize == 0) )
{
LogAddC(2,"CStreamPacketEngine Adding Buffer Size Error %d", this->m_wSize + wSize);
int iSize = 2048;
return FALSE;
}
memcpy((void*)&this->m_byBuffer[this->m_wSize], pSrc, wSize);
this->m_wSize += wSize;
return TRUE;
}
BOOL ExtractPacket(void* pTar) // Good
{
WORD wSize;
BYTE byXorFilter[32];
BYTE byTemp[2048];
switch ( this->m_byBuffer[0] )
{
case 0xC1:
wSize = this->m_byBuffer[1];
break;
case 0xC2:
wSize = this->m_byBuffer[1] * 256 + this->m_byBuffer[2];
break;
default:
return true;
break;
}
if ( this->m_wSize < wSize )
{
return 2;
}
byXorFilter[0] = 0xE7;
byXorFilter[1] = 0x6D;
byXorFilter[2] = 0x3A;
byXorFilter[3] = 0x89;
byXorFilter[4] = 0xBC;
byXorFilter[5] = 0xB2;
byXorFilter[6] = 0x9F;
byXorFilter[7] = 0x73;
byXorFilter[8] = 0x23;
byXorFilter[9] = 0xA8;
byXorFilter[10] = 0xFE;
byXorFilter[11] = 0xB6;
byXorFilter[12] = 0x49;
byXorFilter[13] = 0x5D;
byXorFilter[14] = 0x39;
byXorFilter[15] = 0x5D;
byXorFilter[16] = 0x8A;
byXorFilter[17] = 0xCB;
byXorFilter[18] = 0x63;
byXorFilter[19] = 0x8D;
byXorFilter[20] = 0xEA;
byXorFilter[21] = 0x7D;
byXorFilter[22] = 0x2B;
byXorFilter[23] = 0x5F;
byXorFilter[24] = 0xC3;
byXorFilter[25] = 0xB1;
byXorFilter[26] = 0xE9;
byXorFilter[27] = 0x83;
byXorFilter[28] = 0x29;
byXorFilter[29] = 0x51;
byXorFilter[30] = 0xE8;
byXorFilter[31] = 0x56;
this->XorData(wSize-1, (this->m_byBuffer[0] == 0xC1 ? 2 : 3), -1);
memcpy(pTar, this->m_byBuffer, wSize);
this->m_wSize-=wSize;
memcpy(byTemp, &this->m_byBuffer[wSize], this->m_wSize);
memcpy(this->m_byBuffer, byTemp, this->m_wSize);
return false;
}
private:
WORD m_wSize; // 4
BYTE m_byBuffer[2048]; // 6
};
#endif
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
cocs55
what package is this? is this your compiled GS or original GS+protection? either way i cant run it either , it just hangs
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
ftewegw1
what package is this? is this your compiled GS or original GS+protection? either way i cant run it either , it just hangs
Use this package server files, and compile GS
- - - Updated - - -
Quote:
Originally Posted by
ashlay
replace spe.h
Code:
#ifndef SPE_H
#define SPE_H
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "logproc.h"
class CStreamPacketEngine_Server
{
public:
CStreamPacketEngine_Server() // Good
{
this->Clear();
};
virtual ~CStreamPacketEngine_Server() // Good
{
return;
};
void Clear() // Good
{
this->m_wSize = 0;
};
protected:
void XorData(int iStart, int iEnd, int iDir) // Good
{
if ( iStart < iEnd )
{
LogAddC(2, "CStreamPacketEngine XorData Error %d,%d", iStart, iEnd);
return;
}
BYTE byXorFilter[32];
byXorFilter[0] = 0xAB;
byXorFilter[1] = 0x11;
byXorFilter[2] = 0xCD;
byXorFilter[3] = 0xFE;
byXorFilter[4] = 0x18;
byXorFilter[5] = 0x23;
byXorFilter[6] = 0xC5;
byXorFilter[7] = 0xA3;
byXorFilter[8] = 0xCA;
byXorFilter[9] = 0x33;
byXorFilter[10] = 0xC1;
byXorFilter[11] = 0xCC;
byXorFilter[12] = 0x66;
byXorFilter[13] = 0x67;
byXorFilter[14] = 0x21;
byXorFilter[15] = 0xF3;
byXorFilter[16] = 0x32;
byXorFilter[17] = 0x12;
byXorFilter[18] = 0x15;
byXorFilter[19] = 0x35;
byXorFilter[20] = 0x29;
byXorFilter[21] = 0xFF;
byXorFilter[22] = 0xFE;
byXorFilter[23] = 0x1D;
byXorFilter[24] = 0x44;
byXorFilter[25] = 0xEF;
byXorFilter[26] = 0xCD;
byXorFilter[27] = 0x41;
byXorFilter[28] = 0x26;
byXorFilter[29] = 0x3C;
byXorFilter[30] = 0x4E;
byXorFilter[31] = 0x4D;
for ( int i = iStart ; i != iEnd ; i+=iDir )
{
this->m_byBuffer[i] ^= this->m_byBuffer[i-1] ^ byXorFilter[i%32];
}
}
public:
BOOL AddData(void* pSrc, WORD wSize ) // Good
{
if ( ((this->m_wSize + wSize) >= 2048) || (wSize == 0) )
{
LogAddC(2,"CStreamPacketEngine Adding Buffer Size Error %d", this->m_wSize + wSize);
int iSize = 2048;
return FALSE;
}
memcpy((void*)&this->m_byBuffer[this->m_wSize], pSrc, wSize);
this->m_wSize += wSize;
return TRUE;
}
BOOL ExtractPacket(void* pTar) // Good
{
WORD wSize;
BYTE byXorFilter[32];
BYTE byTemp[2048];
switch ( this->m_byBuffer[0] )
{
case 0xC1:
wSize = this->m_byBuffer[1];
break;
case 0xC2:
wSize = this->m_byBuffer[1] * 256 + this->m_byBuffer[2];
break;
default:
return true;
break;
}
if ( this->m_wSize < wSize )
{
return 2;
}
byXorFilter[0] = 0xE7;
byXorFilter[1] = 0x6D;
byXorFilter[2] = 0x3A;
byXorFilter[3] = 0x89;
byXorFilter[4] = 0xBC;
byXorFilter[5] = 0xB2;
byXorFilter[6] = 0x9F;
byXorFilter[7] = 0x73;
byXorFilter[8] = 0x23;
byXorFilter[9] = 0xA8;
byXorFilter[10] = 0xFE;
byXorFilter[11] = 0xB6;
byXorFilter[12] = 0x49;
byXorFilter[13] = 0x5D;
byXorFilter[14] = 0x39;
byXorFilter[15] = 0x5D;
byXorFilter[16] = 0x8A;
byXorFilter[17] = 0xCB;
byXorFilter[18] = 0x63;
byXorFilter[19] = 0x8D;
byXorFilter[20] = 0xEA;
byXorFilter[21] = 0x7D;
byXorFilter[22] = 0x2B;
byXorFilter[23] = 0x5F;
byXorFilter[24] = 0xC3;
byXorFilter[25] = 0xB1;
byXorFilter[26] = 0xE9;
byXorFilter[27] = 0x83;
byXorFilter[28] = 0x29;
byXorFilter[29] = 0x51;
byXorFilter[30] = 0xE8;
byXorFilter[31] = 0x56;
this->XorData(wSize-1, (this->m_byBuffer[0] == 0xC1 ? 2 : 3), -1);
memcpy(pTar, this->m_byBuffer, wSize);
this->m_wSize-=wSize;
memcpy(byTemp, &this->m_byBuffer[wSize], this->m_wSize);
memcpy(this->m_byBuffer, byTemp, this->m_wSize);
return false;
}
private:
WORD m_wSize; // 4
BYTE m_byBuffer[2048]; // 6
};
#endif
What changes this fix?
Game Server so all the same or crash when you try to enter, or just nothing happens. how to fix it?
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
cocs55
Download and check
clean client, not zTeam client
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
ashlay
on user.h chage
#define MAX_ACCOUNT_LEN 10 to 20
also for more info about questions :
#define OBJMAX 12400//15600 // 9000
#define OBJMAXUSER 1000 // 1000
#define OBJ_MAXMONSTER 10500//14000 // 7400
-
re: [Release] zTeam Season 6 EP3 + Source
What about the database? Does the one at z-team's website work with these files or do we need a custom one?
Also, @Th3AnG3L, add the package to the OP so that people shouldn't scan the posts (bit more convenient that way).
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
ashlay
on user.h chage
#define MAX_ACCOUNT_LEN 10 to 20
my mistake this is right #define MAX_ACCOUNT_LEN 10
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
ashlay
on user.h chage
#define MAX_ACCOUNT_LEN 10 to 20
Now when you try to go through Main ZTeam, nothing happens. Across the other main 1,04,04 after the login disconnects. Version and Series introduced true.
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
ashlay
my mistake this is right #define MAX_ACCOUNT_LEN 10
It's already like that by default (LEN 10)
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
cocs55
Now when you try to go through Main ZTeam, nothing happens. Across the other main 1,04,04 after the login disconnects. Version and Series introduced true.
Same here, after I write my account and password, nothing happens and after few seconds I get DC.
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
jacubb
Same here, after I write my account and password, nothing happens and after few seconds I get DC.
Jc, can you share us the binary version of the server files please? Thanks!
-
re: [Release] zTeam Season 6 EP3 + Source
Release full S6E3 free!
But when releasing only bug server source! and deleted some features.
-
re: [Release] zTeam Season 6 EP3 + Source
first post added server files
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
Sokpheang
Release full S6E3 free!
But when releasing only bug server source! and deleted some features.
Join Date
May 2014
Posts
7
And what you released?
Stop spamming troll, be happy what you got.
-
re: [Release] zTeam Season 6 EP3 + Source
Hi! Where can I find the zLicense? Is it located in one of the folders? I think I may have triggered the "error code: 0" because I had the files mixed with other files as I'm creating a custom repack. Is this possible at all?
Thanks!
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
Th3AnG3L
first post added server files
Database's?
thanks!!!
god bless!!!
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
Locomoto
Hi! Where can I find the zLicense? Is it located in one of the folders? I think I may have triggered the "error code: 0" because I had the files mixed with other files as I'm creating a custom repack. Is this possible at all?
Thanks!
GS in archive is with license system, so if you machine is not licensed, you will not be able to run it. GS compiled from source doesn't have license system so you will be able to run it.
- - - Updated - - -
Quote:
Originally Posted by
4pLay
Database's?
thanks!!!
god bless!!!
Here:
MEGA
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
cocs55
Now when you try to go through Main ZTeam, nothing happens. Across the other main 1,04,04 after the login disconnects. Version and Series introduced true.
How fix it?
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
jacubb
GS in archive is with license system, so if you machine is not licensed, you will not be able to run it. GS compiled from source doesn't have license system so you will be able to run it.
- - - Updated - - -
Here:
MEGA
Compiled GS crashing on after loading =\
-
re: [Release] zTeam Season 6 EP3 + Source
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
ashlay
ill do but, link doesnt work bro.
Note: Done :)
Test Result: Gameserver Crash.
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
4FUNer
Join Date
May 2014
Posts
7
And what you released?
Stop spamming troll, be happy what you got.
So? Join date may 2014 Posts 7! meaning i'm newbie here? I have old account! since 2006
Because this server really have bug! i'm not spamming troll!
- - - Updated - - -
they release this Free Version Mu Engine is stable!
but this 1 can't make it run up!
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
ashlay
Now when you try to go through main 1,04,04 after the login gameserver crash.
-
re: [Release] zTeam Season 6 EP3 + Source
-
re: [Release] zTeam Season 6 EP3 + Source
-
re: [Release] zTeam Season 6 EP3 + Source
@jacubb: only 64bit :(
someone shared file database for sql 2000 32bit
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
ikenylee
@
jacubb: only 64bit :(
someone shared file database for sql 2000 32bit
you can create it by yourself.
MuOnline DB>Right Click>Tasks>Generate Scipts>next>next>advanced>Script For Version>SQL Server 2000
and types of data to script>Schema and Data.
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
ashlay
I am testing your gs
http://i.imgur.com/Yp2wgfm.jpg
someone pass me the file?
please and thank you
-
re: [Release] zTeam Season 6 EP3 + Source
dataserver sources included on pack are not sources of zDataserver? :(
without source of DS we cant do much on the GS
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
ftewegw1
dataserver sources included on pack are not sources of zDataserver? :(
without source of DS we cant do much on the GS
you can do a lot of things with this srcs even w/o DS src...
-.-
-
re: [Release] zTeam Season 6 EP3 + Source
nothing to say :) thank you :kiss:
-
1 Attachment(s)
re: [Release] zTeam Season 6 EP3 + Source
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
ashlay
Release sources with fix please.
-
re: [Release] zTeam Season 6 EP3 + Source
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
HitmanGti
error code 0 zLicense
Download this GS
https://www.mediafire.com/?suj77cq4qe6tas3
-
1 Attachment(s)
re: [Release] zTeam Season 6 EP3 + Source
@ashlay gameserver works with MSSQL 2000 DB
Thanks bro ;)
Attachment 146113
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
RE5P3CT
exellent items drawn through mu maker?
Try
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
josesp
you can do a lot of things with this srcs even w/o DS src...
-.-
actually u cant do anything but add shitty customs
anyway its not that i am ungrateffull of this release, its actually best thing around atm, but since they stopped supporting s6e3 and DS doesnt have a licence anyway, why not release the source :)
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
cocs55
exellent items drawn through mu maker?
Try
i didnt test for items for now.
let me try.
-
re: [Release] zTeam Season 6 EP3 + Source
bad upload ,not open GameServer.rar
-
re: [Release] zTeam Season 6 EP3 + Source
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
ashlay
Release sources please, with fix.
-
re: [Release] zTeam Season 6 EP3 + Source
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
RE5P3CT
only work on the wings, rings, pandants (
-
re: [Release] zTeam Season 6 EP3 + Source
someone would be kind enough to leave the database to MSSQL 2000 ready to restore
-
2 Attachment(s)
re: [Release] zTeam Season 6 EP3 + Source
Mssql 2000 db
Ready to use.
Attachment 146114
I use MSSQL 2008 R2
Tutorial works for 2005 and +
Guide :
How to get backup database for old versions from new Versions
Attachment 146115
Sorry for bad images.
-
re: [Release] zTeam Season 6 EP3 + Source
Has anybody found a bug yet?
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
Locomoto
Has anybody found a bug yet?
exellent things are not drawn and not fall from the boxes
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
Locomoto
Has anybody found a bug yet?
quests dont work, I'm not sure if they are supposed to or if they got screwed by the protocol fix of ashlay,
anyway I'm trying to get this to work with original zTeam main , I'll post the fix if I manage to figure it out
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
ftewegw1
quests dont work, I'm not sure if they are supposed to or if they got screwed by the protocol fix of ashlay,
anyway I'm trying to get this to work with original zTeam main , I'll post the fix if I manage to figure it out
i just have restored xorkeys for log using original main...
about quest system if you look the source you ca see lack some code.
Code:
case 0xF6: //-> Quest System
{
PMSG_DEFAULT2 * lpDef = (PMSG_DEFAULT2 *)aRecv;
// ----
LogAddC(2, "[DEBUG] [0x%X::0x%X] Quest System request", protoNum, lpDef->subcode);
// ----
switch(lpDef->subcode)
{
case 0x30:
{
//CGReqQuestExp
//-> 00480820
}
break;
// --
case 0x31:
{
CGReqAttDefPowerInc(aIndex);
}
break;
// --
case 0x21:
{
//CGReqEventItemQuestList
//-> 00480200
}
break;
// --
case 0xA:
{
//CGReqQuestSwitch
//-> 0047f9a0
}
break;
// --
case 0xB:
{
//CGReqQuestProgress
//-> 0047fbc0
}
break;
// --
case 0xD:
{
//CGReqQuestComplete
//-> 0047fd60
}
break;
// --
case 0xF:
{
//CGReqQuestGiveUp
//-> 0047fef0
}
break;
// --
case 0x1A:
{
//CGReqProgressQuestList
//-> 00480090
}
break;
// --
case 0x1B:
{
//CGReqProgressQuestInfo
//-> 00480120
}
break;
// --
case 0x10:
{
//CGReqTutorialKeyComplete
//-> 0047ffd0
}
break;
}
}
break;
// --
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
ashlay
i just have restored xorkeys for log using original main...
about quest system if you look the source you ca see lack some code.
Code:
case 0xF6: //-> Quest System
{
PMSG_DEFAULT2 * lpDef = (PMSG_DEFAULT2 *)aRecv;
// ----
LogAddC(2, "[DEBUG] [0x%X::0x%X] Quest System request", protoNum, lpDef->subcode);
// ----
switch(lpDef->subcode)
{
case 0x30:
{
//CGReqQuestExp
//-> 00480820
}
break;
// --
case 0x31:
{
CGReqAttDefPowerInc(aIndex);
}
break;
// --
case 0x21:
{
//CGReqEventItemQuestList
//-> 00480200
}
break;
// --
case 0xA:
{
//CGReqQuestSwitch
//-> 0047f9a0
}
break;
// --
case 0xB:
{
//CGReqQuestProgress
//-> 0047fbc0
}
break;
// --
case 0xD:
{
//CGReqQuestComplete
//-> 0047fd60
}
break;
// --
case 0xF:
{
//CGReqQuestGiveUp
//-> 0047fef0
}
break;
// --
case 0x1A:
{
//CGReqProgressQuestList
//-> 00480090
}
break;
// --
case 0x1B:
{
//CGReqProgressQuestInfo
//-> 00480120
}
break;
// --
case 0x10:
{
//CGReqTutorialKeyComplete
//-> 0047ffd0
}
break;
}
}
break;
// --
You can release the source code with the corrected entry in the game?
or tell me how fix this
-
re: [Release] zTeam Season 6 EP3 + Source
Cashshop wcoin add doesnt work. cannot enter to game.
ill try to fix tomorrow.
if has bug.
-
re: [Release] zTeam Season 6 EP3 + Source
no have GSCS ?
sry im bad english.
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
pondzas
no have GSCS ?
sry im bad english.
2 in 1 dude.
GS-CS including in GS
MSSQL 2000 db + guide how to make
http://forum.ragezone.com/f197/zteam...ml#post8108787
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
RE5P3CT
2 in 1 dude.
GS-CS including in GS
Sry man.I dont know ><
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
RE5P3CT
serious you could pass the info to the main modify and enter the server
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
pondzas
Sry man.I dont know ><
you dont need to say sorry, we are helping each other here ;)
-
re: [Release] zTeam Season 6 EP3 + Source
I'm curious,Gameserver source can modifier support for main 1.07v+ ?
Sry Im bad english.
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
ALPANICO
serious you could pass the info to the main modify and enter the server
To be honest, first i tryed Win 7 and joinserver didnt start, even i did all odbc manuel with administrator permission.
so i used windows 2003+mssql 2000 in my virtual pc.
just download database 2000 or + and gameserver from @ashlay.
i used 1.04.04 main
you'll enter to game.
Enjoy.
-
re: [Release] zTeam Season 6 EP3 + Source
gs custom wings enabled and ShopPointEx disabled.
https://www.mediafire.com/?p6xr3pf0odo32xw (winrar 5)
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
ashlay
Release sources. At least so as to enter into play
-
re: [Release] zTeam Season 6 EP3 + Source
Someone is getting run gs provided by Ashlay 64 in win 8?
Because here is not working, the gas turns white and stops responding
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
ALPANICO
serious you could pass the info to the main modify and enter the server
Patch for client
https://mega.co.nz/#!qd10mJ5S!thiVt_...t726TQAoqlKml4
edit : jewels.dll
Serial
ssssssssssssssss
IP
127.0.0.1
-
re: [Release] zTeam Season 6 EP3 + Source
JoinServer not run Windows7 x64
Pls share ODBC
-
re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
thientruongdx
JoinServer not run Windows7 x64
Pls share ODBC
Follow this guide, hope will help you
http://forum.ragezone.com/f196/creat...bit-os-610473/
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re: [Release] zTeam Season 6 EP3 + Source
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re: [Release] zTeam Season 6 EP3 + Source
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re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
ashlay
Do you have main what supports this wings? Btw, it would be really nice if you can share with us also sources, not only compiled GS.
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re: [Release] zTeam Season 6 EP3 + Source
yeah, also whole server files if possible :D cuz i cant make zDataServer to run lol, it just runs in the background and i dont know if its even running or not
thanks man
ps: also joinserver crashes - winserver 2008 - sql server 2008
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re: [Release] zTeam Season 6 EP3 + Source
help me. Cannot be on in the game. It was measured at here
http://www.uphinhnhanh.com/images/50353help.jpg
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re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
kirdzar0r
check your char class code ?
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re: [Release] zTeam Season 6 EP3 + Source
i spoke to zteam support and they said its an old version, its full of bugs.
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re: [Release] zTeam Season 6 EP3 + Source
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re: [Release] zTeam Season 6 EP3 + Source
If you add wcoin(p) or goblin point, cannot enter game, but you if you add when you are ingame it will work, after dc from game cannot enter to game again.
But if you add WCoinC you can join to game=cannot buy anything.
Add points works but do not give any message ingame, need relog.
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re: [Release] zTeam Season 6 EP3 + Source
tool Encoder not work ????
can you help me common.txt "8bv.zapto.org"
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re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
tonyrot
tool Encoder not work ????
can you help me common.txt "8bv.zapto.org"
https://mega.co.nz/#!YpwVGZpJ!n0MqDq...4RZmS7zv97MDAs
Use another main.exe 1.04.04
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re: [Release] zTeam Season 6 EP3 + Source
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re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
tonyrot
From that error, looks like the gameserver and joinserver are incompatible...
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re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
tonyrot
Use another main 1.04.04 and GS released ashlay
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re: [Release] zTeam Season 6 EP3 + Source
if you build something post it here so i will update the first post , thx
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re: [Release] zTeam Season 6 EP3 + Source
Thank @Th3AnG3L working very well! Only have bugs (CashShop, QuestSystem) but working very well!
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re: [Release] zTeam Season 6 EP3 + Source
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re: [Release] zTeam Season 6 EP3 + Source
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re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
kaho0706
zEncoder not work..
zEncoder work perfect
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re: [Release] zTeam Season 6 EP3 + Source
lol finally got it to work :)
i used the account test
http://i.imgur.com/9ZizS10.png
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re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
Soumyxorp
You compiled Game Server from source?
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re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
cocs55
You compiled Game Server from source?
i used ashlay's gameserver
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re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
Soumyxorp
Check for bugs and let us know. :)
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re: [Release] zTeam Season 6 EP3 + Source
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re: [Release] zTeam Season 6 EP3 + Source
So much bugs if you don't use the original zteam client. Hopefully someone could make encoder to work.
- auto reg work but it dont register fully on memb_info?
- visual bugs
- i tried to drop or make f.o item titan but this is what it gave me
http://i.imgur.com/C3mmMJx.png
- so much other more but i think original zteam client will solve this need custom.z to connect
- need zteam client to get features like news, reset system, and other zteam s6ep3 features
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re: [Release] zTeam Season 6 EP3 + Source
Quote:
Originally Posted by
Soumyxorp
So much bugs if you don't use the original zteam client. Hopefully someone could make encoder to work.
Encoder work