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Problem, help needed with TW1.69 and c# server

Newbie Spellweaver
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well i know this is getting old, but i only require a simple answer, so pls tolerate this.

as the title says, i have a TW1.69 client (plus 9001.exe) with the c# server from the following thread:
http://forum.ragezone.com/f879/dev-dbo-server-taiwan-1-a-1089673/

i was able to get past character select. however, when i try to get into the world, the game client crashes while on the loading screen showing a BugTrap message, then closing the application.

i have read somewhere that the TW1.69 client would not work past character select, so is this true? i have tried other clients, but with no luck and each had its own problems.

i have built and sent all packets required for game enter.
i also analyzed the DBOPacketHandler.cpp and DBOPacketHandler_Lobby.cpp in the client source and was not able to find an answer :blushing:.

i know this too late, and i should just quit and all, but im doing it for fun and to learn.
any answer is much appreciated.

PS: am i missing or misunderstanding something? pls let me know
 
Newbie Spellweaver
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No encontrarás ninguna respuesta sobre eso, ya que todos las personas trabajan eno su propio archivos privados... no te podría ayudar ya que solo se c++.
 
Newbie Spellweaver
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well let me rephrase the question,
would the TW1.69 client work with the general game servers we have with only using 9001.exe, and without server packet encryption? or is it a must that the server packets also be encrypted, and the 9001.exe would not help in decrypting those packets?
i have read that the 9001.exe blocks the game's encryption function. so in my understanding, this includes all packets.

is this clearer? i hope so.

also, when i said that i sent all game server <--> client packets, i lied. i left out some packets for later work.

however, i think that im structuring the packets in the wrong way:

public byte itemCount
{
get { return GetByte(4); }
set { SetByte(4, value); }
}

private void BuildItems()
{
SetInt(5, asItemProfile[0].handle);
SetInt(9, asItemProfile[0].tblidx);
SetInt(13, asItemProfile[0].byPlace);
SetInt(17, asItemProfile[0].byStackcount);
SetInt(21, asItemProfile[0].byRank);
SetInt(25, asItemProfile[0].byCurDur);
SetBool(29, asItemProfile[0].bNeedToIdentify);
SetByte(30, asItemProfile[0].byGrade);
SetByte(31, asItemProfile[0].byBattleAttribute);
SetByte(32, asItemProfile[0].byRestrictType);
SetString(33, asItemProfile[0].awchMaker, 17);
SetInt(50, asItemProfile[0].aOptionTblidx[0]);
SetInt(54, asItemProfile[0].aOptionTblidx[1]);
SetByte(58, asItemProfile[0].byDurationType);
SetString(59, asItemProfile[0].nUseStartTime, 17);
SetString(76, asItemProfile[0].nUseEndTime, 17);
}
i am structuring all of my packets in a similar way to this. for now i only added one item to the character, which is the default bag.
the GetType() and SetType() functions are within the "Packets" class, for example: SetByte(int position, byte value)

another small question, how can i know exactly what GU packets to send at what time? currently, i am tracing the client code to understand the flow of things. im not talking about the *_RES packets, those are pretty obvious, im talking about this *_INFO or _NFY
any suggestions?
 
Newbie Spellweaver
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I do not understand much c # only c ++ you could talk to the discord could help you the little that is c ++ but the truth you will not find answer here is dead.
 
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