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trying to run the client side, it just redirects to the official ms. How do I redirect locally?
yep I have vhilla (although I customized it a bit). just reference other sources. I dont have black mage yet, not sure what source has it workingHas anyone figured out how to add some of the later game fights like black mage, verus hilla? Supposedly they're fun fights and part of the GMS v232 release.
Also - not sure how many people this applies to but wanted to share some good news for those with intel ultra processors, I found how a way to remove 60%+ of the lag and stuttering from this release (still some, but a noticeable improvement)
1. Set to P cores only on process lasso, but keep all P cores checked than running on a single core
2. Set performance to the external GPU and disable the iGPU in bios
3. Run in windowed mode (1920 x 1080) and upscale to borderless fullscreen using magpie
4. Disable debug logs and comment out the null packets firing in IDEA. Not sure why but this version has a LOT of logs hitting the IDEA console
5. Change damage numbers from cascading to strictly mini
6. Vsync off and cap FPS at 60 or 144
I run a public server so i dont feel fully comfortable sharing my files. Basically use other sources here on ragezone to get the data you need to implement other bosses. Ive done just that and have vhilla and darknell, working toward gloom next but he is a painAwesome! Any chance you could upload your file or clarify what you mean by "reference other sources"? If this is a reasonably straightforward implementation, would love to try it out for myself.
Did you ever manage to find a fix, or pinpoint further? Struggling with the same issue and running out of troubleshooting options. Two of the few options remaining would be trying an older windows build, or dll injection to try and see if that solves the issue.I am getting this error too, did you manage to solve it? only thing I havent tried is zipping up the local copy of the client and passing it to my friend.
Edit: tried zipping up my whole local copy (which is definitely working) and getting my friend to download it, still failing with kernelbase.dll error, at this point I am convinced something on an OS level that DOES NOT like this iteration of the game, I had a v83 server (based off cosmicp0nk) which my friend was able to join no issues, sadly if anyone has a fix or workaround that'd be great!
Edit2: ran a hash checksum, both client folders match bit for bit so it definitely is a user environment issue, tried literally everything bar a full os wipe, interestingly, running procmon, the game no longer launches, without procmon, it launches, hits a white screen, and crashes with the kernelbase.dll error, attached both logs if anyone can figure it out.
this work with swordie launcher ?
Swordie Launcher is just a launcher, where you would want to modify those IME things is in the auth hook, separate from the launcher.this work with swordie launcher ?
https://forum.ragezone.com/threads/v232-swordie-launcher.1258180/ this have authhook i try enable IME but not working you can help ?Swordie Launcher is just a launcher, where you would want to modify those IME things is in the auth hook, separate from the launcher.
I play the game in English, so no I cannot help, sorry.https://forum.ragezone.com/threads/v232-swordie-launcher.1258180/ this have authhook i try enable IME but not working you can help ?
edit the clientHi there! insane release. Can I check for damage cap, it seems to be capped at 150b. is there a way to undo the damage cap?
Did you find a resolution to this issue? I tried this on my PC and laptop which are both Windows 10.Did you ever manage to find a fix, or pinpoint further? Struggling with the same issue and running out of troubleshooting options. Two of the few options remaining would be trying an older windows build, or dll injection to try and see if that solves the issue.
[DEBUG] [PacketEncoder] | Plain sending CHECK_PASSWORD_RESULT, 0/0x0 | E8 00 01 00 32 F7 FD 9E E4 B4 18 10 41 08 00 00
[DEBUG] Client forcibly closed the game.
[DEBUG] [ChannelHandler] | Channel inactive.
[DEBUG] [PacketEncoder] | Plain sending CHECK_PASSWORD_RESULT, 0/0x0 | E8 00 01 00 32 C1 D7 33 C0 44 9F 01 E5 08 00 00
[DEBUG] Client forcibly closed the game.
[DEBUG] [ChannelHandler] | Channel inactive.
normal login system.
1) remove swordie.dll and replace edited nmco dlls to original one.
2) put my NGClient64.aes to client folder.
3) merge chui's PR to your local branch to handle login packet.
(added more info)
4) remove NexonAnalytics64.dll from client folder. to block port 3000 unknown checks.
5) change SERVER_IP in GameConstants.java to `public static final byte[] SERVER_IP = new byte[]{(byte)175,(byte)207,(byte)3,(byte)211};`
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packet analyzing tool.
1) drag and drop your MapleStory.exe to RunEmu64.exe to load packet editor.
you can easily analyze packet format.
src:
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