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| Support::Packetcollector Any PacketCollector related problems or questions should be posted here. |

07-06-2008, 03:47 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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Well, I tried #opcode and it doesn't seem to reload any saved changes to my .conf files for opcodes. I still get an Unknown message about opcodes that I have assigned in the config file and saved.
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07-06-2008, 03:50 AM
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Administrator
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Join Date: Sep 2006
Posts: 1,348
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yeah my mistake it's #opcode reload it should give you a client message about reloading all opcode patches.
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07-06-2008, 04:00 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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Thanks, I actually just found that out while experimenting a little after posting that lol. Was just about to come and post the correction.
After figuring that out, I was about to get /zone to work for GMs instead of only #zone working.
Here are the changes to get /zone working. Still working on figuring out more.
Code:
#GM/guide opcodes
OP_GMServers=0x3387 #/servers
OP_GMBecomeNPC=0x0000 #/becomenpc 0x7864
OP_GMZoneRequest=0x1306 #/zone
OP_GMSearchCorpse=0x3c32 #/searchcorpse
OP_GMHideMe=0x15b2 #/hideme
OP_GMGoto=0x1cee #/goto
OP_GMDelCorpse=0x0b2f #/delcorpse
OP_GMApproval=0x0c0f #/approval
OP_GMToggle=0x7fea #/toggletell
OP_GMZoneRequest2=0x244c
OP_GMSummon=0x1edc #/summon
OP_GMEmoteZone=0x39f2 #/emotezone
OP_GMEmoteWorld=0x3383 #/emoteworld (not implemented)
OP_GMFind=0x5930 #/find
OP_GMKick=0x692c #/kick
OP_GMNameChange=0x0000
Also, it seems that the #opcode reload only works on a per zone basis. So, you have to reload it in each zone you want to work on opcodes in.
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07-07-2008, 06:07 PM
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Developer
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Join Date: Oct 2004
Location: THE ATL (wut wut)
Posts: 325
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That's awesome Trev. I hope that I can get some free time soon - I'd LOVE to come help with OpCodes, it was the last one thing for which I had been trying to make time.
Keep rocking it out, THESE are the things that have been holding back this project from becoming polished. Muchos Kudos!
Dax
__________________
Daxum
Former ServerOp - Vallon Zek / Tallon Zek Emu Server - Legit / Guild PvP - (2007 - 2011 RIP)
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07-08-2008, 04:36 AM
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Administrator
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Join Date: Sep 2006
Posts: 1,348
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Took forever to figure out the correct byte order to get everything to work but finally got the CRC working on live packets and if I can CRC them I can decode them... eventually.
Code:
Request session reply(0x0002) found, stream between You and
Server(199.108.9.205:9000)
SessionID = 248095750
Key = 1415749637
MaxSize = 512
CRC Len = 2
FormatFlag = 1
This stream is compressed
This stream is not encoded
00 02 06 A4 C9 0E 05 A0 62 54 02 01 00 00 02 00
00 00 00 00 02 00 6A 25 73 48 7A C6 06 00 3F 00
00 00 3F 00 00 00 14 00 9F 36 00 0C 41 4F E3 9C
00 18 F3 FB 8B A1 08 00 45 00 00 31 7F 19 00
packet passed CRC, SOEProtocol Opcode: 0x0007, key: 1415749637, packetlen: 21
packet passed CRC, SOEProtocol Opcode: 0x0008, key: 1415749637, packetlen: 28
packet passed CRC, SOEProtocol Opcode: 0x0009, key: 1415749637, packetlen: 46
packet passed CRC, SOEProtocol Opcode: 0x0003, key: 1415749637, packetlen: 41
packet passed CRC, SOEProtocol Opcode: 0x000d, key: 1415749637, packetlen: 149
On a live stream so hooray, im going to bed.
Last edited by KLS; 07-08-2008 at 12:38 PM..
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07-08-2008, 05:59 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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Ooh, nice! Sounds like a very nice start. What are you using to get the packets from live? Wireshark?
Then, you are running a script to decode the packets?
Whatever it is, it sounds like a very handy tool when it is complete
If I had your knowledge, I could do some real damage :P For now, I will just keep fumbling around and researching. I imagine that getting the friends list and maybe even titles working wouldn't be way too hard. I think I have all of the needed opcodes, so it would be a matter of pulling out the names that are sent for the friends list and doing a who query on them for the client. And for Titles, I imagine we would need a new table that includes the Title name and multiple fields for requirements to meet (like total AAs, etc). I know friends list and titles seem small, but every little thing adds up IMO.
I know that one of the main ones everyone wants to see working are LDoN Adventures, including the points and merchant systems. This would probably be considerably more complex to get working. I think bazaar would be a really cool one as well. And, I don't even think bazaar would be all that hard to get working. Mainly, everything that /becomenpc does is what turning /trader mode on needs to do. Then, just have a table for items for sale, and maybe gather a couple more missing opcodes for purchases and stuff.
Still, getting any of these system working is over my head. Eventually I hope to understand the code well enough to get at least some working. I have already learned quite a bit since I first started looking at the code.
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07-08-2008, 05:30 PM
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Administrator
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Join Date: Sep 2006
Posts: 1,348
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I used pcap; in this winpcap and just made my own program; hardest part was getting emu code to work outside of the emu(could use some portability) and figuring out that ntohl() can change the byte order of const* data if I'm not careful. -.-
The biggest problem probably isn't the opcodes; even on titanium there's only a few opcodes missing here and there, changing structures is what is really hard. And is also why anniv is stalled; we have the opcodes to get in to the game but once you do everything is messed up because the structure of packets has significantly changed.
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07-10-2008, 01:00 PM
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Discordant
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Join Date: Jan 2002
Posts: 305
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/keys appears to be 0x68c4. I don't see it in the Titanium Opcode file.
Also, /emoteworld and /delcorpse appear to have the correct opcodes, but do not work.
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07-10-2008, 06:07 PM
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Developer
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Join Date: Oct 2004
Location: THE ATL (wut wut)
Posts: 325
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Quote:
Originally Posted by steve
/emoteworld and /delcorpse appear to have the correct opcodes, but do not work.
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That's just because no one has tied the OpCode into the appropriate function in the source. Since we already have #corpse delete and #emote world <colorid#>, someone just needs to go in and tie the opcode to those functions and be good to go.
The main current issue with the /blahblah client commands (as far as GM level commands) is that they're all flagged at the same level within the source. That is, if you can /zone, then you can also /summon. You would also be able to /delcorpse and /worldemote, etc. At some point, those client commands needs to be added to the commands table (or possibly a separate client_commands table) where permission levels can be assigned more granularly.
Dax
__________________
Daxum
Former ServerOp - Vallon Zek / Tallon Zek Emu Server - Legit / Guild PvP - (2007 - 2011 RIP)
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07-11-2008, 01:46 PM
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Sarnak
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Join Date: May 2008
Location: Midwest
Posts: 72
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This thread delivers.
SEQ should be an excellent source for opcodes, but I wonder about the structures. Would SEQ even be interested in the structures for, say, bazaar or ldon stuff? Isn't SEQ just interested showing you mob pops, loot drops, etc? If that's the case, there's a fair chance they wouldn't implement any of the data structures since they wouldn't have a use for it.
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07-11-2008, 05:22 PM
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Administrator
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Join Date: Sep 2006
Posts: 1,348
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They'd have the hard to find structures like player profile and spawn structures. (They tend to change a lot from patch to patch.) Things like ldon could be figures out via packet collecting and viewing. Though I can't get the packet collector to compile nor the pre-compiled to work. =x Guess I get to keep making mine.
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