Jump to content

Neo-Mind

Community Contributors
  • Content Count

    713
  • Joined

  • Last visited

  • Days Won

    37

Reputation Activity

  1. Upvote
    Neo-Mind got a reaction from nakatto in 2014-10-22 Client Download   
    So that people would stop asking about patches present in the client, Here is a clean one with No Patches present.
     
    2014-10-22bRagexe.rar
  2. Upvote
    Neo-Mind got a reaction from holymessenger in PEEK - Successor to Yommy's Packet Analyzer   
    Packet Extraction Evaluation Kit
     
    What is this?
    Its a joint venture from Yommy and me . It was made few weeks back but I never got the time to actually make a post about it. If you browsed around my github repository you would have seen it already.
     
    To put it in simple terms like it says in the topic title it brings you the functions of Amazing Yommy's Packet Analyzer Framework wrapped into a very user friendly interface.
    Essentially it enables you to record and analyze the packets received and sent by your client and also helps you build packet tables for any newer clients. 
     
    Any Screenshots?
    Well heres a few for you to see

     
    So how do you use it?
     
    1) Open PEEK.exe and put your client exe file name. If your client doesn't use the old login system
        (i.e. you start the client with the help of a launcher) click the Enable Launcher button and enter your Launcher exe file name.
     
    2) Click Start Analyzer and your launcher will start (or your client will start if you didnt enable the launcher).
         Simply login to your client and the packets will start recording into the table in PEEK.
         You can click on an entry to see the details of the respective packet in the second box.
         The Third box shows you the packet's byte stream.
     
    3) While the packet evaluation is in progress all the buttons get disabled except for Pause Analyzer to avoid mishaps.
         If at some point you wish to stop recording packets just click that button.
         Similarly to resume packet recording & evaluation later, click the Resume Analyzer button.
     
    4) Now what you didn't realize is that your client area had some changes done -
          i) Your original client was backed up
          ii) A fixed up version of your original (simple dll rename) was added to your client area
          iii)The required dll was also added to your client area - the same one from the Packet Analyzer framework
        These steps are also done by the Generate Tester Button. Once your tests and analysis is complete you can change everything
         back by clicking Restore original.
     
    Great but how do I make a Packet DB?
      Plan was to have an addon for generating this in future but it got delayed.
      Anyways I will have more Info soon but you can find the packet lengths in the output folder once you run a client. From which you can make the packet db like before.
     
    Alright where to get it?
     
    Github Repository: https://github.com/MStr3am/PEEK.git
     
    No this time i didn't bother to make a RAR file - Lets face it you must be already handling git repositories anyways
  3. Upvote
    Neo-Mind reacted to Rytech in New Race   
    Finally got the Summoner finished enough to mark it stable. Latest update makes them small size brute type characters which is a first in RO for a fully playable character. I got all the regular skills up to Spirit Marble fully coded too. Just have bonus stats from job levels, equips, and the 3 branches of skills left to work on and itl be done....for now. There's info thats still a mystery like the chance of double casting certain skills when your base level is 30 and how much it increases per level after that.
  4. Like
    Neo-Mind got a reaction from Kyoya G in NEMO - Client Patcher   
    N.E.M.O. - Neo Exe Modification Organizer

    Why another client patcher? well
    1) WeeDiffGen - isn't working for 2013 clients + it depends on dlls (not that its a bad thing but i like scripting )
    2) xDiffGen - yes its scripted but we need to depend on xdiff files.

    so i made a new one based on xDiffGen and here it is. The patches are written in QtScript format.
    Details of making a patch have already been written in a seperate topic - although now it needs to be updated with more details.
    I have already converted most of the patches from xDiffGen.

    Why this name? - well I didn't want it to be called * Gen No offense  
    plus someone keeps calling me Nemo in IRC which gave me the idea

    Snapshot
    -----------------


    How to use?
    ---------------------
    1) First you need to specify your client file in Input Exe file box. If you browse to select the file name, Output Patched box gets updated with a _patched suffix filename automatically. Ofcourse you can select your own name for the output.
     
    2) Next we need to load both the client and the scripts (patches & addons). so click Load Client button.
     
    3) Select the patches you want . In case you patched once before (for whatever date) they will be saved in your local and you can use the Select Previous button to select them again. Also you can try using the Select Rcomnded button to select all the Recommended patches.
     
    4) So your patches are selected and client is loaded what next but to Apply Patches  which will generate the output file. In 2.0 version , NEMO also generates a .secure.txt file containing the MD5, SHA1 and CRC32 values of the output exe file which you can use in various tools.
     
    5) You can use the Save Profile and  Load Profile buttons for saving/reloading a set of patches & input values, that you have selected (even if they are not applied) for future use.
     
    6) Whenever you apply patches to a client, NEMO updates the patchlist.log file (along with Inputlist.db) in the folder where NEMO.exe is. This file will contain the list of patches you have applied along with their IDs (do not tamper with either of them).
     
    Changes in 2.0:
    ----------------------
    1) I have made some obvious modifications to the interface (you can definitely see the change in case you have seen v1.0).
         i) Buttons have come downwards and is no longer strippable (toolbar has been fixed in position)
     
         ii) New status Label has been added which shows your currently loaded client date and how many patches are selected.
     
         iii) NEMO now has support for Addons - scripts that are meant to retrieve data from the client and do its own thing (not patch the client).
              All the Extract xDiff patches has been added here already. 1 extra addon will be coming soon once i can fix it.
     
         iv) New Filter box has been added which does live search (i.e. filter as you type) for filtering out only the patches u want to see.
               For e.g. if you type color, it will only show patches that have the string color in either it's name or the description.
              You can also use regular expression . Also you can sort the columns now
     
        v) An upcoming feature - Test Patches. this one you can use for testing a newly added patch for a variety of clients that you select.
     
    2) NEMO is no longer there in SVN. I have shifted it to GitHub . The rar file uploaded has the .git file so you should be able to directly pull to get updates. But just in case I have also provided the repository link below.
     
    Remember to pull for updates before using NEMO and let me know if you are facing any bugs or issues or if i have missed out on anything. Enjoy .
     
    Repository: https://github.com/MStr3am/NEMO.git
     
    Download Link: NEMO zip file 
  5. Upvote
    Neo-Mind got a reaction from Aly in [Release] Custom Job & Custom Shield Patches   
    Well a few people know i have been working on these. So here goes.
     
    Did I hear right?
     
    1. Yes it is what you are thinking. The Custom Job patch allow you to modify the existing jobs and add new jobs      in a fashion similar to HeliumRO's Xray Clients (and some extra stuff u will see below) but using lua files.   2. Similarly Custom Shield Patch allows you to throw the existing 4 shield limit out the door and modify existing as well as     add more shield equipment types to your liking using lua files.   3. For now I have tested them out on a set of clients (for others the logic followed were the same     so I didn't bother with the rest). Ofcourse if any bug comes up I will work on fixing them.     4. Patches were made with existing patches in mind and therefore will not affect any and existing diffs present    in a client you use. Infact you are supposed to use these last only.   5. Custom Job Patch has also an override for Class names based on gender. For it to work Langtype Korean Jobname Fix    is expected to be enabled (for xDiff patches it is a part of Translate to English patch)  
      6. So is there a limit ? yes for now i have limited them as max shields to 10 and max job id to 4300.   So how does it work ?   1. Get the xdiff file for your client version (from the link below)   2. Get the lua files (also from the link below)   3. Modify/Add entries to the lua files (Format is specified below)   4. Load your client and xdiff file in xDiffPatcher   5. Let it Rip!... i mean Patch!!   6. And last but not least place the lua files in their proper locations.   Lua File Formats - Custom Job Patch Custom Job Patch makes use of 7 lua files (similar to the various txt files Xray client had).They need to be present in the luafiles514/lua files/admin path.   1) PCIdentity.lua:   This file is already present in the official GRF but we are going to use a modified version of that one.   All Job Sprites have a corresponding Job ID (including costumes and Job Mounts). This file defines all of them   and their relationships to each other.   This is done with the help of 3 tables =>   i) pcJobTbl (mandatory):  This is where the job id value is defined and mapped to a string for identification JT_KAGEROU = 4211, -- 4211 is the job id for kagerou class     ii) Halter_Map : This is where you specify which job id is the job mount of which class. Ofcourse if you dont  plan to add a mount sprite for a class you can ignore this one. [pcJobTbl.JT_KAGEROU] = pcJobTbl.JH_KAGEROU, -- maps kagerou job to his frog mounted sprite   iii) Shrink_Tbl : This is list of job IDs that need to be ... shrunk i.e. specify all Baby Jobs here. pcJobTbl.JT_SWORDSMAN_B, -- will include Baby Swordsman in the list    2) PCPaths.lua:    Lua equivalent of class_tab.txt . Defines the prefix string used for each class to get its sprite & act file path.    i.e. prefix in => /data/sprite/Àΰ£Á·/¸öÅë/<gender>/<prefix>_<gender>.spr (& act as well).    This is done with the help of two tables (only one of which needs to be filled for a class).        i)  PCStitchTbl :      If your job uses a completely new sprite with a new filename then you can assign it in this table. [pcJobTbl.JT_SWORDMAN] = "°Ë»ç" -- Prefix for Swordsman    ii) PCStitchInheritTbl :      If your job is sharing an existing sprite path already used by a job specified in PCStitchTBl then you can simply connect them in this table (target job id inherits from source job id). [pcJobTbl.JT_SWORDMAN_H] = pcJobTbl.JT_SWORDMAN, --JT_SWORDMAN_H is High Swordsman which uses --same sprite as Swordsman 
      All of the remaining lua files follow a similar pattern with one table for direct assignment and the other one for inheriting value from another job id 3) PCImfs.lua: Lua equivalent of imf_tab.txt . Defines the prefix string for imf files of each class. i)  PCImfTbl : [pcJobTbl.JT_KNIGHT] = "±â»ç", -- Prefix for Knight ii) PCImfInheritTbl : [pcJobTbl.JT_KNIGHT_H] = pcJobTbl.JT_KNIGHT, -- JT_KNIGHT_H is Lord Knight and has the same -- imf as Knight class.
    4) PCHands.lua: Lua equivalent of reality_dir_tab.txt. Defines the prefix strings used for Weapons and Shields of each class i) PCHandsTbl : [pcJobTbl.JT_ASSASSIN] = "¾î¼¼½Å¾î¼¼½Å", -- Prefix for Assassin   ii) PCHandsInheritTbl : [pcJobTbl.JT_GUILLOTINE_CROSS] = pcJobTbl.JT_ASSASSIN, -- Guillotine Cross picks up --weapons/shields from the same path as Assassin class.
    5) PCPals.lua   Lua equivalent of reality_tab.txt. Defines the prefix strings for the body palettes. i) PCPalTbl: [pcJobTbl.JT_MAGICIAN] = "¸¶¹ý»ç", -- prefix for Mage                           ii) PCPalInheritTbl: [pcJobTbl.JT_MAGICIAN_H] = pcJobTbl.JT_MAGICIAN, -- High Mage uses same prefix as Mage class.  
    6) PCNames.lua   Lua equivalent of monstrosity_tab.txt (in part since mobs are defined by jobname.lua) . As the file name says this is where you define all your class names. Reason i saved this for last is because this file is slightly different from the previous 4. Here you can define the class name seperately for both genders. For male classes => i) PCJobNameTbl : [pcJobTbl.JT_WARLOCK] = "Warlock", -- Kind of obvious right? ii) PCJobNameInheritTbl : [pcJobTbl.JT_WARLOCK_H] = pcJobTbl.JT_WARLOCK, -- JT_WARLOCK_H is Transcendent version of -- warlock class and ofcourse it will have same name For female classes => iii) PCJobNameTbl_F : [pcJobTbl.JT_WARLOCK] = "Witch", -- Now the female Warlock will be called Witch
    iv) PCJobNameInheritTbl_F : [pcJobTbl.JT_WARLOCK_H] = pcJobTbl.JT_WARLOCK, -- Same for Transcendent warlock   By default if your gender is female and there is no names defined using either iii) or iv) above then it checks in the tables for male gender. 7) PCFuncs.lua Contains Necessary functions used by the client - DO NOT TOUCH THIS FILE unless you know what you are doing!!!   Lua File Formats - Custom Shield Patch Custom Shield Patch makes use of 2 lua files as specified below. They need to be present in luafiles514/lua files/datainfo folder.   1) ShieldTable.lua : This lua file is the only one you need to configure. It contains 3 tables and is similar in format to WeaponTable.lua i) Shield_IDs : Defines a list of IDs which includes both Shield Types & Item IDs used by shield items in item_db.txt. Shield Items can only start from item id 2101 onwards so anything lesser than that will be considered as a shield type id. To distinguish between them we use the ST (Shield Type) and SI (Shield Item) prefixes. ST_MSHIELD = 4, -- Mirror Shield TypeSI_Platinum_Shield = 2122, -- Platinum Shield's Item ID   ii) ShieldNameTable : Here we assign suffix strings for Shield Types i.e. shield suffix in => /data/sprite/¹æÆÐ/<hand prefix>_<gender>_<shield suffix>.spr [Shield_IDs.ST_MSHIELD] = "_¹Ì·¯½¯µå", --Suffix for Mirror shield  iii) ShieldMapTable : Here we specify which Shield Type is used by each of the Shield Items. [Shield_IDs.SI_Platinum_Shield] = Shield_IDs.ST_MSHIELD, -- Platinum Shield uses -- Mirror Shield sprite.
    2) ShieldTable_F.lua : Contains Necessary functions used by the client - DO NOT TOUCH THIS FILE unless you know what you are doing!!!     Ok.. So Where do i get the files? Download link     Final Note If you have any issues or doubts about the xDiff files or Lua files (I expect some in this department) let me know. So Enjoy
  6. Upvote
    Neo-Mind reacted to raPalooza~ in Modern DamageFont   
    File Name: Modern DamageFont
    File Submitter: raPalooza~
    File Submitted: 19 Aug 2015
    File Category: Sprites & Palettes
     
    Modern DamageFont
    The ugliness of the original ragnarok font cannot be described...(screen shot for comparison)
    And after years of playing and messing with ragnarok, i havent seen a single sprite edit of the damage font...
    So here it is!!!
     
    By modificating the resolution of the damage sprite and sizing it down in the act file, we are able to get better resolution ;OO
    and with that work on detailed effects on the ragnarok font
     
    Feel free to use the modification. Hope to inspire more damage modifications!
    *It goes very well with my last two uploads, I know it has been a while since I show up, so....
    **Try it out it look Beautiful!
     

    raPzLight Skin Renewal 1.0
    Category: Other Graphics Last Updated Jul 14 2014 02:57 AM  
     

    Modern Prontera [ Free Clean Map ] 1.0
    Category: Maps & Textures Last Updated Jul 12 2014 12:15 PM  
     
    Click here to download this file
  7. Upvote
    Neo-Mind reacted to Tokeiburu in RO Installer Script (Inno Setup)   
    File Name: RO Installer Script (Inno Setup)
    File Submitter: Tokeiburu
    File Submitted: 17 Aug 2015
    File Category: Client Resources

    Heya!

    This 'release' is a very simple Inno Setup script to create Full or Lite client installers.

    It requires Inno Setup, which can be downloaded here : http://www.jrsoftware.org/isdl.php#stable. While installing Inno Setup, make sure the "Install Inno Setup Preprocessor" option is checked; otherwise you will get an "unknown option" error.

    How to make this work?
    Put your client files in either RO_Lite or RO_Full and then run the "_Make New Installer.bat" files. This will output a new installer called "YourRO Installer.exe".



    Customization
    Server name : open RO.iss and change the first line : #define ServerName "YourRO" The left image can be customized by editing background.bmp (or background.psd). The file format must remain a 24bit bmp. The wizard small image uses wizardSmallImage.bmp; the file format must remain 24bit as well. To add files to your installer, add them to the RO_Lite or RO_Full subfolders. Once you run the script, all the files in these folders will be packed in your installer. It can go over 2 GB, although if that's the case you might want to consider using the LZMA compression for your GRFs...! Install the VC++ Redistributable files (required by Harmony) silently. Open RO.iss and remove the semi-colon in front of "#define Harmony" to enable this option. By default, the necessary registry keys to start the game will be set if they aren't already. This is to avoid the "small window" issue people will have with older clients. The installer icon can be changed via installer.ico Uninstallating removes the entire RO folder, watch out (you can disable that). The default installer icon used comes from Lykos's icon pack, which can be found here : https://rathena.org/board/files/file/3190-s1-lykos-icon-pack/. It has been modified through hexing to allow the icon to be resizable by Windows Vista or more recent.

    Click here to download this file
  8. Upvote
    Neo-Mind reacted to aznguy212 in Project: DANMA - A New RO Experience   
    Hello fellow Hercules community members!
     
    I’m here to tell you about a project I’m currently working on and it’s call “Project: DANMA”.
     
    What is "Project: DANMA" anyway?
     
    Well, let me try and explain without giving too much away and just enough to get you all interested!
     
    =============================================================================================
     
    Introduction
     
    Project: DANMA is a new take on experiencing Ragnarok Online with a few modified elements and gameplay.
    The idea came from watching, reading, and playing many different anime,manga, and games.
    I'll be going over the mechanics and other elements that will be worked on for this game modification.
    I would also like to note, I suck at intros so I'll just add stuff here to make it look longer.
    I'm also looking for team members who would like to help make this interesting idea come to fruition!
     
    If you have any questions after reading my ideas please feel free to leave a post on what you'd like to know!
    If you're interested in applying to join the team PM me your Skype, Experience and Samples of your work!
     
    =====
     
     
    Gameplay: Shards, Levels, and Items
     
    In most traditional MMORPGs you sit in your chair, do quests, beat up monsters, and gain exp to level up and become stronger.
     
    Project: DANMA isn't quite like that.
    What I mean is, you do go on quests, beat up monsters, and gain exp but that only gets you so far.
    In this game monsters all drop a certain item 100% of the time.
    These are call "Core Shards" (name is subject to change).
     
    These shards are used to craft, sell, and gain stat points for the player.
    Shards come in different forms: "Lesser, Impure, Raw, and Colored".
    As you might have guessed, the crafting, price, and stats rewarded vary from the different forms of shards.
     
    Lesser Shards sell for the lowest price and is used to craft low level items. Dropped by low level mobs.
    Impure Shards sell for a modes price and is used to make advanced level items. Dropped by medium level mobs and at rare times, low level mobs.
    Raw Shards sell for a high price and is used to make high level items. Dropped by high level mobs and mini bosses.
    Colored Shards (Blue Shard, Red Shard, etc) sell for the highest price and is used to make special grade items. Dropped by bosses and at rare times, high level mobs.
     
    Now I'll go over levels and how shards affect stat points.
     
    Leveling is based on exp from quests and farming mobs but your base level is capped fairly early and you get more job levels.
    Now this is where the shards come in.
    Your base level is capped but your stats are not.
    You trade enough shards to get stat points to increase your character's power.
    You have a good amount of job levels so you can still get a good amount of skills you want and need. More on skills later.
     
    I will now explain how items are acquired.
     
    You can buy certain items and equipment with the money you get from selling shards but you can also craft better items!
    Now of course, you can't just create items with shards alone. You have to farm or buy materials as well.
    There will be NPC's who will craft items for you with shards alone and provide the materials needed for the crafting if you provide extra cash.
    Of course, some items the NPC can not craft because they do not have the material. In this case, you'll have to go farm and find said materials.
    Potions bought at stores can be less effective than ones you get crafted. Same applies for weapons and armor.
     
    That's all for this section!
     
    =====
     
     
    Gameplay: Skills and Classes
     
    I will explain how the skill and class system works in this section.
     
    When you start your adventure, you have access to almost all the skills from the get go!
    Meaning, you do not need to put points in certain skills to get to the next skill.
    This sounds a bit over powered but let me explain:
     
    As I have mentioned earlier, you have access to ALMOST all of the skills.
    By that I mean mostly physical skills are unlocked for you to use.
    Magical skills are acquired through weapons and accessories you craft using certain shards.
    Normally, magic isn't usable by people so in this fantasy setting same rule applies but you have an item that draws magic from the shards.
     
    You can also get skills specific to certain Factions.
    Faction skills can be useful for utility and other stuff.
    I will be explaining about factions in the later section.
     
    I will explain what I plan to do about classes.
     
    Simply put, there are no classes.
    You're just a novice with higher stats than you would in an original Ragnarok Online game.
    Now you're probably asking, "What about certain items that require certain classes and animation".
     
    I did say there are no classes but, for animation sake, I'll be adding items that change how your appearance looks and thus changing the animation.
    Why do this when you can just change class?
    One example would be because each class has different stat distribution and I feel that by making everyone ONE class the stats will be more balanced when it comes to PVP.
    So depending on what stats you level up, you can counter other players.
    Another would be if you change your job your job levels reset so that's a no no. I'm sure we could change that but that's for another day.
     
    When you equip the items that change your looks and animation it will prevent you from equipping certain weapons as well.
    Reasoning behind it is, if you're wearing heavy armor, you wouldn't be able to operate a bow and arrow as well as you would when you wear lighter clothing.
    Same thing with light clothes and close combat, you wouldn't want to go into a fight with swords and spears without protection.
    More to come later.
     
    =====
     
     
    Gameplay: Guilds and Factions
     
    Now we all know you like to join little clubs in MMORPGs known as Guilds and make lots of friends!
    Well, you can do that but there is another group called Factions.
    A guild can be considered a group of friends and your circle of friends, but a faction is more like a group you'd consider a family.
     
    By joining a faction you will be allowed to have certain skills as mentioned previously.
    There are currently 3 factions I have designed but more may come.
    The three factions each specialize in Smithing/Crafting, Healing/Supporting, or Potions/Buffs
    You can join any of these factions but once you join a faction you can not leave.
    You may join guilds run by people from different factions and you may leave the guild at any time.
     
    Factions get benefits by popularity. By gaining popularity NPCs may charge you less, give you extra money, and may give you a special gift.
    Faction popularity is done by Player votes. However you can not vote for your own faction.
    If a member from a different faction has helped you in any way, you should give their faction a point but it is not required for you to do so.
    Its more of a community thing.
     
    =====
     
     
    Gameplay: Towns and Dungeons
     
    I'll keep this part clean and simple.
     
    Currently, there will be one Major City and a few small towns.
    The city will be the center of the adventurers' source of everything!
    Shops, Smiths, Guilds, Factions, and Dungeons!
     
    Yes, you read that right! The Dungeons will be in the city!
    At the center of the city is where the dungeon will be located.
    You must progress through each dungeon one by one and once you reach a certain floor, you will encounter a boss.
    Once you defeat this boss you may proceed to the more dangerous dungeons.
     
    There will be a Warp NPC who unlocks a warp to each floor you have visited before. Otherwise, you can not go to that floor even with a party.
    This means power leveling other players will not be so easy.
     
    =====
     
     
    Final Things
     
    I'm planning on adding more content and stuff as soon as I get the basic stuff flowing at a constant pace.
    If you're interested in this idea please let me know.
     
    If you are wanting to help develop this project for the sake of bringing some fresh content, please feel free to PM me.
    If and when this project is finished and goes live, I will do my best to compensate the developers and partners who were a part of this project.
     
    Thank you for reading and please don't get your hopes up too high hahaha.
  9. Upvote
    Neo-Mind got a reaction from JulioCF in PEEK - Successor to Yommy's Packet Analyzer   
    Packet Extraction Evaluation Kit
     
    What is this?
    Its a joint venture from Yommy and me . It was made few weeks back but I never got the time to actually make a post about it. If you browsed around my github repository you would have seen it already.
     
    To put it in simple terms like it says in the topic title it brings you the functions of Amazing Yommy's Packet Analyzer Framework wrapped into a very user friendly interface.
    Essentially it enables you to record and analyze the packets received and sent by your client and also helps you build packet tables for any newer clients. 
     
    Any Screenshots?
    Well heres a few for you to see

     
    So how do you use it?
     
    1) Open PEEK.exe and put your client exe file name. If your client doesn't use the old login system
        (i.e. you start the client with the help of a launcher) click the Enable Launcher button and enter your Launcher exe file name.
     
    2) Click Start Analyzer and your launcher will start (or your client will start if you didnt enable the launcher).
         Simply login to your client and the packets will start recording into the table in PEEK.
         You can click on an entry to see the details of the respective packet in the second box.
         The Third box shows you the packet's byte stream.
     
    3) While the packet evaluation is in progress all the buttons get disabled except for Pause Analyzer to avoid mishaps.
         If at some point you wish to stop recording packets just click that button.
         Similarly to resume packet recording & evaluation later, click the Resume Analyzer button.
     
    4) Now what you didn't realize is that your client area had some changes done -
          i) Your original client was backed up
          ii) A fixed up version of your original (simple dll rename) was added to your client area
          iii)The required dll was also added to your client area - the same one from the Packet Analyzer framework
        These steps are also done by the Generate Tester Button. Once your tests and analysis is complete you can change everything
         back by clicking Restore original.
     
    Great but how do I make a Packet DB?
      Plan was to have an addon for generating this in future but it got delayed.
      Anyways I will have more Info soon but you can find the packet lengths in the output folder once you run a client. From which you can make the packet db like before.
     
    Alright where to get it?
     
    Github Repository: https://github.com/MStr3am/PEEK.git
     
    No this time i didn't bother to make a RAR file - Lets face it you must be already handling git repositories anyways
  10. Upvote
    Neo-Mind got a reaction from Nagad in Little problem with Interface buttons positioning   
    u hid 4 buttons by changing their width & height to 1 pixel so it makes sense the last button would show 4 blank pixels to its left.
    Unless you can find a way to completely empty an image and make the client accept it, i don't think you can fix it without hexing
  11. Upvote
    Neo-Mind got a reaction from JulioCF in Tree of Savior   
    Already know about it but they are still limiting it to Koreans
  12. Upvote
    Neo-Mind got a reaction from evilpuncker in NEMO - Client Patcher   
    Ah right i was reserving it for a different push but i guess that will take more time so i have pushed it now.
     
    Gentle Reminder to all :
      Please post all your issues and requests here so i can track them better -> https://github.com/MStr3am/NEMO/issues
      even if you have posted it here (Its just a matter of Copy + Paste)
     
    I do read the topic frequently but it gets kind of hard to track and remember what all I have already completed and what is remaining  .
  13. Upvote
    Neo-Mind reacted to loong in [showcase]the fourth lot of 2015   
  14. Upvote
    Neo-Mind reacted to Shourei in Rogue's Cape Sprite & Actor (Reworked)   
    File Name: Rogue's Cape Sprite & Actor (Reworked)
    File Submitter: Shourei
    File Submitted: 17 Jul 2015
    File Category: Sprites & Palettes
     
    Rogue's Cape Sprite by Davven Graphics.
    I take no credit for the creation of the sprite.
    However, the Actor is horrible, so I decided to reworked it.
     
    The file contain only the sprites as it is put on the character.
     
    Request can be made for re-creation of other parts of client side files if needed.
     
    Please PM me if you encounter issues
     
     
    -SH
     
    Click here to download this file
  15. Upvote
    Neo-Mind got a reaction from Jedzkie in NEMO - Client Patcher   
    @@Frost got it. will be added in next update
  16. Upvote
    Neo-Mind got a reaction from Akaneharuka in PEEK - Successor to Yommy's Packet Analyzer   
    Packet Extraction Evaluation Kit
     
    What is this?
    Its a joint venture from Yommy and me . It was made few weeks back but I never got the time to actually make a post about it. If you browsed around my github repository you would have seen it already.
     
    To put it in simple terms like it says in the topic title it brings you the functions of Amazing Yommy's Packet Analyzer Framework wrapped into a very user friendly interface.
    Essentially it enables you to record and analyze the packets received and sent by your client and also helps you build packet tables for any newer clients. 
     
    Any Screenshots?
    Well heres a few for you to see

     
    So how do you use it?
     
    1) Open PEEK.exe and put your client exe file name. If your client doesn't use the old login system
        (i.e. you start the client with the help of a launcher) click the Enable Launcher button and enter your Launcher exe file name.
     
    2) Click Start Analyzer and your launcher will start (or your client will start if you didnt enable the launcher).
         Simply login to your client and the packets will start recording into the table in PEEK.
         You can click on an entry to see the details of the respective packet in the second box.
         The Third box shows you the packet's byte stream.
     
    3) While the packet evaluation is in progress all the buttons get disabled except for Pause Analyzer to avoid mishaps.
         If at some point you wish to stop recording packets just click that button.
         Similarly to resume packet recording & evaluation later, click the Resume Analyzer button.
     
    4) Now what you didn't realize is that your client area had some changes done -
          i) Your original client was backed up
          ii) A fixed up version of your original (simple dll rename) was added to your client area
          iii)The required dll was also added to your client area - the same one from the Packet Analyzer framework
        These steps are also done by the Generate Tester Button. Once your tests and analysis is complete you can change everything
         back by clicking Restore original.
     
    Great but how do I make a Packet DB?
      Plan was to have an addon for generating this in future but it got delayed.
      Anyways I will have more Info soon but you can find the packet lengths in the output folder once you run a client. From which you can make the packet db like before.
     
    Alright where to get it?
     
    Github Repository: https://github.com/MStr3am/PEEK.git
     
    No this time i didn't bother to make a RAR file - Lets face it you must be already handling git repositories anyways
  17. Upvote
    Neo-Mind got a reaction from Legend in 2014-10-22 Client Download   
    So that people would stop asking about patches present in the client, Here is a clean one with No Patches present.
     
    2014-10-22bRagexe.rar
  18. Upvote
    Neo-Mind reacted to fxfreitas in [Monster] Dark Knight   
    See Screens Inside of Spoilers:
     
     
    File Name: [Monster] Dark Knight
    File Submitter: fxfreitas
    File Submitted: 07 Jul 2015
    File Category: Sprites & Palettes

    Mob Versions of Nintendo DS Dark Knight, recomended skills:
    KN_AUTOCOUNTERNPC_AGIUPNPC_POWERUPNPC_BLOODDRAINNPC_STUNATTACKNPC_WIDECONFUSENPC_DARKNESSATTACK

    Click here to download this file
  19. Upvote
    Neo-Mind got a reaction from evilpuncker in NEMO - Client Patcher   
    Not this again. For the last time....
     
    ALWAYS READ THE POST IN FULL BEFORE DOWNLOADING
     
    Quoted from 2014-10-22-client-download
     
  20. Upvote
    Neo-Mind got a reaction from evilpuncker in NEMO - Client Patcher   
    @@Rytech Wonder whose brilliant idea that was .
     
    And before people start asking : NO I am not going to insert the /quake command into older clients.
  21. Upvote
    Neo-Mind got a reaction from Triedge in NEMO - Client Patcher   
    @@Rytech Wonder whose brilliant idea that was .
     
    And before people start asking : NO I am not going to insert the /quake command into older clients.
  22. Upvote
    Neo-Mind got a reaction from Judas in NEMO - Client Patcher   
    @@Rytech Wonder whose brilliant idea that was .
     
    And before people start asking : NO I am not going to insert the /quake command into older clients.
  23. Upvote
    Neo-Mind got a reaction from Triedge in NEMO - Client Patcher   
    @@Triedge It should work now. There was one thing i missed out when I made the patch usable for 2015 Clients. I have added it in now.
     
    @@Rytech Its Gravity. nuf said.
     
    First of all I have no idea what all they changed in the client to support the new prontera models andSecondly I am pretty sure it is not something that can be added in to old clients so easily (atleast I am not going to attempt that one)
    Yea I figured something would end up with issues when i fixed it for 2010. :|I am working on the issue.
  24. Upvote
    Neo-Mind got a reaction from 15peaces in 2014-04-16aRagexe little problem   
    Either that or if u want to remove it from client.
    Open it in Hex Editor

    Find:       3B C7 74 1C 3B C3 74 18
    Replace: 3B C7 E9 FF 02 00 00 90

    This will also skip showing the Info button on some LangTypes
  25. Upvote
    Neo-Mind got a reaction from Nagad in 2014-04-16aRagexe little problem   
    Either that or if u want to remove it from client.
    Open it in Hex Editor

    Find:       3B C7 74 1C 3B C3 74 18
    Replace: 3B C7 E9 FF 02 00 00 90

    This will also skip showing the Info button on some LangTypes
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.