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anacondaq

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  1. Upvote
    anacondaq reacted to Dastgir in Another Problem with 2013 Client   
    Well, if you want to know why this happens,
    here's the answer:
    the MsgStringTable.txt keeps changing over a period of time, kRO Apparently seems to add some lines in between the file(rather than in end) causing incompatibility with the old client.
  2. Upvote
    anacondaq reacted to Ind in Hercules 1st 2014 MegaPatch   
    Hercules: 1st 2014 MEGAPATCH
    Helloooo! Starting 2014 with a boom, yet another outstanding patch from Hercules! Patch Item #1: Scripting Level UP
    Char and account variables overhaul They're no longer limited to #define ACCOUNT/GLOBAL_REG_NUM, they're now limitless Their storage capabilities have received a colossal improvement, each numeric variable now uses at least 1/10 the memory it did previously, and we achieved it while increasing speed, simply outstanding as expected from us. Thanks to their quantity no longer being limited, char and account variables now support arrays, i.e. setarray #accreg[y],...; Saving and loading procedures have been improved outstandingly! for instance, previously, if you had 100 char regs but only one had been modified or deleted, map server would need to send all of them and char server would have to re-insert all of them; now only modified or deleted ones are saving, increasing saving speed of both map and char server procedures and decreasing inter-server bandwidth by dinosaur steps. Magnificent Array Improvement (to all variable types) Size limit modified from 127 to ...2 billion! Speed of countless array operations have been improved thanks to new array handling, e.g. whereas previously upon deleting any array it'd set its 127 possible values to 0 (regardless of how many values it actually had) now it only deletes as many members as it possesses getarraysize (the-oh-misleading-function since it returns the arrays' highest index) has been sped up as well thanks to this, and it no longer wastes script stack room on every interaction And the futureThis improvement has open way for many other amazing features, for example, Haruna has designed a foreach implementation for scripting among some other useful enhancements Global account variable handling redesign To clarify, this is that ancient type used on multiple-char-server setups, ##varname, which are present in all servers an accounts logs into, as opposed to #varname which, while account-wide, are considered 'local' to a char server. Saving and loading have been modified to match char/local-acc variable new design, on its own it already is a major speed boost and bandwidth saver, however, it has also improved login servers overall processing speed, thanks to its processing no longer being attached to ordinary account handling, this means that all operations that required login server to use an accounts data (i.e. login/pincode change/ban/block/etca) have been sped up, and use less memory. '.', '.@' and ''' variables write operation speed up trying to write ''' variables outside instances will now print warnings instead of silently doing nothing runtime read/write operations of global/temporary(@) char variables, as well as account variables, have been considerably sped up, whereas previously it'd run a str lookup to find a match for read/write it now uses the variable id, furthermore it now relies on DBMaps to handle the lookup (whereas previously it was a normal loop). Database tables overhaulWe've analysed global reg data storage and we've decided that it not only is a memory waste, it is a processing one as well due to how int and str variables share the same storage, we've analysed global reg data for a number of large servers and have identified most variables are numbers, by a outstanding majority, with that in mind, this patch introduces 6 tables that will improve this drastically. You'll notice this patch's SQL upgrade file will take care of this, and thus migrate the data properly into the new tables. Special Thanks To:
    Haruna ! <3 wouldn't have gotten half of it done if it weren't for Haru, thank you so much sensei! jaBote, for proposing it! Emistry Yommy Streusel Patch Item #2: @autotrade Persistency
    Also known as: @at merchants survive server crashes/restart, as soon as the server starts again they're re-spawned. May be disabled on src/config/core.h by commenting out AUTOTRADE_PERSISTENCY Special Thanks To:
    Haruna! Michieru, this feature wouldn't be out now if it weren't for him, lets all thank him! Dekamaster/Nightroad for helping me on this features original design, 3-4 years ago. Thank you master <3! Link'u!
    Commit Upgrade files #1 (Autotrade) #2 (Scripting Level UP)
  3. Upvote
    anacondaq reacted to jTynne in [Guide] How to Recolor Sprites - by Eiphes   
    I forgot how to English. :'(
  4. Upvote
    anacondaq reacted to jTynne in [Guide] How to Recolor Sprites - by Eiphes   
    Tools/Things You Will Need

      Photoshop CS4 or above (I use CS6 in this tutorial) SprConview GRF Tool WeeThumbnail Viewer (instructions on how to install below) 800mb-1.5gb Available HDD space

    Optional:

      Jasc Paint Shop Pro 7 or GIMP (not included in toolpack.zip below; not necessary)

    Preface/Getting Started
    First and foremost, download my tool package here: http://www.jtynne.co...es/toolpack.zip

      This tool pack contains SprConview, GRF Tool, and other essential programs I use when working on the server (Browedit, various patchers for different official RO servers, etc) Extract the entire tool pack to a location on your computer that you can easily find/return to.

    Guide
    1. Navigate to your GRF Tool program from the tool pack contents. Open it, click "Open", and find your data.grf (located in your CasualRO install folder):
    http--,,--//justintfields.com/guides/recolors/1.png [/url]]
     
    2. Let's make sure we have our GRF Tool configured properly. Click on "Settings" and make sure the first option is selected.
    http--,,--//justintfields.com/guides/recolors/2.png[/url]]
     
    3. Now, we're going to extract ALL of the .spr files from the GRF. Search for .spr and hit enter, or click the button on the right to search. (GO TO STEP 5 TO LEARN HOW TO EXTRACT)
    http--,,--//justintfields.com/guides/recolors/3.png[/url]]
     
    4. (You will return to do the same as step 3, but after you do the extraction process in step 5)
    http--,,--//justintfields.com/guides/recolors/4.png[/url]]
     
     
     
    5. When you've found all the .spr or .act files, click "Extract", make a new folder, and name it something you'll remember in a location you can easily return to. Then click OK to begin the extraction process.
     http--,,--//justintfields.com/guides/recolors/5.png[/url]]
     
    6. After you've extracted both .spr and .act files, navigate to where you extracted them. Once you get to the /data/sprite/ folder, you'll see a ton of folders and other files. Refer to the image below to find the drop sprite folder and the headgear folder. These are the only two we will use for this tutorial. I've made note of where monsters and robes are located in case you want to take a gander in them.
    http--,,--//justintfields.com/guides/recolors/6.png[/url]]
     
    7. Let's dive into the headgears folder.
    http--,,--//justintfields.com/guides/recolors/7.png[/url]]
     
    8. As you can see above, I can see previews of sprites in my folders. This is important because NOTHING is named in English besides a few of the newer class sprites, so you will also want to be able to visibly see a preview of what each sprite file is of. That said, navigate to you extracted the toolpack.zip, and go into the WeeThumbnail folder, and then into the folder noted in the screencapture below. Double click "Install". Head back into your sprites folder. If you can't see previews still, reboot your computer. Then return to the headgears folder in step 7.
    http--,,--//justintfields.com/guides/recolors/8.png[/url]]
     
    9. I always work with the female headgear sprites as my bases for recolors because a lot of the female sprites have an extra frame in their .spr file, that the male sprites for whatever reason lack. If you work with male headgear sprites as bases, you'll encounter crashes in-game due to the missing frame, so let's go into the female headgear sprite folder as noted in step 7.
    http--,,--//justintfields.com/guides/recolors/9.png[/url]]
     
    10. For this tutorial, I've opted to make a recolor of the Racoon Doll Hat. You will want to copy both the .act and .spr file with the same filename.
    http--,,--//justintfields.com/guides/recolors/10.png[/url]]
     
    11. Now, let's move these into a safe location and set up our folder hierarchy.

      Create a folder on your desktop named "data" Inside of this folder, create two folders, "sprite" and "texture" Go into the "sprite" folder Once inside the sprite folder, create a folder with the following name: ¾ÆÀÌÅÛ While still inside the sprite folder, create another folder with this name: ¾Ç¼¼»ç¸® Go inside of the folder named ¾Ç¼¼»ç¸® and create two folders; one named ¿© and the other named ³² Navigate backwards into the "data" folder again, and enter the "texture" folder Inside the texture folder, create a folder called À¯ÀúÀÎÅÍÆäÀ̽º Go into the folder called À¯ÀúÀÎÅÍÆäÀ̽º and create two folders named "item" and "collection"

    At the end of this hierarchy creation, you should have the following hierarchy created:
     
    data
    ------- sprite
    ------- ------- ¾ÆÀÌÅÛ
    ------- ------- ¾Ç¼¼»ç¸®
    ------- ------- ------- ¿©
    ------- ------- ------- ³²
    ------- texture
    ------- ------- À¯ÀúÀÎÅÍÆäÀ̽º
    ------- ------- ------- item
    ------- ------- ------- collection
     
    Remember when I told you to copy the .act and .spr in step 10? Locate where you copied those files to, and I recommend placing them within data/sprite/¾Ç¼¼»ç¸®/ for the time being as seen below.
    http--,,--//justintfields.com/guides/recolors/11.png[/url]]
     
    12. Now, when you double-click .spr files, by default, Windows usually has NO idea what to do with them. So let's assign the default program to open .spr files to be SprConview from the toolpack.zip archive. Right-click the .spr file, go to "Open With", and "Choose default program..."
    http--,,--//justintfields.com/guides/recolors/12.png[/url]]
     
    13. Chances are high that SprConview won't be in your Recommended Programs list, so if it's not, click "Browse", locate where you extracted the toolpack.zip contents, and locate SprConview inside of that folder. Once you've found it, make sure you check the box on the left so .spr files always open with Sprconview. Then click OK.
    http--,,--//justintfields.com/guides/recolors/13.png[/url]]
     
    14. Once you've assigned SprConview to open the .spr files, double click the sprite to open it!
    http--,,--//justintfields.com/guides/recolors/14.png[/url]]
     
    15. Now, let's extract the frames from the sprite file by converting each frame into a .bmp image. Click "Convert" and select "Spr to Bmp"
    http--,,--//justintfields.com/guides/recolors/15.png[/url]]
     
    16. A new box will appear. Under "Sprite" click the Browse button to the right of the blank field. Select the sprite (use the preview window to confirm it's the file you want) and click "Open".
    http--,,--//justintfields.com/guides/recolors/16.png[/url]]
     
    17. Next, enter a name in the BMP directory field (no need to click browse; just write a name for a new folder to be created where you're currently located). Click "Convert" to extract the frames.
    http--,,--//justintfields.com/guides/recolors/17.png[/url]]
     
    18. Navigate into the folder the frames were extracted into.
    http--,,--//justintfields.com/guides/recolors/18.png[/url]]
     
    19. It's time to open CS4 or above!
    http--,,--//justintfields.com/guides/recolors/19.png[/url]]
     
    20. Open just the very first file (far left side, usually numbered 001 at the end of the file name) in Photoshop. Once open, go to "Image" -> "Adjustments" -> "Replace Color"
    http--,,--//justintfields.com/guides/recolors/20.png[/url]]
     
    21. Replace the colors until you achieve a coloration you like! I've opted to make this head all gray (like a real racoon!), but you can easily make it any color(s) you want by playing with the Hue/Saturation/Lightness sliders.
    http--,,--//justintfields.com/guides/recolors/21.png[/url]]
     
    22. Once you're satisfied with your coloration, save the file.
    http--,,--//justintfields.com/guides/recolors/22.png[/url]]
     
    23. This is just an aside really, but you only have to edit the first frame of each sprite in order to achieve the recolor effect throughout the entire sprite. This is because later when we convert the bmp back into a .spr, SprConview uses only the first frame to create the palette for the sprite file. Super handy and saves time! I used to edit every single frame, but it's not necessary to do.
     
    24. Once you've saved the file, you should see the preview image update with your changes in the folder.
    http--,,--//justintfields.com/guides/recolors/24.png[/url]]
     
    25. It's time to repack these .bmp images into a sprite file! Back in SprConview, click "Convert", and this time select the second option "Bmp to Spr".
    http--,,--//justintfields.com/guides/recolors/25.png[/url]]
     
    26. A new window will appear. Click "Add" and another box will open. Left click the first image (the one you recolored) then hold down shift and left-click the very last image at the bottom. This will select all of the frames in the correct order. Then click "Open".
    http--,,--//justintfields.com/guides/recolors/26.png[/url]]
     
    27. Now enter the filename you wish to assign to your recolored sprite. Make sure you include the .spr file extension at the end of the name. I've chosen "racoon_head_recolor.spr" for this demonstration. Uncheck the "Encode" box. We no longer use this option in the clients and leaving it checked will cause your sprite to display incorrectly once in-game. Once you've done the preceeding instructions, click "Convert".
    http--,,--//justintfields.com/guides/recolors/27.png[/url]]
     
    28. Your newly created sprite will appear in the same folder the .bmp frames are found, so jump back in there if you were elsewhere.
    http--,,--//justintfields.com/guides/recolors/28.png[/url]]
     
    29. Admire your work! No, actually, make sure all of the frames are there, and that you can't see the background color from the .bmp files. It should include all of the frames you originally extracted from the original sprite. Below, I've opened the sprite in five different windows to see all angles. It's not necessary to do, but helps to see an overview of your work.
    http--,,--//justintfields.com/guides/recolors/29.png[/url]]
     
    30. Copy and paste your newly recolored sprite up one directory where you pasted the original .spr and .act files. Now, let's tidy things up a bit.. If you have any extra files besides the original .spr and .act, delete those. Keep the female and male folders, AND the default .act as we still need that.
    http--,,--//justintfields.com/guides/recolors/30.png[/url]]
     
    31. Make a copy of the .act file.
    http--,,--//justintfields.com/guides/recolors/31.png[/url]]
     
    32. Rename it, and keep the female prefix.
    http--,,--//justintfields.com/guides/recolors/32.png[/url]]
     
    33. Select the male folder as if to rename it, but just copy the filename into your clipboard (Ctrl+C)
    http--,,--//justintfields.com/guides/recolors/33.png[/url]]
     
    34. Rename the other .act file, this time with a male prefix.
    http--,,--//justintfields.com/guides/recolors/34.png[/url]]
     
    35. Make a copy of your recolored .spr file.
    http--,,--//justintfields.com/guides/recolors/35.png[/url]]
     
    36. Rename the original and the copy to have the same names as the .act files (one male, one female)
    http--,,--//justintfields.com/guides/recolors/36.png[/url]]
     
    37. Move the male sprites to the male folder..
    http--,,--//justintfields.com/guides/recolors/37.png[/url]]
     
    38. And move the female sprites to the female folder..
    http--,,--//justintfields.com/guides/recolors/38.png[/url]]
     
    39. Go into the female folder and copy the .spr file to your clip board. Next, go up two directories so you can get into the drop sprite folder.
    http--,,--//justintfields.com/guides/recolors/39.png[/url]]
     
    40. Paste the .spr from your clip board inside of the drop sprite folder. It still needs a .act, so let's go grab it!
    http--,,--//justintfields.com/guides/recolors/40.png[/url]]
     
    41. Navigate to where you extracted files from the GRF in steps 4 and 5.
    http--,,--//justintfields.com/guides/recolors/41.png[/url]]
     
    42. Find the .act file associated with the headgear you chose to recolor. (Technically any .act in this folder will work fine, but for the sake of consistency in this tutorial, just humor me and do it.)
    http--,,--//justintfields.com/guides/recolors/42.png[/url]]
     
     
    43. Paste the .act file into where you have YOUR recolored sprite in your drop sprite folder.
    http--,,--//justintfields.com/guides/recolors/43.png[/url]]
     
    44. And rename it. Note: Take off any prefix (female or male) your files may have.
    http--,,--//justintfields.com/guides/recolors/44.png[/url]]
     
    45. Next, go up two directories into the "data" folder. If you've already made a texture folder, ignore this step.
    http--,,--//justintfields.com/guides/recolors/45.png[/url]]
     
    46. And inside this folder named texture, create the "collection" and "item" folders if you haven't already. (If you've followed this tutorial step by step, then disregard this step as you should have already created them.) We will, however, need to get back into the GRF and pull out the collection and item images belonging to the original sprite.
    http--,,--//justintfields.com/guides/recolors/46.png[/url]]
     
    47. So, let's re-open GRF Tool and open data.grf back up if you've closed it already.
    http--,,--//justintfields.com/guides/recolors/47.png[/url]]
     
    48. Search for "item" and then click "Extract", and extract the files to whatever folder you extracted the .spr and .act files to.
    http--,,--//justintfields.com/guides/recolors/48.png[/url]]
     
    49. Search for "collection" and then click "Extract", and extract the files to whatever folder you extracted the .spr and .act files to.
    http--,,--//justintfields.com/guides/recolors/49.png[/url]]
     
    50. Navigate to the folder you just extracted all of the item/collection images to (data/texture/À¯ÀúÀÎÅÍÆäÀ̽º/). Inside you will see two folders; collection and image
    http--,,--//justintfields.com/guides/recolors/50.png[/url]]
     
    51. Inside of the collection folder, find the image associated with your headgear you recolored, copy/paste it into your own collection image folder, and load the copied version into Photoshop.
    http--,,--//justintfields.com/guides/recolors/51.png[/url]]
     
    52. Inside of the item folder, find the image associated with your headgear you recolored, copy/paste it into your own item image folder, and load the copied version into Photoshop.
    http--,,--//justintfields.com/guides/recolors/52.png[/url]]
     
    53. Just to clarify,
    http--,,--//justintfields.com/guides/recolors/53.png[/url]]
     
    54. Now, rename the files to what you named your recolored sprite,
    http--,,--//justintfields.com/guides/recolors/54.png[/url]]
     
    55. Now, in Photoshop, let's play with Replace color once again!
    http--,,--//justintfields.com/guides/recolors/55.png[/url]]
     
    56. Replace the colors you need to, and save the image.
    http--,,--//justintfields.com/guides/recolors/56.png[/url]]
     
    57. Repeat with the second image,
    http--,,--//justintfields.com/guides/recolors/57.png[/url]]
     
    58. Go to /data/texture/ and if your "item" and "collection" folders aren't already inside of the long filename folder, À¯ÀúÀÎÅÍÆäÀ̽º/, then move them into it.
    http--,,--//justintfields.com/guides/recolors/58.png[/url]]
     
    59. At the end, you should have the following (assuming you did the same recolor as shown above, with the same filenames) files / file heirarchy:
     
    data
    ------- sprite
    ------- ------- ¾ÆÀÌÅÛ
    ------- ------- ------- racoon_head_recolor.spr
    ------- ------- ------- racoon_head_recolor.act
    ------- ------- ¾Ç¼¼»ç¸®
    ------- ------- ------- ¿©
    ------- ------- ------- ------- ¿©_racoon_head_recolor.spr
    ------- ------- ------- ------- ¿©_racoon_head_recolor.act
    ------- ------- ------- ³²
    ------- ------- ------- ------- ³²_racoon_head_recolor.spr
    ------- ------- ------- ------- ³²_racoon_head_recolor.act
    ------- texture------- ------- À¯ÀúÀÎÅÍÆäÀ̽º
    ------- ------- ------- item
    ------- ------- ------- ------- racoon_head_recolor.bmp
    ------- ------- ------- collection
    ------- ------- ------- ------- racoon_head_recolor.bmp
     
    Additional Notes
     
    This tutorial only covers creating the sprites. There are still additional steps to get them in-game: Creating the sprites is the most time-consuming part of the entire process, however.
     
    You may NOT copy/reproduce this guide without providing a link back to a location I've posted this guide to, and you must give me full credit. Thank you!
     
    A copy of this tutorial's contents can be found at the following address: http--,,--//justintfields.com/gu...or Tutorial.zip It includes the toolpack.zip, and all of the .png images, as well, the files and folders used in the tutorial for recoloring the Racoon hat.
     
    Addendum:
    Please do not bother asking me for support in this thread, as I will not be very active for the next several months due to university. I tried to "dummy proof" this guide as much as possible so that even the most novice of people could understand what's going on here.
     
    If you found this tutorial useful, PLEASE +1 this thread, rate me five stars, and consider sending me enough money to buy some Starbucks via Paypal: [email protected] -- Thank you and good luck!






  5. Upvote
    anacondaq reacted to Jedzkie in 2013-12-23c kRO Client, Merry Christmas <3   
    i found a bug, when you type a wrong password, it crashes the client (Gravity Error)
  6. Upvote
    anacondaq reacted to kisuka in [RSU Plugin] Multi   
    A plugin for RagnarokOnline Patcher Lite (RSU). Allows for patching multiple GRF files (kRO, RE, Custom) using just one patch client.
     
    https://github.com/kisuka/RSU-Multi-Plugin
     
    Basically this is similar to what the ragray plugin did, now you can use it for your own servers and what not
     
    Enjoy.
     
    Feel free to contribute to the repo if you want, my C / C++ sucks ^^;
  7. Upvote
    anacondaq reacted to Mhalicot in NEMO - Client Patcher   
    in your clientinfo.xml
    <servicetype>russia</servicetype> is it set to korea? if not please set it to russia.
  8. Upvote
    anacondaq reacted to mrlongshen in NEMO - Client Patcher   
    I love this quote <3
  9. Upvote
    anacondaq reacted to Jedzkie in NEMO - Client Patcher   
    hi nemo, can you add in your repo the 'Disabled Over 99 Aura'? thanks!
  10. Upvote
    anacondaq reacted to Neo-Mind in NEMO - Client Patcher   
    EDIT: Thank you chrome for double posting that !!   
  11. Upvote
    anacondaq reacted to themon in 2013-08-14aRagexe.exe Packet Data   
    add to Packets.h
    [cbox]#if PACKETVER >= 20130814
     packetKeys(0x23A23148,0x0C41420E,0x53785AD7); /* Thanks to THEMON */
     packet(0x0368,19,clif->pWantToConnection,2,6,10,14,18);
     packet(0x093A,5,clif->pWalkToXY,2);
     packet(0x088A,6,clif->pTickSend,2);
     packet(0x0959,18,clif->pPartyBookingRegisterReq,2,4,6);
     packet(0x0947,10,clif->pUseSkillToId,2,4,6);
     packet(0x0202,8,clif->pMoveToKafra,2,4);
     packet(0x0873,8,clif->pMoveFromKafra,2,4);
     packet(0x0887,10,clif->pUseSkillToPos,2,4,6,8);
     packet(0x0874,7,clif->pActionRequest,2,6);
     packet(0x0926,6,clif->pTakeItem,2);
     packet(0x095F,6,clif->pDropItem,2,4);
     packet(0x0937,6,clif->pGetCharNameRequest,2);
     packet(0x0281,26,clif->pFriendsListAdd,2);
     packet(0x088c,5,clif->pChangeDir,2,4);
     packet(0x0927,26,clif->pPartyInvite2,2);
    #endif
    [/cbox]
     
    add to Mmo.h
    [cbox]#ifndef PACKETVER
    #define PACKETVER 20130814
    #endif // PACKETVER

    #ifndef DISABLE_PACKETVER_RE
    // Comment the following line if your client is NOT ragexeRE (required because of conflicting packets in ragexe vs ragexeRE).
    //#define PACKETVER_RE
    #endif // DISABLE_PACKETVER_RE[/cbox]
     
    2013-08-14aRagexe.exe Client by Themon.rar
     
     
     
    Please test this Client
    Please post if you get some error
  12. Upvote
    anacondaq reacted to Neo-Mind 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 
  13. Upvote
    anacondaq reacted to themon in Introducing rAthena to Hercules database converters.   
    Now more user will switch from rathena to hercules. +1
  14. Upvote
    anacondaq reacted to jaBote in Introducing rAthena to Hercules database converters.   
    * jaBote switches on @Ind mode *
     
    rAthena to Hercules database converters
     
    Hello~! What?!
    I've observed a big rise of rAthena to Hercules database conversion requests this week, so I've just revised again the converters I made before and will be releasing on the repository so that people can find them more easily. What does that do?
    We have two new .SQL files on our repository that make the conversion easy. One is for applying on the main ragnarok table (sql-files/rathena-main-upgrade.sql) and the other is for the logs one (sql-files/rathena-logs-upgrade.sql).Please remember to make a backup prior to converting the database, just in case something goes wrong. This is meant to convert a fully upgraded rAthena to a fully upgraded Hercules. If you have some uninstalled rAthena upgrades please install them first. Avoid using it if there has been an upgrade posted in rAthena newer than the date of the converter or, at least, you didn't apply it or know how to undo the changes (remember that main.sql is usually fully upgraded both in Hercules and in rAthena). Some data (especially the data we don't use here on Hercules may be lost on the conversion). We'll not be resposible for this. How does it work?
    Plain and simple: just load them on the respective databases you have in rAthena, as if they were the original main.sql or logs.sql. Obviously enough, they won't work if you don't have CREATE, ALTER, INDEX and DROP permissions (and maybe others too) for the user(s) you'll be running this. These converters will NOT work if you changed the table names. Special thanks
    rAthena staff for their database structure and upgrades. Hercules staff for the database structure and upgrades. All the users that requested the converters in their respective topics. for suggesting this to be committed to the repository. @Haru for last minute corrections. Disclaimer
    As I warned before, there may be some intended or unintended data loss. Please make a backup before applying. This may get outdated quite quicly without me noticing about that. If that's so, please make a pull request or ping me to update the converter when I have time. I've avoided to name the files as "upgrades" here on the topic, but I've named them like that to make them have the name structure as the eAthena upgrade. This is NOT an offense to rAthena staff by any means. People are requesting this, so I made the conversion process easy for them, much like rAthena made a converter from eAthena and nobody got offended. Just that. Links~u!
    Main database converter commit. Logs database converter commit. * jaBote switches off @Ind mode *
  15. Upvote
    anacondaq reacted to pr3p in Client Translation Project   
    Hi guyz i just recently pack new data with the latest data client translation with 2013 client i've notice that i get error on client or the client crash  when bubble gum (12210)  and hegum equip.
     
    Data: Latest Revision of Client Translation
    Game CLient: 20130807
     
     

     

     
     
    Upon searching what the caused of error me and cyrax done some bug hunting and we find out that the latest  [2013-08-07Ragexe]msgstringtable.txt has a problem with it kindly confirmed and please do some test with this issue, we tried also to used the old one its working fine but got some problem on rebellion class when i equip bullets it says i equipped arrows  on old msgstring. thanks and looking for your fast response.
  16. Upvote
    anacondaq reacted to Angelmelody in Nov 7 2013 msgstringtable.txt   
    OMG!  this type of codebox  crashes my firefox
     
    http://herc.ws/board/public/js/3rd_party/prettify/prettify.js:1
  17. Upvote
    anacondaq reacted to Dastgir in R> Item Converter from Iteminfo.lua to old .txt formats   
    Extract the attachment to different folder, add itemInfo.lub to that folder, then
    If you have lua installed, simply double click SeperateItemInfo.lua
    If you don't have lua installed,(I have included lua.exe in zip), so open command prompt, go to the folder where you extracted files and be sure that itemInfo.lub is already there, then type "lua SeperateItemInfo.lua", and done.
     
    The idnumtables are created in folder named "idnum"
    If you don't have itemInfo.lub but have itemInfo.lua , then just rename it to .lub.
    Attachment: SeperateItemInfo.7z
     
    (The File Works I have tested it, and its made by me)
    Thanks.
     
  18. Upvote
    anacondaq reacted to themon in Introducing Bank Support   
    For now Im just gonna use this button that I make
     
     
     
     

    basic_interface.rar
  19. Upvote
    anacondaq reacted to Neo-Mind in 2013 Ragexe and Diff (Up to date 2013-08-07)   
    MEGA UPDATE:
    Restore Login Window & Disable 1rag1 Patches are now fixed (well i haven't seen any errors so far).
     
    Please download the updated xdiff from the repository link above.
  20. Upvote
    anacondaq reacted to Dastgir in 2013 Ragexe and Diff (Up to date 2013-08-07)   
    +1, please implement ForceClientHashPacket  diff for 2013 clients.
  21. Upvote
    anacondaq reacted to KianIshie in 2013 Ragexe Support [Main Topic]   
    Hello everyone, may I ask if the Ragexe 2013 supported the "force to send md5 hash"?
    To be specific I am currently using the 20130320 ragexe.
     
    Thank you very much!
  22. Upvote
    anacondaq reacted to Lelouch in SOMEONE WHO CAN MAKE 2013 CLIENT *Thanks* SOLVED   
    You've have to be kidding me [PAID] for creating 2013 clients? If you know how to diff a client its easy for you to make a diffed client on 2013 client just follow the instructions. Ok ill be giving you some links and follow it and also if the client wont work try the "Trial and Error" thing so that you would know what the perfect client for your emulator .
     
    rAthena
    http://rathena.org/board/topic/82726-2013-ragexe-and-diff-up-to-date-2013-08-07/
     
    Hercules
    http://herc.ws/board/topic/630-2013-ragexe-and-diff-up-to-date-2013-08-07/
  23. Upvote
    anacondaq reacted to Shakto in xDiffPatcher, xDiffGen2, Packet Parser and Packet Extractor   
    If anyone want to join this project, tell me or tell to Yommy
     
    -= xDiffPatcher =-
     

     
    Download
    xDiffPatcher
    This is our Next-Generation Diff Patcher, it requires a new style of diff file called xDiff, (xml based) each xdiff is specific for a single ragexe,
    and will not work on any other ragexe date.
    xDiff files are created with the xDiffGen software below.
    There is a recent build in the directory : xDiffPatcherbinDebug
    Source is included if anyone wants to improve somethings
     
    ---------------------------------------------------
     
    All the following software need to use php language. Please install it on your computer.
    This is CommandLine PHP, Do not attempt to run these scripts in a web browser
    We would recommend using Subversion since these projects are frequently updated with new features.
     
    - Linux : sudo apt-get install php5
    - Windows : install this http://windows.php.net/download/#php-5.4
    Open your control panel and search : Edit environment variable for your account
    In this Windows, the second part (title System variables), search the variable Path
    Enter your PHP directory at the end, including ';' before (e.g. ;C:php)
     
    Now search your php.ini files
    Uncomment the line extension=php_sockets.dll (you have to remove the char ';')
           
    -= xDiffGen 2 =-
     

     
     
    Download
    xDiffGen2
     
    To use that software, you have to put the decrypted exe in the Clients folder and open the file DiffGen.bat
    Then select the first option (0 - Local client folder), select your exe and the xDiff will be create in the Diffs folder
    some patches also extract some data (msgstringtables, packet_lengths, etc), these are put into the Extracted_Data folder
     
    Options 2 and 3 do not fully work as intended, since gravity are distributing new clients with Themida protection /sadface
    Options M and F are used to test a single patch against all clients to detect when some patterns fails (again not working with themida clients)
     
     
     
    -= Packet Parser =-
     

     
    Download
    PacketParser
     
    To use that software you have to place ws2_pp.dll from the dev folder, into your RO folder.
    Then hex edit your Ragexe.exe : search ws2_32.dll and replace the both occurrences by ws2_pp.dll
     
    Next you should extract the packetlength file using Packet Extract, And place it into packet parserdatapacket
    Next, open the parser.bat, choose Live Network Capture, choose your packet length tables file, and choose full_info
    Then open your Ragexe.exe (if done correct you will be prompted to use PacketParser)
    Enjoy
     
     
    -= Packet Extract =-
     

     
    Download
    this is a subscript of PacketParser above
     
    All you have to do here is to place your Ragexe.exe in the folder clients, with a pattern like this : 2013-05-22Ragexe.exe
    Open Packet_Extract.bat, select your exe
    Your Packet Data Length is now in the plens folder
     
     
    All credits to Yommy
    I just worked personally on the xDiffGen2 patches.
     
    We are open for anyone who wants to help with any of these projects.
    they are designed to be edited and hacked about with, and hope you can find some use with them
  24. Upvote
    anacondaq reacted to themon in 2013 Ragexe and Diff (Up to date 2013-08-07)   
    http://www.mediafire.com/folder/ivfidqkhb6qdd/Ragnarok_2013_client
  25. Upvote
    anacondaq got a reaction from pr3p in Anyone heard from Harmony yet?   
    Harmony start to be a big piece of shit!
    Why?
    do not protect against openkore & visual bots do not encrypt their traffic correctly do not work with WinAPI to prevent memory injections (i talking about primitive ways to inject cheat software source code to application) do not have any simple VirutalKeyboard or key hashing to prohibite autoclickerse (like in another differense games)

     
    Harmony it's:
    stupid AES (not diffi-helmann!) it's injected .bin application what encrypt "traffic" (they think they encrypt it); it's only protect against "knowed" cheats by their names (like  Romedic/Ahk) It's have a lot of difference configurations, and tons of hellcode only for looks like "pro-security" ALL NOT IDIOT gm's can make the same features for free with free software finded around the internet + some simple coding to detect "knowed" cheat software & apply good encryption algrorythm. It's say's they check nodelay, but it's wrong, any modern software cheats (google!!!) work very good with harmony. Modern cheats using .exe diffing/modernization to make nodelay, to spam packets, to hide some objects/sprites in game & effects from spells etc.

     
    So result is next: Sirius_White is bad guy, who get 200$ for nothing, with shitty support, and big downtimes.
    Sorry, but the real price of this hackshield depends on features what they are provide around 50$ (20$ for books to learn WinAPI & Programming language + 30$ get access to private hack forum where writed tactics & easy methods to hack applications + how to defence it) + your own time (around week/month (depends on your skill))
     
    Thank you! That is true! I can give many screenshots proofs if someone want it.
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