Jump to content

Gurgarath

Forum Moderator
  • Posts

    345
  • Joined

  • Last visited

  • Days Won

    6
  • Feedback

    100%

Everything posted by Gurgarath

  1. You're tagging a whole group, you ask for help on a probably leaked system and you don't publish the answer for other people? What do you expect from the forum?
  2. The foreign characters are going nut, that's not something I suggest and I usually provide real fixes and not workaround, but throw the whole code away, you will probably never us IsJapan() or IsKorea() or simply don't use IsLocale() at all as it's fairly useless. Just remove this part. if localeInfo.IsJAPAN(): GUILD_CATEGORY_LIST = ( ("HEADQUARTER", "?bz?), ("FACILITY", "g?z?), ("OBJECT", "???), ) elif localeInfo.IsYMIR() or localeInfo.IsWE_KOREA(): GUILD_CATEGORY_LIST = ( ("HEADQUARTER", "본건물"), ("FACILITY", "기능건물"), ("OBJECT", "조경물"),
  3. I won't talk about the theories and your argument, but I don't get why you hate on this code. Or, most likely, I understand, but I wouldn't criticize the same way. The code as it is is kind-of useless, the method works, that's a thing. It can however lead to false positives because of the lack of deep analysis of the process. It also doesn't protect against falsely legit process name like "HomemadeCapybaraBook" and renamed process and thus it's easily bypassable. I wouldn't use the code as it is, or not all of it. But what I like from this release is the surface analysis of the processus. It can be enhanced or it can serve as a base of something like a thorough analysis of the process and this is interesting. Thank you for you release
  4. I also have everything updated (VS and Libs and so on) and it happens to me, are you compilling using the latest toolset? [Hidden Content] [Hidden Content]
  5. In fact it's not and it's unrelated to python. When you compile for more recent versions of Windows the application bar will get thicker and it will hide a bit of the ingame taskbar into the Windows taskbar. Thanks for your guide!
  6. Oh you, I indeed love puns... [Hidden Content] [Hidden Content] It might be easier to understand for people who doesn't know about these now, thanks for pointing it out
  7. Your question makes sense. But at the same times it doesnt. Let me explain you the point. It can be hard for a behinner but I will try my best to explain it. This sentence is wrong, really wrong. When it comes to encryption, there isn't a way to do it. There are bilions and bilions. The fact that no one should make a tutorial about it is that it won't help anyone to protect their client but on the contrary it will ruin the solution for good. That's why it exists barely no tutorials at all. You can easily break something that is open source, at least, more easily (open source is great though). Also, make sure that no matter how strong is your security (it depends on the level of course) it can get unpacked. Back then, we had Rubinuum with the nec plus ultra of the security at that time being FoxFS (based on what the community said, not based on facts). They got unpacked anyway because of reverse engineering and the lack of uniqueness in their encryption and compression. Now, FoxFS is open source, but no one is using it, either because they don't know how, or simply because they know that it is not effective anymore. Instead of giving away how you can secure it, I will simply give you some hint, teach a man how to fish as we commonly say: Change LZO to something better, no matter which one you choose. Despite being small and fast, TEA is somehow depreciated, some newer versions exists, but consider changing it as well. AES, SHA256, SHA512, well, we have a bunch. The usage of keys is good but once you got them (trust me it's easy) you got the masterkey to unpack everything. Change the system, obfuscate them, change the way it works. There are tons of ways to deal with it. The current pack system is working using index and packs, you can change that as well, you can merge them, you can delete them, thousands of methods as well. You can add a bit of salt and pepper to your system, here in France we like when it's perfectly seasoned. You can as well use type4 and type 5. i.e a key sent by the server to your client that decrypt the files. Those are nice, the only problem official had was a backdoor and the lack of overall security, you sniff the keys and you ruin these methods whole career. You can use a brand new method as well. Base yourself upon other protections, you are not forced to use eterpack at all. Make also sure that you use more than two of the things listed above. What official did with type6 was simply an encrypted snappy, which is funny because that's what I did that for the first pack method I made in late 2014.
  8. More like closure regarding WoM3 https://wom3.org/board/threads/wom3-closes-its-gates.2122/
  9. Hello, You can find those functions within the sources of the game. You will find various files named questlua_x.cpp. Open them, go at the very end. You will notice such lines: CQuestManager::instance().AddLuaFunctionTable("arena", arena_functions); Thanks to those, you will easily see which functions are related to arena (registered above within the list arena_function). To use them, you will need to write :"arena.function()". Another example with questlua_pc: CQuestManager::instance().AddLuaFunctionTable("pc", pc_functions); Now, if you want to find those functions, you either have to manually check each questlua_x.cpp files or to go serverside and find the file "quest_functions". Inside you will find every registered quest functions.
  10. Hello, Quick back story, those are official from early 2014 pretty much, they contain SG sources, nova sources (2014+) and some wolfman prototype. Those are a small part of a big leak that occured in 2014. It contained Metin2 sources, Metin1 sources as well as Inferna sources. We currently have two theories that are sometimes called official theories but we can't really know who to trust. I am going to be short: It was either a leak made by an employee that copied the file and sold them later on. Or it was downloaded from their server after someone exploited a breach in it. Ever since, we never had any more leaks, might it be core or sources like we had from 2008 to 2014. The only "leak" was an uncythonized root from 2018 because they forgot to cythonize it.
  11. Of course it should have been made. This is a really good remark and I completely agree. However, doing so would upset a lot of players and make the game extremely frustrating for new players, who would be unable to get good stuff while people who started before would still have theirs. But if they do that along with other updates it might be better. For example with the introduction of "Hero weapons", it would have been a great idea because the game is giving you a powerful weapon for free. The game definitely lacks of effective gold sinks except of the market though. Which is why it happened. What they had to do, like I say, is fix those problems BEFORE they happen. By doing what you said for example. Back then it was not a problemand Ymir did great because they did what you said, it was hard to get yangs and 2kkk was an insane amount, but the general difficulty decreased (get a good weapon, a horse, a good stuff, bonuses, experience etc.) while the yang rate stayed the same (in addition of the other problems) which ultimately resulted in what we have now, after of course, 13 years of farming. Right now, the amount of yang is insane and they need to get gold sinks if they want to get back to a saner economy.
  12. Hello, I will try to answer clearly and throughly to this question. But this is only a theory and all of my answer should be treated as such. Won should have never made its way into Metin2 and the fact that it appeared not so long ago is the outcome of years of different problems such as: The game getting easier years after years. The fusion of different servers into one big server or more, making the yang an abundant ressource. Years of extensive botting and farm botting, making the yangs easier to obtain. Black market sites selling ludicrous amount of yangs for real money. The in game market devaluation, leading to expensive items getting cheaper and brand new items getting really expensive. The lack of population on the game, making yangs easier to obtain and less cheaper, because of account selling. Economically speaking, yangs became abundant and the market had to adapt, Metin2 internal economy went through an inflation, making the limit of 1.999.999.999 yangs not enough to sometimes buy an item. In the same game where years before, having more than 100kk would make you one of the richest person of the whole server. Because of that, the following problem came up: People were now unable to sell really expensive items using shops or exchanges and had to use a lot of gold bars (those were and are a good idea though). They even sometimes had to use than one exchange of 2kkk on more than one account, making some items unsellable because of the fear of getting scammed from both parties. The result was simply a partial freezing of the market and if the market is dead on a MMORPG, then the whole game is at stake. They had to come up with a fix to thad and they had different solutions to deal with it such as: Removing the cap of 2kkk. In that case, above 9kkk, the money starts to get unreadable and also hard to perceive, it can make players freak out and this is not especially the best way to deal with it as it only makes the same problem as before come later on in the game instead of dealing with it instantly. Make the yangs really hard to get or really easy to get. Making the economy reajust itself but making almost everyone upset, which could have a huge direct negative impact which could have been fatal. Adding another currency, such as Won, and leave everything untouched, which they did and which is a good idea at first. The chose the third solution, which created a new problem: Some items are now really expensive and Won basically made the inflation kind of infinite, it just made the threshold way higher, even if it made the market more stable and safer. Unfortunately, it solved none of the problems stated above and now we can find Won on the black market for 3€, which will still make the circle continue until they do something, if they do. Won though slowed those problems more efficiently than removing the cap of 2kkk. However, if they solved some problems in a better way, the Won would have never existed.
  13. @Tatsumaru My question might look stupid, but are you in the room where all the mobs are agressive by default? Otherwise it would work. About the original release, thank you. But are you the author of the code? Because it might be a ripoff from WoM² sources, in that case, credit the author. Nice release anyway, getting chain killed by large groups of poisoned monsters because you can't run away is a pain.
  14. Hello, I got it fixed somehow in 2015 when the bug was firstly reported to me. I remember it was serverside though. I reverted it back to the old pvp mode where the player was not ultimely falling. I might have to take a look again because it is in my old sources...
  15. It has nothing to do with it... I prefer to help you there so that it might be useful for some other people. But I already gave you the fix, I don't know what I need to do for you haha Greetings,
  16. I see, I was right then. Unpack with your favourite unpacker/packer your locale_xx pack (from client), browse trough it and just replace the mob_proto (and item_proto if needed) file by the one the tool gave you. Then pack the locale_xx again with your unpacker/packer, launch the client and here you are! Greetings,
  17. Hello, Basic question, but based on the screenshot and the few informations available, I think it's alright to ask. Have you used dump_proto to pack the mob_proto? And then placed it in your locale pack and packed locale again? Mob's name is not sent by the server but instead it's read through the clientside mob_proto. That's why you need to pack it and to place it in your locale pack. Greetings,
  18. Hello, I think it's because the client (and also the font) is very poor at handling post-process effects such as any ENB or FXAA injector features (And some GPU included options). I had similar issues in the past because of post-process injection, it was most likely because of the post-process Anti-Alliasing if I'm not wrong. Thanks for the report dude
  19. Thanks for the software, I usually use WinMerge. Anyways, I've made clearly tons of change on my sources so I honestly think that I have to manually find wich system is culprit through a lot of tries... Thanks dude
  20. Turns out it was the case ! I removed it entirely but unfortunately the bug is still happening...
  21. Hi everyone and thanks for you answers. Indeed it's not from packets. The desynchronizations still happens even after the 25 (cf : edits). I will try to turn off my automatic core restarter and tell you the outcome. If you have any additional clues just let me know. Thanks everyone !
  22. Hey guys. If I came here to register and ask for your help it's simply because I don't have clues anymore. Let me explain my problem and what I did in order to solve it. Sometimes and randomly, approximately one time a day, my channel (or my cores) lost their synchronization together. For example, is you're standing on a bugged core, let's say core 4, you will appear as offline for everyone, including /who, /user, friendlist, general chat and everything else while you'll only be able to see people on the same core as you. The crash is completely random and after some examinations it happens ONLY on some core. The solution is to reboot until the core are desynchronized again. Here is what I did : What I basically did is checking all the ports of all cores, all of them were good (cores are 1300X while channel are 130YX) including P2P ports, which was the first thing I suspected. I then checked all maps on every core, I checked if the map was declared elsewhere (so two times), it was the case for some maps so I declared them only in one core (for each channel). After some tests, the bug was still there, so I checked all the map again, removing every unused map from the core (I checked the index and if it wasn't included in Index I removed the number from the MAP_ALLOW). Searches mades & Additional Informations : I also checked This post made by @yagokurt but he didn't give the solution (if he fixed it). I only got one additional information : If the maps are moved on another core, then the core with the freshly added map will be bugged as well. I also noticed that these bugs are likely to appear on villages (yellow & blue), I will currently check the other map included in the same core as these maps to see if they are suffering from the bug too. Edit : This is the place where I will notice what I found. 25/09/2017 - 23:24 I noticed that I got two times the same map (same coordinates under two different names, index & folders) in one single core (core 3 which is bugged || map id 216 & 206) and one time this map (216) declared on core 4 (which is also buggy). I removed one of these dupplicated ID as well as the additional ID for the same map, I'll reboot and tell you the outcome. Thanks everyone and sorry for the inconvenience 28/12/2018 - 15:22 (UTC+3) I just logged-in again on my Metin2Dev account after a while and I noticed I haven't given any updates in more than a year on this topic and that maybe this problem might occur to some other people. If anyone is wondering, here is how I got rid of the bug. I installed in a hurry (short deadline...) a trade chat system which I unfortunately couldn't check because of time running short. It was not "poorly" coded even though it unfortunately contained some code that requiered a review. After uninstalling the system, the bug went away but I got it to happen only a few hours ago, and this time I found the culprit too. It was related to my own offline shop which I made in a hurry too in approximatively a week. So, if anyone ever stumbles across this post while trying to fix the exact same bug, try to check all the systems you code and all the system you install and don't forget to always check the code and the system in game. If you don't know which system is the culprit, just deactivate them until you find the wrong one. Then, either delete it or inspect it thoroughly. Greeting, and thank you all for the help you gave! PS: Topic now flagged as "solved"
×
×
  • Create New...

Important Information

Terms of Use / Privacy Policy / Guidelines / We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.