Orange
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Posts posted by Orange
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The antifly hack used in the gif is this:
[GLOBAL] AntiFly
#link deleted (2.4) Content)
From what I could read from the creator, modify __ProcessDataAttackSuccess
Does anyone know how to fix this?
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Version of Files : XXX
Hi
I have found a hack called "AntiFly" that prevents pushing the character when you hit it, this hack works with mobs and normal players, my question is: Is there a way to block this hack ?, I use svside.com but it is not capable of block this
1. Screenshots
https://metin2.download/picture/X7G4o5yRrN9s4145Rfkd5zLv6Ckb4Z8Z/.gif
Thanks
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57 minutes ago, Klaus said:
Hello, both me and some friends who share the same source / resources for our servers, we had the same problem, we managed to normalize for the moment, but it's still not perfect, I don't even know if they are the best measures, but for the moment, it was our only way out for this. (Even with well-configured dedicated, optimized MySQL etc etc, the problem was occurring)
1º - Macro Ingame (We had a macro available to players inside the client, we removed it)
2º - We apply to the two modifications / corrections below:
If you find out more, please share, so it will help other people!
Yes, what you have shared are good ideas to reduce fps drop when approaching a character, but I think my mistake goes beyond the FPS and the client side.
I have been looking for a long time on the subject and still cannot find anything that can find the cause, even having a large OVH machine that does not consume even 8% of processes per nucleus, this happens.
At the moment I am still looking, if I find something I will share it here, if any of the forum knows any possible cause or can give an indication of the problem it would be great
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Version of Files : 40k
Hi.
[[ It is a template to help you with your problem... ]]
1. Description of the problem / Question : When 20 or more players are hitting each other, the server is lag in its actions, for example when writing or doing damage it responds after 2 or 3 seconds.
2. SysErr ( Client / Server ) / SysLog ( Server )
There is no error that could have linked to the problem, during the war I checked the files and there is nothing that can cause it
3. How to reproduce it ?
Since players started hitting each other in large amounts this happens, but in small amounts or duels it does not happen
4. Screenshots ?
I do not have any at the moment, if necessary I will add it
Thanks
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Put 10 seconds of wait to use them when logging
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At the moment it seems that yes, I have had no problems since yesterday I was testing it, thanks to @DrTurk
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Hi, I am looking for an anti hack system that protects from damage hack in specific, does anyone know of any that is not http://svside.com/?
Thanks
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Just now, DrTurk said:
if(iSizeBuffer > 0) { // TEMP_BUFFER tempbuf; // LPBUFFER lpBufferDecrypt = tempbuf.getptr(); // buffer_adjust_size(lpBufferDecrypt, iSizeBuffer); LPBUFFER lpBufferDecrypt = buffer_new(iSizeBuffer);
if(iSizeBuffer > 0) { // TEMP_BUFFER tempbuf; // LPBUFFER lpBufferDecrypt = tempbuf.getptr(); // buffer_adjust_size(lpBufferDecrypt, iSizeBuffer); LPBUFFER lpBufferDecrypt = buffer_new(iSizeBuffer);
Do it like that
Thanks i will try
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2 minutes ago, DrTurk said:
Post your int DESC::ProcessInput() function from desc.cpp
int DESC::ProcessInput()
{
ssize_t bytes_read;if (!m_lpInputBuffer)
{
sys_err("DESC::ProcessInput : nil input buffer");
return -1;
}buffer_adjust_size(m_lpInputBuffer, m_iMinInputBufferLen);
bytes_read = socket_read(m_sock, (char *) buffer_write_peek(m_lpInputBuffer), buffer_has_space(m_lpInputBuffer));if (bytes_read < 0)
return -1;
else if (bytes_read == 0)
return 0;buffer_write_proceed(m_lpInputBuffer, bytes_read);
if (!m_pInputProcessor)
sys_err("no input processor");
#ifdef _IMPROVED_PACKET_ENCRYPTION_
else
{
if (cipher_.activated()) {
cipher_.Decrypt(const_cast<void*>(buffer_read_peek(m_lpInputBuffer)), buffer_size(m_lpInputBuffer));
}int iBytesProceed = 0;
// false가 리턴 되면 다른 phase로 바뀐 것이므로 다시 프로세스로 돌입한다!
while (!m_pInputProcessor->Process(this, buffer_read_peek(m_lpInputBuffer), buffer_size(m_lpInputBuffer), iBytesProceed))
{
buffer_read_proceed(m_lpInputBuffer, iBytesProceed);
iBytesProceed = 0;
}buffer_read_proceed(m_lpInputBuffer, iBytesProceed);
}
#else
else if (!m_bEncrypted)
{
int iBytesProceed = 0;// false가 리턴 되면 다른 phase로 바뀐 것이므로 다시 프로세스로 돌입한다!
while (!m_pInputProcessor->Process(this, buffer_read_peek(m_lpInputBuffer), buffer_size(m_lpInputBuffer), iBytesProceed))
{
buffer_read_proceed(m_lpInputBuffer, iBytesProceed);
iBytesProceed = 0;
}buffer_read_proceed(m_lpInputBuffer, iBytesProceed);
}
else
{
int iSizeBuffer = buffer_size(m_lpInputBuffer);// 8바이트 단위로만 처리한다. 8바이트 단위에 부족하면 잘못된 암호화 버퍼를 복호화
// 할 가능성이 있으므로 짤라서 처리하기로 한다.
if (iSizeBuffer & 7) // & 7은 % 8과 같다. 2의 승수에서만 가능
iSizeBuffer -= iSizeBuffer & 7;if (iSizeBuffer > 0)
{
TEMP_BUFFER tempbuf;
LPBUFFER lpBufferDecrypt = tempbuf.getptr();
buffer_adjust_size(lpBufferDecrypt, iSizeBuffer);int iSizeAfter = TEA_Decrypt((DWORD *) buffer_write_peek(lpBufferDecrypt),
(DWORD *) buffer_read_peek(m_lpInputBuffer),
GetDecryptionKey(),
iSizeBuffer);buffer_write_proceed(lpBufferDecrypt, iSizeAfter);
int iBytesProceed = 0;
// false가 리턴 되면 다른 phase로 바뀐 것이므로 다시 프로세스로 돌입한다!
while (!m_pInputProcessor->Process(this, buffer_read_peek(lpBufferDecrypt), buffer_size(lpBufferDecrypt), iBytesProceed))
{
if (iBytesProceed > iSizeBuffer)
{
buffer_read_proceed(m_lpInputBuffer, iSizeBuffer);
iSizeBuffer = 0;
iBytesProceed = 0;
break;
}buffer_read_proceed(m_lpInputBuffer, iBytesProceed);
iSizeBuffer -= iBytesProceed;buffer_read_proceed(lpBufferDecrypt, iBytesProceed);
iBytesProceed = 0;
}buffer_read_proceed(m_lpInputBuffer, iBytesProceed);
}
}
#endif // _IMPROVED_PACKET_ENCRYPTION_return (bytes_read);
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55 minutes ago, DrTurk said:
Did you remove the packet_improved_encryption?
Yes, i removed that
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43 minutes ago, WeedHex said:
XD
Yes, other people have had this problem but nobody has apparently solved those threads have already died without answer
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3 hours ago, WeedHex said:
pid_init:
game.core
#gdb please
There is no generation of game.core, the pid_init happens that I myself took the channel to restart it, otherwise the channel is forever frozen and ejects when entering and doing any action
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Hello, I have a problem with the channels, sometimes the channel freezes and I get this error in sysser
I am interested in paying whoever can correct it
SYSERR: Mar 29 15:03:12 :: Process: UNKNOWN HEADER: 134, LAST HEADER: 50(255), REMAIN BYTES: 14, fd: 24
SYSERR: Mar 29 15:03:12 :: buffer_read_proceed: buffer_proceed: length argument bigger than buffer (length: 1, buffer: 0)
SYSERR: Mar 29 15:03:12 :: Process: UNKNOWN HEADER: 95, LAST HEADER: 10(255), REMAIN BYTES: 8, fd: 32
SYSERR: Mar 29 15:03:13 :: Process: UNKNOWN HEADER: 149, LAST HEADER: 7(255), REMAIN BYTES: 16, fd: 33
SYSERR: Mar 29 15:03:15 :: Process: UNKNOWN HEADER: 245, LAST HEADER: 0(19), REMAIN BYTES: 16, fd: 35
SYSERR: Mar 29 15:03:15 :: buffer_read_proceed: buffer_proceed: length argument bigger than buffer (length: 1, buffer: 0)
SYSERR: Mar 29 15:03:15 :: buffer_read_proceed: buffer_proceed: length argument bigger than buffer (length: 1, buffer: 0)
SYSERR: Mar 29 15:03:16 :: Process: UNKNOWN HEADER: 244, LAST HEADER: 255(0), REMAIN BYTES: 8, fd: 41
SYSERR: Mar 29 15:03:16 :: Process: UNKNOWN HEADER: 79, LAST HEADER: 7(0), REMAIN BYTES: 8, fd: 31
SYSERR: Mar 29 15:03:19 :: buffer_read_proceed: buffer_proceed: length argument bigger than buffer (length: 1, buffer: 0)
SYSERR: Mar 29 15:03:19 :: Process: UNKNOWN HEADER: 216, LAST HEADER: 255(10), REMAIN BYTES: 16, fd: 37
SYSERR: Mar 29 15:03:27 :: pid_init:
Start of pid: 38338
[Listing]Unsolved Metin2 Bugs
in Metin2
Posted
The second mistake is really an annoyance on PvP servers, whoever has had a PvP server with people who know this error will know how annoying it is