Website: http://www.blitz-ro.tk/
[Blitz-RO]
ip 108.171.240.119
port 6900
master_version 35
version 25
serverType 22
secureLogin 1
secureLogin_type 0
secureLogin_requestCode
secureLogin_account 0
serverEncoding Western
gameGuard 1
charBlockSize 132
chatLangCode 1
addTableFolders pserver/RMS;eA;translated/kRO_english;kRO
Unknown monsters, players and NPC, whenever I type nl, ml & pl.
Tried serverType 0-22 and 8_1 to 8_5.
Pls help me out, i'm almost done. I think..
Thanks
Almost finished, just wont detect monster npc & players..
Moderator: Moderators
Re: Almost finished, just wont detect monster npc & players..
Update:
I am now able to detect monsters players and NPC.
I tried several times.
But I am being Disconnected from the Map Server.
Kindly check.
[Blitz-RO]
ip 108.171.240.119
port 6900
master_version 35
version 25
serverType 8_5
secureLogin 1
secureLogin_type 0
secureLogin_requestCode
secureLogin_account 0
#serverEncoding Western
gameGuard 1
charBlockSize 132
chatLangCode 1
addTableFolders mRO
Thanks
I am now able to detect monsters players and NPC.
I tried several times.
But I am being Disconnected from the Map Server.
Kindly check.
[Blitz-RO]
ip 108.171.240.119
port 6900
master_version 35
version 25
serverType 8_5
secureLogin 1
secureLogin_type 0
secureLogin_requestCode
secureLogin_account 0
#serverEncoding Western
gameGuard 1
charBlockSize 132
chatLangCode 1
addTableFolders mRO
Thanks
-
- Super Moderators
- Posts: 801
- Joined: 06 May 2008, 12:47
- Noob?: No
Re: Almost finished, just wont detect monster npc & players..
hi natalie,
The numeric ST's are in fact deprecated.
Since you play on a pserver (probably eA or rA), you will need to use the matching kRO serverType.
Check these links:
http://www.openkore.com/index.php/Connectivity_Guide
http://www.openkore.com/index.php/ServerType
The numeric ST's are in fact deprecated.
Since you play on a pserver (probably eA or rA), you will need to use the matching kRO serverType.
Check these links:
http://www.openkore.com/index.php/Connectivity_Guide
http://www.openkore.com/index.php/ServerType
One ST0 to rule them all? One PE viewer to find them!
One ST_kRO to bring them all and in the darkness bind them...
Mount Doom awaits us, fellowship of OpenKore!
One ST_kRO to bring them all and in the darkness bind them...
Mount Doom awaits us, fellowship of OpenKore!
Re: Almost finished, just wont detect monster npc & players..
Ive already tried following that instruction using the PEviewer,
but everytime i set serverType to "kRO_" and file name,
I only get: Packet Parser: Unknown switch: 01DC
Ive tried every date possible. >.<
Thanks for the reply BTW.
PS: server changed ip: 69.197.20.87
but everytime i set serverType to "kRO_" and file name,
I only get: Packet Parser: Unknown switch: 01DC
Ive tried every date possible. >.<
Thanks for the reply BTW.
PS: server changed ip: 69.197.20.87
-
- Super Moderators
- Posts: 801
- Joined: 06 May 2008, 12:47
- Noob?: No
Re: Almost finished, just wont detect monster npc & players..
This received packet does not exist in the kRO ST tree and I have yet to see a pserver that uses it.Network/Receive/ServerType0.pm: '01DC' => ['secure_login_key', 'x2 a*', [qw(secure_key)]],
I suspect that this is a mere symptom of a bigger issue.
Some packet lenghts in recvpackets may be wrong, causing incorrect tokenization of the incoming datastream. (= splitting the received packetstream up in actual packets)
(kore is probably mixing up packet data & switches)
A wrong length may cause kore to go look in packet data for a packet switch, which may cause several problems.
When this non-actual switch does exist, kore will unpack the bogus data and build a bogus environment from this.
This could explain unknown Monsters/NPC's.
If kore then decides to attack one of these bogus/phantom monsters, the server can acknowledge that the client is sending bogus data (e.g. bogus ID of a monster that does not exist on the map) and may disconnect the client.
When this wrong switch does not exists, kore throws away all received data from its buffer.
When the server sends a request that kore must answer, like a synchronisation packet or some such, kore may not be able to respond if the packet gets lost by kore throwing away this buffer.
This could also explain the disconnects.
Also client-sent packets may cause disconnects, when the client version of the packet does not match the server version of the packet.
Again, the server may decide that a client is sending bogus data and dc it.
(I'm not referring to those configuration options: server_version or client_version here, altough, there is a connection somewhere)
Anyhow, you told me your .exe was packed and could not extract recvpackets?
I suggest you upload that exe somewhere and ask on the forums if someone could help you unpack it.
One ST0 to rule them all? One PE viewer to find them!
One ST_kRO to bring them all and in the darkness bind them...
Mount Doom awaits us, fellowship of OpenKore!
One ST_kRO to bring them all and in the darkness bind them...
Mount Doom awaits us, fellowship of OpenKore!
Re: Almost finished, just wont detect monster npc & players..
Sorry for the late reply..
Here's my exe btw.. Kindly check.
http://www.mediafire.com/?p7z15c91j21cs8k
Also, i've already tried different ServerTypes, what i noticed is that, some of the STs, im not able to detect NPCs, monsters and player, but i'm continuously connected to the server.
But there are other STs like 8_5 allow me to detect NPCs monsters and players Correctly, but
it always say "Disconnected from Map Server" after a few seconds.
Please check again. And thanks for the reply.
Here's my exe btw.. Kindly check.
http://www.mediafire.com/?p7z15c91j21cs8k
Also, i've already tried different ServerTypes, what i noticed is that, some of the STs, im not able to detect NPCs, monsters and player, but i'm continuously connected to the server.
But there are other STs like 8_5 allow me to detect NPCs monsters and players Correctly, but
it always say "Disconnected from Map Server" after a few seconds.
Please check again. And thanks for the reply.
Re: Almost finished, just wont detect monster npc & players..
http://pastebin.com/2KTUgn7u
Perhaps there's no ST which works 100% for your server. In this case, you should start learning how to make packet handlers. This way, you wouldn't depend on pre-made servertypes, as you could build your own.
Perhaps there's no ST which works 100% for your server. In this case, you should start learning how to make packet handlers. This way, you wouldn't depend on pre-made servertypes, as you could build your own.
Re: Almost finished, just wont detect monster npc & players..
you must create kRO .pm by your own for PS. because it's complicated.
Sorry, my english is very bad !