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Sirius_White

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Posts posted by Sirius_White

  1. As suggested by michaelsoftman (and in the Harmony forum) you should take a look in the server Harmony logs and the server console.

    If the problem is caused by automatic IP bans for shared IP addresses you can - depending on the ban reason - either disable IP bans entirely (autoban_enabled: no in harmony_custom.conf) or remove the autoban action from the respective action chains (see https://forum.harmonize.it/viewtopic.php?f=3&t=10 and https://forum.harmonize.it/viewtopic.php?f=3&t=13).

     

    If you need any additional support on this matter just update your forum request or drop me an email at [email protected].

  2. (Sorry for the bump, but I just got asked the same question again and would like to use this post as a reference)

    To quote my reply from the Harmony forums:

    There is no way to enforce anything once third-party clients are allowed. Sorry.

    As I believe this was a reply to one of your requests let me explain:

    OpenKore operates network level, so it "plays" the game without any interaction of the actual client. This is even the case when you are using XKore, the network packets are still generated by OpenKore. This means that ultimately OpenKore is free to do whatever it wants to do. You could easily modify OpenKore to work as a WPE replacement and, because Kore doesn't need the client (and thus doesn't need any of the potential WPE countermeasures your client is equipped with), there is no way to prevent this. If you allow bots on your server you gave away the farm.

  3. I was indeed kind of busy for the past week. Sorry for the delay.

    I'm currently going through all support requests, so you'll most likely receive an answer today. Otherwise you can just send another mail to speed up the process.

    @Zenith: I've added the slot for free as a compensation. :)

  4. Generally pro. I started this about three times, but never got beyond the basic movement / chat packets. It's indeed a lot work, but worth the effort. The eathenanext approach looks fine, definitely better than the current clif.c code. I didn't read through the entire code though, just briefly skimmed it.

    We currently support about six different spawn packets, possibly more by now. Structs make it easier to figure out the final packet structure, but the code remains either redundant (one function per packet in each version) or scrambled with #ifdefs (one function per semantic packet [walk, spawn, ...]).

    In the process we should definitely merge packet_db versions and PACKETVER. It doesn't make any sense to support dozens of client versions, but have one fixed server protocol.

    PACKET(PKT_MC_CUTIN) pkt = { PKT_MC_CUTIN };

    This is weird.

    • Upvote 1
  5. About Harmony it's the same think I talked in this post, It's easy to extract the extraction code from javascript, so if roBrowser work on Harmony server, Bots will extract the encryption part of my code to able to connect.

    Yea, I'm aware of the problems. You can always exclude browser players from WoE or only allow them in cities -- there are plenty of possibilities. :)

    Thanks for the mail address!

    • Upvote 1
  6. The client crashs while trying to render a non-existing sprite. More precisely, it's an act file, which is somehow related to dragging. If I remember correctly you need a second sprite for the drag animation, maybe that's the problem here.

    I suspect you applied some diffs to ignore missing file errors, otherwise you would have gotten a message box before the crash. Make sure you don't have any of the "ignore xy error" diffs applied and try again, you might get helpful information.

    • Upvote 2
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