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 Post subject: eSRO Project Update
PostPosted: Sat Aug 29, 2009 9:17 am 
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As some people were interested in more information on the project and where it is at I decided to write as much I can, enjoy!

Quote:
eSRO Project Update:

Its probably been sometime since I wrote a lengthy Update post, but
well I got bored and now I am writing (notice the present tense).
A lot is happening as we get nearing to more authentic type of
gameplay, no I will not being declaring any dates but I will give
some hints of how far we are and you can make your own estimates.

Our plan is to release eSRO for users to play, when all but these
following things are completed: Quests, CTF and Fortresses. As
you probably know these systems are complex, not as complex as
skills but just a pain in the ass. The Fortresses will require
some packet sniffing but the akward times its online, (Stupid
Silkroad Standard Time). Capture the Flag is probably the least
complex but again its akward and Quests we full understand all
the .txt files in the PK2 and packets and how it works, but its
correctly inputting it into the database and setting certain quests
upom certain monsters as the PK2 data does not declare what is to
what.

As of present I am working on fully integrating eSRO from iSRO to
tSRO as of recent times you may know of iSRO's anti-bot plan and
every week they are updating the opcodes which are basically the
identifier of the game packets, so dont worry nothing is recoded
as the packet structure and data is the same, just the identifiers.
There is around 400 in game or so, much less than packets xD, but
a lot of opcodes are used more than once so can be applied to more.

I am actually looking into downloading kSRO to see if it shares
the same traits opcode wise as tSRO, vSRO and cSRO as those 3
versions still have the original opcodes, I call them original
as they actually following a sort of sequence of 1, 2, 3 which
is an ascending pattern, iSRO has all jumbled opcodes as their
the only version which seem to have bot problems, jSRO I am not
sure if they still have the original opcodes. The thing that got
me interested in kSRO was from looking in my kSRO "How to Play"
thread and someone posted some pictures of kSRO and I noticed
their has been big User Interface changes as well as the new
11dg update.

npcd00m is still working on skills as you know that has been left
on side for quite some time, but we feel it is important to
complete this as coding things like Mob Artificial intelligence
and attack before this can result in bugs so we need good base to
build from, if not unfinished skills = crashing. The skills system
is very complex with timing, statuses and the stats thats applied.
Chinese skills are near enough done but the europe skills are
gradually getting their.

When skills is finished fully we will be focusing on Mob AI and
attack which will make everything to start to play the role better,
people are always saying:

"Oh there is no monsters or attack, emulators suck!"

Why we are not focusing on that I explained above and in our videos
and pictures its not always about presentation, really at the end
of the day its reliability of the emulator and the amount of functions.
What I can say is we have basically every function implemented some
still need improvement of the code and finishing. But as you have
seen in our pictures we present things such as party, party matching,
guild, union, exchange, stall, academy, academy matching, skills,
item mall, npc dialog, buy and sell, many items working, so you can
really see how far we come and how much left to do.

Other people in the team are playing a keyrole in this too, we have
Stijin that is working on a couple of things which is GUI Tools and
Anticheat Launcher, you can pretty much guess what the Anticheat
Launcher for and trust me, its works.

Dracek is working on such things as SV.T editor, Crest Server, game
patching and Silkroad Map viewer which are also important things
needed Crest Server being Union and Guild logos, game patching and
SV.T editor are important if we want to allow Official version
patches to pass through our anticheat launcher and also apply some
of our own patches.

Hideoki is working on getting a new computer, the reason for his
absence and the reason for him taking so long is that he will be
purchasing a gaming computer which he will be getting no doubt
within the week or so, he is focusing on getting new site design
done and new eSRO logo as current one is crappy, the website will
be huge, thus we will be having 4 coders working on it in php:
Stijin, Hidekoki, Bluman and immortaleeb. The website will
incorporate a lot of things it will become the centre of the Silkroad
community with news of all versions not only eSRO, registration and
game guides.

Hope you enjoyed getting a bit more information on the project and
where its at, if you have not seen our new videos or pictures feel
free to check one of them I have also posted below and others on our
youtube, pictures are on the blog(s), if you dont have links feel free
to ask.

Regards,
Eckoro

http://www.youtube.com/watch?v=BGRU8JlQCSs


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 Post subject: Re: eSRO Project Update
PostPosted: Sat Aug 29, 2009 10:11 am 
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Nice, you actually seem someone who knows what he is doing. Good luck on this :)

Edit: Why don't you use a stream cipher instead of changing opcodes every week?

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 Post subject: Re: eSRO Project Update
PostPosted: Sat Aug 29, 2009 10:16 am 
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Quote:
Our plan is to release eSRO for users to play, when all these
following things are completed: Quests, CTF and Fortresses

:shock: Dis menz.. do it fast :wink:

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 Post subject: Re: eSRO Project Update
PostPosted: Sat Aug 29, 2009 10:22 am 
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William.D wrote:
Nice, you actually seem someone who knows what he is doing. Good luck on this :)

Edit: Why don't you use a stream cipher instead of changing opcodes every week?


well there is no real need to worry about that now, since its based on other version, I already updated most of my.txt files and the .hpp opcode files.

We know their is other ways in which in doing it rather than doing it manually, but our coders have little knowledge on how to execute this as they have not done it before.

Quote:
Quote:
Our plan is to release eSRO for users to play, when all these
following things are completed: Quests, CTF and Fortresses

Dis menz.. do it fast


dont change my text xD, these things will come in a later update, so people will have something to look forward to again


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 Post subject: Re: eSRO Project Update
PostPosted: Sat Aug 29, 2009 11:01 am 
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>.> , jst ged da srvr worken,. dats all

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 Post subject: Re: eSRO Project Update
PostPosted: Sat Aug 29, 2009 11:19 am 
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good luck :)


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 Post subject: Re: eSRO Project Update
PostPosted: Sat Aug 29, 2009 11:49 am 
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Sounds aweseome!

ESRO is something I really look forward too.


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 Post subject: Re: eSRO Project Update
PostPosted: Sat Aug 29, 2009 12:40 pm 
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I never read it directly from you, but people were saying you said you would never post updates about esro here anymore...

Anyway, nice wall of text. If all of that is actually true, then congrats, nice work :)

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 Post subject: Re: eSRO Project Update
PostPosted: Sat Aug 29, 2009 12:46 pm 
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Eckoro wrote:
William.D wrote:
Nice, you actually seem someone who knows what he is doing. Good luck on this :)

Edit: Why don't you use a stream cipher instead of changing opcodes every week?


well there is no real need to worry about that now, since its based on other version, I already updated most of my.txt files and the .hpp opcode files.

We know their is other ways in which in doing it rather than doing it manually, but our coders have little knowledge on how to execute this as they have not done it before.

Quote:
Quote:
Our plan is to release eSRO for users to play, when all these
following things are completed: Quests, CTF and Fortresses

Dis menz.. do it fast


dont change my text xD, these things will come in a later update, so people will have something to look forward to again


It might be better do it because when changing opcode isn't really that efficient plus packet injection will be easy. You should just use RC4 (Arc Four) or something like Isaac Cipher where both server/client get a session key and would get the same next value on the opcode. Goodluck anyway!

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 Post subject: Re: eSRO Project Update
PostPosted: Sat Aug 29, 2009 12:55 pm 
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hey hopefully it will get done quickly,looking forward to this, btw if you need any bug testers pm me, i would be glad to help on that part since i don't know programming, or at least for gaming anyways

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 Post subject: Re: eSRO Project Update
PostPosted: Sat Aug 29, 2009 1:35 pm 
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Good luck with your development mate. <------- See that, A comment with out having to start a flame war about legitimacy. Isn't it nice?

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 Post subject: Re: eSRO Project Update
PostPosted: Sat Aug 29, 2009 1:45 pm 
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Squirt wrote:
Good luck with your development mate. <------- See that, A comment with out having to start a flame war about legitimacy. Isn't it nice?

Quote:
Last Post:
Sat Aug 29, 2009 1:35 pm
Squirt


damn i knew u was gonna say this >.>

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 Post subject: Re: eSRO Project Update
PostPosted: Sat Aug 29, 2009 5:34 pm 
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Looks like it's coming along well!

The only thing that makes esro not as exciting for me personally, is that it's a private server that will have euro, and that's one of the things I've loved about ecsro, is that it's the old silkroad that I'm used to and love :(

But I'll still play esro I'm sure :)

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 Post subject: Re: eSRO Project Update
PostPosted: Sat Aug 29, 2009 6:29 pm 
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Squirt wrote:
Good luck with your development mate. <------- See that, A comment with out having to start a flame war about legitimacy. Isn't it nice?


lol


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 Post subject: Re: eSRO Project Update
PostPosted: Sat Aug 29, 2009 7:28 pm 
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Glad things are going well for you guys, hope you're life's work comes to fluision.

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 Post subject: Re: eSRO Project Update
PostPosted: Sat Aug 29, 2009 7:42 pm 
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eckoro unblock me :[

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 Post subject: Re: eSRO Project Update
PostPosted: Sat Aug 29, 2009 7:43 pm 
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Finally a constructive post in this subforum about a pserver ... its been a while

Thanks for the update


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 Post subject: Re: eSRO Project Update
PostPosted: Sat Aug 29, 2009 8:10 pm 
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So when can people expect it?
Start of 2010?

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 Post subject: Re: eSRO Project Update
PostPosted: Sat Aug 29, 2009 8:35 pm 
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Brago wrote:
eckoro unblock me :[


hm whats your msn?


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 Post subject: Re: eSRO Project Update
PostPosted: Sat Aug 29, 2009 9:15 pm 
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 Post subject: Re: eSRO Project Update
PostPosted: Sat Aug 29, 2009 10:00 pm 
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Good luck with the further development of Esro :)

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 Post subject: Re: eSRO Project Update
PostPosted: Sat Aug 29, 2009 10:48 pm 
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with the anti-cheat does this mean i can no longer pk2 edit my armor and stuff?

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 Post subject: Re: eSRO Project Update
PostPosted: Sat Aug 29, 2009 11:02 pm 
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Amarisa wrote:
with the anti-cheat does this mean i can no longer pk2 edit my armor and stuff?


yes that is possible. Hooking bot hooks isnt.


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 Post subject: Re: eSRO Project Update
PostPosted: Sun Aug 30, 2009 4:35 am 
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gl eckoro glad I was some help to your team =D

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 Post subject: Re: eSRO Project Update
PostPosted: Mon Aug 31, 2009 12:57 pm 
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Client download i want to play this game NOW!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

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 Post subject: Re: eSRO Project Update
PostPosted: Mon Aug 31, 2009 8:11 pm 
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Sukkel wrote:
- It checks for running third-party application's wich are sending stuff to the server or are attached to sro_client.exe ( Awtch )

I thought loaders were allowed?


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 Post subject: Re: eSRO Project Update
PostPosted: Mon Aug 31, 2009 8:14 pm 
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Sukke again.. reported.

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 Post subject: Re: eSRO Project Update
PostPosted: Mon Aug 31, 2009 8:17 pm 
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other peoples loaders no. We may decide to add feature in client that allows 2 connections or whatever.


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 Post subject: Re: eSRO Project Update
PostPosted: Mon Aug 31, 2009 9:28 pm 
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Eckoro wrote:
other peoples loaders no. We may decide to add feature in client that allows 2 connections or whatever.

2 connections per IP?

How are you going to prevent multi-client from a single person?

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