Thread: [592] ScapeEmulator Release Thread

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  1. #1 [592] ScapeEmulator Release Thread 
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    Spoiler for features to come:

    • Level-up, more complete prayer
    • Jagmisc for all ms platforms <- found
    • possibly jaggl64.dll, not sure yet. <- still need this.
    • More abstract 'var' system (V2.0 Contains new better var system)
    • Add triggers and processors for certain varps, figure out how (done)
    • Transient varps, priority (still need to do this)
    • pathfinding? (done partially)
    • Running? (done)



    Spoiler for V2.0:

    Quote Originally Posted by Teemuzz View Post
    V2.0
    • Basic Prayer
    • Basic pathfinding
    • Basic music system (not as good as the 1.4 release one)
    • More advanced interface system
    • Very advanced variable system (Special thanks to Major for his pseudo-one)
    • Advanced HUD system
    • Advanced Inventory system
    • Basic Add-On system
    • Basic Modern Teleport system
    • Advanced VarBit system
    • Lots of packets
    • Worldmap
    • Welcome screen base
    • Various cache tools (map change lurker, map key validator)
    • Based on either 1.1 or 1.2 release, very different from previous two releases
    • Full multiplayer
    • Full fixed/resizable/fullscreen, minor bug on the graphics settings, need to change the index where it is sent on resizable screen(s)
    • Ctrl + shift teleportation bug which i didn't care to fix. Basic teleportation works like a charm


    Add cache to /resources/cache/

    Download: removed

    Images:






    Spoiler for V1.4, 20. Aug. 2015:

    V1.4 is out, or something.

    • Interface API, with many features
    • 'correctly' done gameframe (switch interfaces instead of just reopening when window mode changes)
    • Bug fixes
    • Summoning orb (wooo)
    • Inventory 'handler' system updated
    • Banking
    • skill guides, level-up support (no level-up 'checker' as for now)
    • Basic prayer & quick prayer, no draining and some prayers haven't had their excludes done. (bitwise executed)
    • Music player
    • Basic Music playlist (No autoplay for now.)
    • Account creation system finished
    • Player saving




    Please also acknowledge that this is not the cleanest release, as i just wanted to keep on time. There should be no bugs, as i fixed most of them which i found from my code and the original.

    To make an account admin, copy a pre-created account, and then rename the file and add "mod " to the beginning.

    Sharing is caring, you might concider giving this a mirror.
    [Only registered and activated users can see links. ]

    For setup, please refer to the first post.
    For a bug report, pm me or comment on this thread and i'll look into it.

    Edit: This version changes the required java version to 1.8, as the Interface API has a interface default. You can convert it back, but then you will need to change one thing related to the depth of automatically built interface settings.


    Spoiler for V1.3! 12. August -15!:



    • Full experiemental player updating system, external & local player updating (multiplayer) and teleportation support! Local cycle is executed on single method, and external updating will be changed to use the same format method.
    • Multiplayer, walking and local player removing/adding
    • external player updating
    • VarBit configuration dumper
    • VarP & VarBit, in player "Variables" class, which now is settings iirc.
    • Interface Settings/Access mask packet
    • Basic music player! Use command music [id] for unlocking track x, or use command music [non-number] to unlock all songs.


    This release has a few debug messages still in it, feel free to delete them. Tried to use sysout for debugging.

    Edit: Teleportation has a fragile point, please refer to [Only registered and activated users can see links. ] for bugfix.

    [Only registered and activated users can see links. ]


    Spoiler for V1.2::

    This release features:

    Protocol:

    • 99.95% Cache (Missing files below)
    • New ClientBundler (Resource system got a major update, and also started on GZip for libraries, not working as for now)
    • File protocol updates (http/JagGrab) for working on 592, now it should actually work
    • Slight repackage for clarification
    • Auto World protocol converted
    • Extended Button Handlers (option buttons, 1-10)
    • Edited the annoying JS5 IOException message to provide a cleaner output, when failing to distribute a file.
    • Probably lots more.

    Updating:

    • Walking
    • Talking
    • Animations
    • Graphics/SpotAnim
    • Appearance
    • Local Player updating
    • Equipment bug fix


    This release lacks:
    • Proper updating system, current is just a 'test' phrase 'bulk' core.
    • Multiplayer
    • Teleportation
    • Running
    • Pathfinding
    • And probably lots more..



    Missing/invalid files in cache (look at how big this list is!!!)
    Code:
    7:6589 out of date
    7:41115 error
    8:2440 error
    Download:

    [Only registered and activated users can see links. ]
    [Only registered and activated users can see links. ]


    Spoiler for v1.1:

    [Only registered and activated users can see links. ]

    Player updating, auto world, no movement and no multiplayer.


    Spoiler for v1.0:


    Index_gl is NOT working as for now, don't know yet why. (probably .dat4 related.) Libs come only in windows x32. I'll be looking for x64/linux/mac in mitb/oldrs.
    Currently missing player updating and packet decoders, will update after i manage to learn the base a bit better.

    This is the ORIGINAL ScapeEmulator, with NO bugfixes, no new features, no new nothing. Original ScapeEmulator. Auto-login protocol (protocol id in 592: 24) is NOT converted. Rest are.

    Login Region packet bit-block encoding is basic, and so incomplete that it only sends raw data. Player updating has NOT been started.



    EDIT:
    Spoiler for Auto World converted:

    Code:
    package net.scapeemulator.game.net.auto;
    
    import io.netty.buffer.ByteBuf;
    import io.netty.buffer.MessageBuf;
    import io.netty.channel.ChannelHandlerContext;
    import io.netty.handler.codec.ByteToMessageDecoder;
    import net.scapeemulator.util.Base37Utils;
    import net.scapeemulator.util.ByteBufUtils;
    import net.scapeemulator.util.crypto.RsaKeySet;
    
    import java.io.IOException;
    
    public final class AutoLoginDecoder extends ByteToMessageDecoder {
    
    	public enum State {
    		READ_SIZE, READ_PAYLOAD;
    	}
    
    	private State state = State.READ_SIZE;
    	private int size;
    	private int version;
    
    	@Override
    	public void decode(ChannelHandlerContext ctx, ByteBuf buf, MessageBuf<Object> out) throws IOException {
    		if (state == State.READ_SIZE) {
    			if (!buf.isReadable() && buf.readableBytes() < 3)
    				return;
    
    			state = State.READ_PAYLOAD;
    			size = buf.readUnsignedByte() - 2;
    			version = buf.readUnsignedShort();
    		}
    		if (state == State.READ_PAYLOAD) {
    			if (buf.readableBytes() < size)
    				return;
    
    			int encryptedSize = buf.readUnsignedByte();
    			if (encryptedSize != size - 1)
    				throw new IOException("Encrypted size mismatch.");
    
    			ByteBuf secureBuffer = ByteBufUtils.rsa(buf.readBytes(encryptedSize), RsaKeySet.MODULUS,
    					RsaKeySet.PRIVATE_KEY);
    			int encryptedType = secureBuffer.readUnsignedByte();
    			if (encryptedType != 10)
    				throw new IOException("Invalid encrypted block type.");
    
    			secureBuffer.readUnsignedInt();
    			String username = Base37Utils.decodeBase37(secureBuffer.readLong());
    			secureBuffer.readInt();
    			String password = ByteBufUtils.readString(secureBuffer);
    			secureBuffer.readInt();
    			out.add(new AutoLoginRequest(version, username, password));
    		}
    	}
    
    }
    Also go to HandshakeMessage, and change SERVICE_AUTO_LOGIN to 24.


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    This thread will be the one i keep and update.
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  2. #2  
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    nice release finlandman
    xxxxxxx
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  4. #3  
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    Quote Originally Posted by Velocity View Post
    nice release finlandman
    Thank you friendman nederland.
    I'm back.
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  5. #4  
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    Quote Originally Posted by Teemuzz View Post
    Thank you friendman nederland.

    Does that client I sent you need to be modified for this to work?
    I'm back to teach java to some friends in the best way

    Updated 525 Hyperion Base V4 -> Will be slowly converting this to 592 and releasing

    [Only registered and activated users can see links. ]

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  6. #5  
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    thanks for the release! Btw idk why but there seems to be an error on the model 7:6589 out of date for every cache, not just this one
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  7. #6  
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    Quote Originally Posted by Cedia View Post
    thanks for the release! Btw idk why but there seems to be an error on the model 7:6589 out of date for every cache, not just this one
    Version. File Format version is 65535 (-1 for models) and on the ref table it's 65536.

    Fun part: it only affects us, not the client.
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  9. #7  
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    Quote Originally Posted by Scary Kidz View Post
    Does that client I sent you need to be modified for this to work?
    A bit. I use it for reference. Navigate into localhost/index.HTML or localhost/index_unsigned.HTML for webclient.

    EDIT: missing/invalid files have been identified as following:
    Code:
    14:305 missing
    14:306 missing
    14:307 missing
    14:308 missing
    14:309 missing
    14:310 missing
    14:311 missing
    14:312 missing
    14:313 missing
    14:314 missing
    14:315 missing
    14:316 missing
    14:317 missing
    14:318 missing
    14:319 missing
    14:320 missing
    14:321 missing
    14:322 missing
    14:323 missing
    14:324 missing
    14:325 missing
    14:326 missing
    14:327 missing
    14:328 missing
    14:329 missing
    14:330 missing
    14:331 missing
    14:332 missing
    14:333 missing
    14:334 missing
    14:336 missing
    14:337 missing
    14:338 missing
    14:339 missing
    I'll lurk for these in displees cache archive tomorrow. Link for memory: [Only registered and activated users can see links. ]

    614 was updated. So chances for getting them are small.
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  10. #8  
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    Quote Originally Posted by Pea2nuts View Post
    Is the 99.95% completed cache percentage including the decrypted maps or no?
    A few maps are missing. I'll make a tool for validating how many files can't be decrypted. It has 1170 should-work-all xtea keysets so a lot of maps included. I'll also try to look for those maps and see if they only were re-encrypted and another can be used.

    That percentage is only the clients calculation of cache completion.
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  11. #9  




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    have you finished implementing the new player updating procedure?

    [Only registered and activated users can see links. ]



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  12. #10  
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    Quote Originally Posted by Scu11 View Post
    have you finished implementing the new player updating procedure?
    It's on the edge of completion. I have a POC running on only one loop, rather than the common 4 loops, and i also have a non-cached location model almost designed. If i have the time tomorrow i'll start implementing it. It's not far for a breakthrough for it in this.
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