Thread: Elvarg Loading (#206) [HD & GPU]

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  1. #31  
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    Quote Originally Posted by Spooky View Post
    not an osrs deob, whats wrong with you! no really thank you for releasing this publicly
    HOW DARE I COMMIT SUCH A SIN

    PS: 100th Comment
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  3. #32  
    Extreme Donator Elvarg Loading (#206) [HD & GPU] Market Banned



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    ooooof
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  4. #33  
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    Wow nice @Mark_
    Keep this work up! Im gonna look into this with elvarg!

    Tnx for sharing!
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  6. #34  
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    Nice release dude good job
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    https://github.com/Mark7625/Elvarg-C...ases/tag/2%2C2

    • Added Release Plugin
    • Added 206 Data
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  9. #36  
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    Awesome release thanks!



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  11. #37  
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    Server: https://github.com/Mark7625/Elvarg-Server-Public

    1. Added Gradle
    2. Fixed some Packet Sizes
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    This is absolutely sick bro keep up the good updates and fixes
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  13. #39  
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    nice release tbh
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  15. #40  
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    Quote Originally Posted by Professor Oak View Post
    The original Elvarg had a bunch of custom networking code that was never finished, resulting in decoding randomly messing up sometimes. It was meant to be linked with the file-server but was never done. Every client packet also included its size, which in hindsight is quite inefficient.

    I've spent a few hours today ripping out all the Client > Server networking code from a fresh deob into an updated version of the economy elvarg release, link: https://www.mediafire.com/file/gqhoa...7_net.zip/file
    I don't expect you to switch base but feel free to use it as reference, I've put most of the outgoing packets in one class (PacketSender) for you to make it easier. I've also gotten rid of all the duplicate buffer classes and shit. Private message/Chat packets are now properly encoded & decoded aswell, a lot of server code had to be changed.

    I put all packet sizes in an array in server's PacketDecoder, a few sizes might be incorrect as I remember some packets being a bit different from standard 317.
    If you dc when doing something just make sure that the packet has the correct defined size in that array.

    Server > Client should be changed to standard 317 aswell in the future but I don't think that matters too much right now. It shouldn't be causing problems.


    Let me know how that is!

    I think that version shouldnt have random dcs

    Edit i missed his final post:

    Quote Originally Posted by Professor Oak View Post
    Cool, thanks.

    edit: Decided to go ahead and get rid of all the remaining custom network code. Now it's default 317 for server > client packets aswell. Link: https://www.mediafire.com/file/d4syj...17_io.zip/file



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