Downloaded and tried to use Local Proxy but didn't work =[.
When i rebooted some time ago it worked, but now (some hours later) stop working.
(note that what isnt working is opening tibia 9.70, otservers are normal)
Downloaded and tried to use Local Proxy but didn't work =[.
When i rebooted some time ago it worked, but now (some hours later) stop working.
(note that what isnt working is opening tibia 9.70, otservers are normal)
You realize that Tibia updates to 9.71, right?Originally Posted by bonlius
Just saw now, this update happened today (08/11).Originally Posted by DarkstaR
Will test right now.
Edit1: something with connection is different. i'm getting "cannot connect to a login server" error, tried to use local proxy but didnt work. But tibia is opening fine.
@DarkstaR
Yup, TTM usually doesn't need to be updated when tibia does because I don't use hardcoded addresses
@bonlius
Stop trying to use the "Local proxy" option, I said that for testing purposes only. It's only needed if you are trying to use a proxy, you can't connect if you use it without a proxy.
Just tell me if Tibia 9.70 can be opened on Windows 7 after the fix
EDIT: Well, seems that Tibia made breaking changes, the current version is not working by now ("cannot connect to a login server").
The error is caused by TTM, that detected changes in the login procedure and aborted the connection, preventing you from sending malformed packets to the servers.
EDIT2: >>BREAKING CHANGES<<
The first packet Tibia sends to the login server have 5 extra bytes: The Tibia version is sent twice now, one time with 2 bytes, and another with 4 bytes, and a zero byte was added after the datafiles' signatures
The character list packet now have one extra byte for every character, that seems to be always zero.
The first packet Tibia sends to the login server have these extra bytes too, the version sent twice and the zero packet.
I managed to make TTM work, gonna release it after some testing.
Yeah Thomac posted about these changes in the shoutbox. DarkstaR has postulated that the second version is used for preview worlds during a preview phase, and the zero byte could possibly have something to do with the preview phases as well. The new byte in the character list indicates whether the character belongs to a preview world.Originally Posted by tulio150
Thank you, Sketchy, I like to discover some thing myself, so I wasn't reading the forum, shoutbox and Tibia website while debugging haha.
It's interesting how the official website says this update was a "small patch to address some issues"
When looking at the disassembly, we can see that both version values pushed by the .exe client are statically coded in. Since they are pushed from static values and not values which can have variable values, we can assume that only different builds of the client will change these values. This further points to being a preview world change, in my opinion.Originally Posted by Sketchy
Have you seen if that zero byte is static too?Originally Posted by DarkstaR
They may have omitted that byte by simple using:
Code:if (PreviewVersion != Version) { //is a preview version }
No, but its possibly the RSA alignment? I'm not sure, I don't work with the login packet. I just noticed this because I use the PUSH 971 from the packetbuilder to identify the client version.Originally Posted by tulio150
Nope, the RSA alignment is inside the RSA block, that byte is outside.
But thanks ayway, that byte can be ignored without problems and there were no other protocol changes.
Uploaded version 3.9
Changes:
-Tibia 9.71 support
-Small GUI fix