Map cache from custom clients

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Map cache from custom clients

Postby voiddancer2 » Fri Jan 25, 2019 5:15 pm

Hi!
I want to understand how from the cache of client session cards one can understand which title has coordinates. Is there such a possibility? What is the third number in the ids.txt file?

0.0, -1778503473639236538
-1,0,5302856173903973507
0, -1, -3400866366277185884
-1, -1.5637005239539324037
1.0, -2028032145231508600
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Re: Map cache from custom clients

Postby Ysh » Fri Jan 25, 2019 5:32 pm

voiddancer2 wrote:Hi!
I want to understand how from the cache of client session cards one can understand which title has coordinates. Is there such a possibility? What is the third number in the ids.txt file?

0.0, -1778503473639236538
-1,0,5302856173903973507
0, -1, -3400866366277185884
-1, -1.5637005239539324037
1.0, -2028032145231508600

(0, 0) is always tile you log in on I think. As far as I know there should be no way to identify absolute position of tile in whole game world, only relative to your log in location.
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Re: Map cache from custom clients

Postby voiddancer » Fri Jan 25, 2019 6:16 pm

Ysh wrote:
voiddancer2 wrote:Hi!
I want to understand how from the cache of client session cards one can understand which title has coordinates. Is there such a possibility? What is the third number in the ids.txt file?

0.0, -1778503473639236538
-1,0,5302856173903973507
0, -1, -3400866366277185884
-1, -1.5637005239539324037
1.0, -2028032145231508600

(0, 0) is always tile you log in on I think. As far as I know there should be no way to identify absolute position of tile in whole game world, only relative to your log in location.

sad. thank you, Ysh.
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Re: Map cache from custom clients

Postby APXEOLOG » Fri Jan 25, 2019 6:28 pm

voiddancer2 wrote:Hi!
I want to understand how from the cache of client session cards one can understand which title has coordinates. Is there such a possibility? What is the third number in the ids.txt file?

The format is:
x_offset,y_offset,grid_id
x_offset, y_offset - offsets from the beginning of the session. Session is a purely client-side concept to track relation between minimaps. Game server sends new minimaps based on your ingame coordinates, 0,0 is a grid where session started
grid_id - unique grid id. This is a constant value
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Re: Map cache from custom clients

Postby voiddancer » Sat Jan 26, 2019 10:21 am

And no chances to match disparate maps at the start of the game
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Re: Map cache from custom clients

Postby Hrenli » Sat Jan 26, 2019 1:28 pm

voiddancer wrote:And no chances to match disparate maps at the start of the game


Of course not. The idea is NOT to provide GPS to this world.
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Re: Map cache from custom clients

Postby pppp » Sat Jan 26, 2019 3:43 pm

Hrenli wrote:
voiddancer wrote:And no chances to match disparate maps at the start of the game


Of course not. The idea is NOT to provide GPS to this world.


Guess what grid_ids.txt in Amber/Ardennes client does ?

Map ids should be randomized on per account basis, and coding table should be kept permanently on the server.
And yet it will not prevent client-side generated map hashes and using that to stitch maps.
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Re: Map cache from custom clients

Postby shubla » Sat Jan 26, 2019 5:48 pm

Hrenli wrote:
voiddancer wrote:And no chances to match disparate maps at the start of the game


Of course not. The idea is NOT to provide GPS to this world.

Some people such as LostJustice have claimed that it is possible to get global coordinates from the client without any mapgrid-id thingies.
And they also said that loftar does not want to fix the way to get global coordinates, it because it would take time and effort.
So there should be a global positioning system in the client available already, if the claims are true.

If this is the case, hopefully it will be fixed. Its not impossible to make the client not know at all where it is after all.
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