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On February 17 2011 18:10 Caller wrote:Show nested quote +On February 17 2011 17:56 IntoTheWow wrote:On February 17 2011 17:53 Caller wrote:On February 17 2011 17:43 IntoTheWow wrote: Also I've been experimenting with a new morde build. I'm South American and that makes me instantly 50% better at morde than anyone else (br get 100%).
mpen reds HP quints MR/level blue flat armor yellow
9/0/21 Ghost Ignite
Dorans shield -> sorc boots -> double hextech gunblade (1 for each hand). or 1 hextech + sheen.
Q does ridiculous damage, if you can enter fights after opponents blow their CC you are basically immortal.
So much fun. alternatively you could just get a triforce and merc treads and a fon and skip all that nonesense and still rape just as hard But that's not fun. Of all people I though you would be the first one to understand caller... ur build is the psuedo standard morde build hence it is not underground hence it is not indeih
![[image loading]](http://26.media.tumblr.com/tumblr_lekuvl1mKm1qcqorzo1_500.jpg) Caller is hipster kitty of LoL
![[image loading]](http://27.media.tumblr.com/tumblr_ksvoxjVwSV1qzxyl1o1_500.jpg)
User was warned for this post
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i havent even loaded olly up with lol
- a reverser
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Hey guys I'm not at my computer but I read that the server went down to fix the IP system. Is it up now?
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Yes, and IP for average game is still lower than earlier
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Ya, it's up.
Holy forgetting to refresh the page batman!
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On February 17 2011 17:15 tec27 wrote:+ Show Spoiler +So as I mentioned a few days ago, I've been playing around with developing my own replay system and such. Well, while I was playing around with LoL in a debugger the other day, I happened upon a function that built a table of names for what appears to be each packet type in the game. (I think this table is built for use by the scripting engine that the developers use to do a lot of stuff). This is fairly interesting/useful, since each name is indexed to a number, and these numbers are all the same size (a byte each), meaning they're likely the same numbers used inside the packets themselves. I was figuring that this table in itself would not be all that useful, cause the packets were likely encrypted/compressed; however, after playing around with a hex editor for a few hours and some of the packet dumps so graciously ouput by LOLReplay, it seems apparent to me that either the packets are not encrypted/compressed at all, or the encryption is only done *after* the packet type identifier. Sorry if that was too technical, but I guess what I'm trying to say is that much more functional replays from a 3rd party program are not all that far-fetched, especially if the content format of the packets can be deduced. The current replay program is content-agnostic, that is, it has no clue what each individual packet is doing in the game, it merely records the time it was sent and the data it contained, then tries to repeat the sending as close to that time as possible for replaying. If we instead know what the packet does, there's a high likelihood that we can do much cooler things, like: - Combine replays of the same game to form a complete view
- Skip past the loading screen and straight into the game after the replay viewer has loaded (without any of this messy "skipping around" that actually just speeds up how fast the packets are being sent)
- Remove useless packets to further decrease the size of replays
- Automatically track stats/item builds/whatever in a game (either after the fact or during)
There's a lot more possibilities, but thats just a few off the top of my head. Here's a link to the list of packet types and their byte values in case anyone wants it: http://pastebin.com/V03NUsVU Hopefully I'll have some time soon to setup a better environment for comparing packets of the same type, so that maybe I can get an understanding of how they are formatted past their type specifier.
That is awesome, sounds great! =D
If you could combine multiple points of view that'd just be so good, probably the most exciting feature you listed.
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On February 17 2011 17:15 tec27 wrote:So as I mentioned a few days ago, I've been playing around with developing my own replay system and such. Well, while I was playing around with LoL in a debugger the other day, I happened upon a function that built a table of names for what appears to be each packet type in the game. (I think this table is built for use by the scripting engine that the developers use to do a lot of stuff). This is fairly interesting/useful, since each name is indexed to a number, and these numbers are all the same size (a byte each), meaning they're likely the same numbers used inside the packets themselves. I was figuring that this table in itself would not be all that useful, cause the packets were likely encrypted/compressed; however, after playing around with a hex editor for a few hours and some of the packet dumps so graciously ouput by LOLReplay, it seems apparent to me that either the packets are not encrypted/compressed at all, or the encryption is only done *after* the packet type identifier. Sorry if that was too technical, but I guess what I'm trying to say is that much more functional replays from a 3rd party program are not all that far-fetched, especially if the content format of the packets can be deduced. The current replay program is content-agnostic, that is, it has no clue what each individual packet is doing in the game, it merely records the time it was sent and the data it contained, then tries to repeat the sending as close to that time as possible for replaying. If we instead know what the packet does, there's a high likelihood that we can do much cooler things, like: - Combine replays of the same game to form a complete view
- Skip past the loading screen and straight into the game after the replay viewer has loaded (without any of this messy "skipping around" that actually just speeds up how fast the packets are being sent)
- Remove useless packets to further decrease the size of replays
- Automatically track stats/item builds/whatever in a game (either after the fact or during)
There's a lot more possibilities, but thats just a few off the top of my head. Here's a link to the list of packet types and their byte values in case anyone wants it: http://pastebin.com/V03NUsVU Hopefully I'll have some time soon to setup a better environment for comparing packets of the same type, so that maybe I can get an understanding of how they are formatted past their type specifier.
have you posted this anywhere else?
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are there any sites yet where people are posting their replays of games?
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On February 17 2011 15:46 TheYango wrote: So any thoughts on solo lane Maokai? Long-range harass + sustainability passive seems to fit the mold of a solo lane tank (Cho/Malph/Gragas).
he is god-mode duo laner i didn't like him in the solo lane, i got bossed around pretty hard by malzahar but in the duo he's like zilean + alistar combined lol. they bush camping? sapling. time for a gank? W or flash + Q or both plus sapling to finish any flashers.need to clear creeps? sapling + Q instakill all creeps.
SO MUCH FUN
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On February 18 2011 02:15 UniversalSnip wrote:Show nested quote +On February 17 2011 17:15 tec27 wrote:So as I mentioned a few days ago, I've been playing around with developing my own replay system and such. Well, while I was playing around with LoL in a debugger the other day, I happened upon a function that built a table of names for what appears to be each packet type in the game. (I think this table is built for use by the scripting engine that the developers use to do a lot of stuff). This is fairly interesting/useful, since each name is indexed to a number, and these numbers are all the same size (a byte each), meaning they're likely the same numbers used inside the packets themselves. I was figuring that this table in itself would not be all that useful, cause the packets were likely encrypted/compressed; however, after playing around with a hex editor for a few hours and some of the packet dumps so graciously ouput by LOLReplay, it seems apparent to me that either the packets are not encrypted/compressed at all, or the encryption is only done *after* the packet type identifier. Sorry if that was too technical, but I guess what I'm trying to say is that much more functional replays from a 3rd party program are not all that far-fetched, especially if the content format of the packets can be deduced. The current replay program is content-agnostic, that is, it has no clue what each individual packet is doing in the game, it merely records the time it was sent and the data it contained, then tries to repeat the sending as close to that time as possible for replaying. If we instead know what the packet does, there's a high likelihood that we can do much cooler things, like: - Combine replays of the same game to form a complete view
- Skip past the loading screen and straight into the game after the replay viewer has loaded (without any of this messy "skipping around" that actually just speeds up how fast the packets are being sent)
- Remove useless packets to further decrease the size of replays
- Automatically track stats/item builds/whatever in a game (either after the fact or during)
There's a lot more possibilities, but thats just a few off the top of my head. Here's a link to the list of packet types and their byte values in case anyone wants it: http://pastebin.com/V03NUsVU Hopefully I'll have some time soon to setup a better environment for comparing packets of the same type, so that maybe I can get an understanding of how they are formatted past their type specifier. have you posted this anywhere else? Nope, I pretty much just hang out on TL exclusively, so this is generally the only place I post things. I thought about sending it to the LOLReplay developers, but I was a bit too lazy to register on their forums last night.
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Abusing the surrender bug to force through a surrender? TL has sunk to a new low.
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On February 18 2011 03:51 cascades wrote: Abusing the surrender bug to force through a surrender? TL has sunk to a new low. Please elaborate and ignore \/.
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Surrender bug:/surrender 3 people vote yes, 2 people vote no. Leave. System counts it as 4 people. Now the 3 people voting yes goes through. Game over. If you duo que, and both of you press yes, and both of you leave, then it goes through.
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On February 18 2011 04:07 0123456789 wrote: Surrender bug:/surrender 3 people vote yes, 2 people vote no. Leave. System counts it as 4 people. Now the 3 people voting yes goes through. Game over. If you duo que, and both of you press yes, and both of you leave, then it goes through. Wow, did not know that one. lol, I guess that's one way of getting out of a game with a troll.
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Ip gains seem much better than they were yesterday. The store is open, let the Maokai begin.
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On February 18 2011 04:10 Irave wrote: Ip gains seem much better than they were yesterday. The store is open, let the Maokai begin. IP gains are only better for longer games. Games under 45 minutes have less IP. Win in 30 minutes and you get around 70 IP. This essentially rewards you for dragging out a game, and punishes you for dominating.
No more no-leave-streak either :/
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so since there is no way to join the chat without already having it set to auto join would someone be so kind as to post their profile so that others can get in
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