Zedaf
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Does the guy that made Conquer Classic have an actual client source code?
Zedaf replied to Zedaf's topic in Conquer Online
I've checked with process explorer and can't see any 32 bit children being spawned by classic, tried checking with dependency walker to see if it loads any 32 bit DLLs but wasn't able to determine if it does or not. I really think that somehow, this guy has managed to get/create his own client which is pretty mind blowing really. -
Does the guy that made Conquer Classic have an actual client source code?
Zedaf replied to Zedaf's topic in Conquer Online
When you say you need VC 6.0, are you saying you just need Visual C++ 6.0 but can use any version of Visual Studio? (i.e. Visual Studio 22) or do we for some reason also need to be on an old version of Visual Studio? -
Does the guy that made Conquer Classic have an actual client source code?
Zedaf replied to Zedaf's topic in Conquer Online
wow very nice, you have given me hope -
Does the guy that made Conquer Classic have an actual client source code?
Zedaf replied to Zedaf's topic in Conquer Online
As far as you're aware, is this the best thing people have to work with if hoping to actually build their own client? It seems like the second link I shared provides a subset of the files available in the first link. -
Does the guy that made Conquer Classic have an actual client source code?
Zedaf replied to Zedaf's topic in Conquer Online
nvm I think this is it: https://www.elitepvpers.com/forum/eo-pserver-guides-releases/208188-release-eo-old-client-source-codes.html Please delete my last two posts if I'm not allowed to share this here -
Does the guy that made Conquer Classic have an actual client source code?
Zedaf replied to Zedaf's topic in Conquer Online
Do you know if this is the same one? https://www.elitepvpers.com/forum/eo-pserver-guides-releases/5019577-release-files-shared-soulnecturn.html -
Does the guy that made Conquer Classic have an actual client source code?
Zedaf replied to Zedaf's topic in Conquer Online
Okay, now I just need to find it. It must still exist on epvp somewhere I guess. Thanks -
Does the guy that made Conquer Classic have an actual client source code?
Zedaf replied to Zedaf's topic in Conquer Online
Is the Demon project still the closest thing the community has to a client source? -
Does the guy that made Conquer Classic have an actual client source code?
Zedaf replied to Zedaf's topic in Conquer Online
Would we be able to see evidence of ImGUI by decompiling their conquer exe? Guess that would give us some confirmation that this is what they're using. Although I think they've had this for at least a year so would that align timeline wise? Have you taken a look at the conquer classic client? It's so far beyond any of the other private servers that I've seen. -
Does the guy that made Conquer Classic have an actual client source code?
Zedaf replied to Zedaf's topic in Conquer Online
I guess to achieve that he would've had to use the c3 engine? I guess it would be possible to use another engine but would surely be incredibly difficult to achieve that level of parity. Very curious about how he achieved it. I don't even know what I mean tbh, I just was thinking (without any real knowledge in that area) about how someone could take a 32 bit exe and produce a 64 bit one if they didn't rewrite the whole source themselves and I just thought maybe some process exists for kind of "wrapping" an exe file but as I say, I have literally no idea what that would even mean or if that's even a thing. -
I know that everyone claims there is no client source but I'm really not convinced when it comes to Classic Conquer (conqueronline.net). The client is modified far beyond anything that any other private server can offer and it's also 64 bit and as far as I know, there isn't even an official 64 bit client. I figure that whoever made that private server either has their own client source or there's some way of wrapping a 32 bit exe with some extra "layer" which makes it appear to be a 64 bit program or something. Anyone else ever wondered about this and drawn their own conclusions about it?
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I used the parameters outlined in the readme: <Path to conquer folder> <name of conquer exe> blacknull and tried with both debugging and the shortcut params. Three of us followed the steps and arrived at the same conclusion but we got the original version in Spirited's repo working so no worries.
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hmm seems I was running into issues by using this version of dragon: https://gitlab.com/world-conquer-online/canyon/dragon instead of this version: https://gitlab.com/spirited/dragon
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Does anyone know how I can find more info about what went wrong? I had a few issues to work through during the initial steps (unblocking .resx files and a couple other things I can't remember) but it builds fine now without any problems but I just can't run the project (trying to run with Dragon.Launch as the startup project). One thing I do notice which seems a bit strange, the target framework is .net7.0-windows but my output appears to be in a .net6.0-windows folder so maybe that's the issue. I have .net7.0 installed though and I'm not getting any warnings about it not being able to find things when it runs. Slightly perplexed.
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Is the Dragon Launcher something we can use to modify things like max fps, resolution etc? or am I misunderstanding it's purpose?
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My reasoning is that it provides a very clean and largely unopinionated starting point with nice architecture. I definitely think that it should be used in conjunction with a more "complete" source for reference. The way I worked with 4274 was having CoFuture (4267) as a reference and then coding bits into Comet on my own.
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Potentially ignore what I've said about client side stuff. I have just heard from a perhaps reputable source that client side modifications may more commonly be done with DLL injection instead of direct client modification with Ollydbg. Will update when I have more info. Admin feel free to delete the thread if this is now providing bad/misleading info.
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I was recently trying to explain to some people in a discord server how to get started with the process of private server development as far as I've seen in my first week of doing it and thought it might be valuable to some other beginners and save them some time. So here is what I have so far. I will update this post as I progress through my own journey. Please bare in mind that for any of the steps that I outline, there will be other choices of which tools to use, where to get your sources/clients and how to approach the process. Note: Clients beyond around 5065(?) start to get a bit trickier to work on because of `server.dat` encryption, this can also be circumvented with client modification of course but it's quite tricky and I'd advise starting with an earlier client. Client side: Download a client https://cooldown.dev/topic/6-guide-client-downloads/ Download a server which the client can connect to https://gitlab.com/spirited/comet Download Ollydbg https://www.ollydbg.de/ AND/OR x64dbg (but you will use the included x32dbg instead) https://x64dbg.com/ AND/OR Ghidra (I don't know much about this yet) https://github.com/NationalSecurityAgency/ghidra Start looking at some guides on client modification and giving it a try: https://cooldown.dev/topic/19-client-using-decrypted-serverdat/page/2/#comment-1322 https://www.elitepvpers.com/forum/co2-programming/452076-guide-how-make-multiclient.html#post4149373 https://www.elitepvpers.com/forum/co2-programming/157593-ollydbg-co.html Open the client and see if your changes have taken effect Server Side Download a skeleton server and follow the steps outlined in the Comet README to get the server running https://gitlab.com/spirited/comet Download a corresponding client https://cooldown.dev/topic/6-guide-client-downloads/ Download ConquerLoader https://mega.nz/file/dU5GCbJY#gGpIZaiGCX_EN1XzRTE0xVnIx0KoX5J9wwluFgY_LbE OR https://conquerloader.com/ Configure the client/ConquerLoader and connect to your server Upon connecting and moving around, you will see some messages in the chat and console about missing packets Start working through each of these missing packets e.g. `MapJump` by going to the appropriate packet handler e.g. `MsgAction` in the server code and writing a switch case for it. Try to find other sources for patches as close as possible to your own and reference how certain things are done (but be mindful of bad server code, there is lots of it out there) This should provide you with a very rough guide on getting started. As I say, I have only been working on this stuff for little over a week now but the above has been my process and I've made a decent amount of progress so far. I will update this post whenever I gain more insights and I hope that it's useful to someone.
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I noticed that the darkfox website links directly to this forum in the navbar. Does anyone here know the person that runs that and have some ability to contact them? They have a 5393 source for sale and I was interested in buying it in the hope that I can learn from it but I haven't heard anything from them since messaging 24 hours ago. Was hoping their process would be a bit better than this but hopefully someone on here is able to reach out.
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I noticed on Dragon or Canyon, can't remember where exactly, that Felipe had committed some kind of "fix for ai socket" or something like that, can't find it now, but it touched this function. I noticed that if I changed the value to true (allow reuse of socket) then it also got it working but I haven't really probed deeper into what the ramifications of that are exactly. I'll look into it further tomorrow (later today) and make sure that I didn't alter the disconnect logic in some way.
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Hey, I followed this guide and think I must be very close to having it correct but there was one discrepancy that I found, which is that my `007B715E` ended up being on `007B715D`, does this mean that I should've ticked NOP when I entered one of the instructions or something? Everything else is the same (see screenshots) - the only other possibility I can think of for why it's not working is possibly the configuration of my outenserver file.
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Yeah that makes sense. I guess you would need to consider, "is this something that would require new calls to be made by the client, to the server", if the answer is yes, you will need a patch high enough that those calls would be made. If the answer is no, you can probably add those additional requirements yourself (maps, meshes etc. visual stuff basically)
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Does anyone else ever get `System.Net.Sockets.SocketException (10054): An existing connection was forcibly closed by the remote host.` on Comet 5065. It seems to occur around here (game/MsgConnect): if (Kernel.Clients.TryRemove(auth.AccountID, out Client observer)) { Console.WriteLine(auth.AccountID); Console.WriteLine(observer); observer.Socket.Disconnect(false); } When the error occurs, you can close the client and attempt to reconnect and it will work on that second time connecting but it will prevent at least one connection attempt prior to that. Happy to try and fix this myself but just wanted to verify that it occurs for others too before I look into a code fix rather than questioning whether it's something in my environment or client that's causing it.
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Looking through the various patch notes, I can see there are things I would like to have in my server from as late as patch 5165 (Frozen Grotto map), maybe even later than that. My question is, how do people decide on a patch? Would you find one which already has everything you want and then try to remove the things you don't want or would you go as low as possible and add things like maps which didn't exist? I want to have a largely classic server but there are things I would like to cherry pick from later patches.
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Type: Requesting Name: Zedaf Contact Info: PM Timezone / Location: GMT My requirement: I can code the server stuff myself but I'm not familiar enough with assembly/Olly to be able to do the client side of things efficiently. Having said that, I'd like a client which has been downgraded to a classic level but comes from a patch which is high enough so as to have certain features that I'm interested in, namely: Unlocked FPS VSync Fullscreen More which we can discuss if there's anyone serious (no website popup, no server.dat check, autopatch, and certainly more in future) My responsibilities: I'll work on the server programming Your responsibilities: You'll work on the client programming Pay: This is my first time purchasing something like this so hopefully we can have a discussion around price, how we both feel safe about the trade etc.