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As for now I am capable of getting into the menu of the MP and creating a lobby but as soon as there is any request on Playerstats such as levels or inventory it dies. However I can step by step rebuild those requests and I hopefully get to the point where I can bring that stuff up as a community server tool of some sort. No promises here though...
I feel the pain of every completionist. I have all Arkham games - besides this one which is in fact my favourite - on 100%
In the gamefiles of the online mode there is a file called "DefaultWBIDVars.ini" which essentially holds the addresses of the backend-services that need to be contacted. I basically set those to an address of some local machine of mine.
On said machine I set up a "server" that basically catches any incoming package and prints it so I can read what the other client - my gaming machine - wants to request. I then figured out that it sends me some weird looking "Ticket" stuff which I was then able to connect to a Steam-Servers thing. This one to be specific...
https://partner.steamgames.com/doc/features/auth
I essentially states everything to authorize a user to use a Steam-service such as Multiplayer features as well as verification of property and so on and so forth. This works like this:
- Client A - the player - generates a token
- Client A sends the token to some authorization service
- The authorization service then uses Steams WebAPI to verify the session as well as the property of Client A and answers with a fully validated session token.
And this was the point where the game wont let you pass by the main menu because the first call where the client sends the token to the authorization service never happens basically because they are currently offline.
Long story short I am 100% sure that it is possible to rebuild their entire BAO backend and then run everything community based. Even achievements should work because the triggers are stored client sided
There is no legit method to do so on PC
Legit not, but you can still unlock them to get 100% as op wants. So there is no need to remove them.
I look forward to seeing progress on this!
Nah. It would basically be a dedicated server tool which I would release publically via GitHub or whatever. So anyone out there could potentially host their very own servers. The only downside: any of your progress you did so far in the online mode wont be accessible since I am basically rebuilding the database piece by piece.
As I tried to tell earlier. The game already delivers everything needed - like in "The content already lies on our machines". The matchmaking works entirely through the Steam-services. The only thing you need to make things running is some place to store and request your player progress as well as some service that tells you "Yes, you do own the game. You may proceed!". I already got that "You may proceed"-part running. The only thing that is left is the actual playerdata which is essentially lookup why the game crashes, fill the data, rinse and repeat.
I hopy my efforts wont be useless in the end
They don't care this game anymore anyways. I am not making this for any kind of profit and I am not manipulating the game in any way. So neither is copyright on the ground nor is it any kind of ToS violation since the only thing I am manipulating is local and therefore private files. I am not reusing any code of them and I am not capable of using their ingame eco-system for microtransactions or what ever.
Devs do not need to be aware of anything here unless they want to work together with their community to bring this back to life
Thank you, Sazzouu!