Batman™: Arkham Origins

Batman™: Arkham Origins

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GOG version has no multiplayer achievements
GOG just released the Arkham series and their version of Origins has no MP component and therefore no MP achievements, so you can 100% the game.

I wish Steam would have a policy that if achievements are not unlockable through no fault of the player (such as if MP is shut down), that those achievements are removed. For players that unlocked them already they can stay in that players profile. In fact those achievements would become ultra rare.

So everybody wins. Completionists like me can 100% Origins and unlock all possible achievements. While those that unlocked the MP ones previously now have ultra rare ones in their profiles.
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Showing 1-15 of 17 comments
Sazzouu Nov 28, 2020 @ 10:55am 
I am currently working on backward-engineering the MP services. Infact the whole multiplayer backend seems to be based on basic HTTP(S) requests onto several services which can be easily rebuilt if catching packages and analizing their content.

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%
Last edited by Sazzouu; Nov 28, 2020 @ 10:56am
Ruxleyford514 Nov 29, 2020 @ 10:18am 
Sazzouu, wish you the best in figuring it out. I don't know the the first thing about engineering or programming, so hope you or others can use your skills and get it working.
Sazzouu Nov 29, 2020 @ 10:34am 
Just a quick example of the first thing I had to do...

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
Tw Nov 29, 2020 @ 11:57am 
You can still unlock the multiplayer achievements if you care about 100%
Sazzouu Nov 29, 2020 @ 12:13pm 
Originally posted by Tw:
You can still unlock the multiplayer achievements if you care about 100%

There is no legit method to do so on PC
Tw Nov 29, 2020 @ 12:20pm 
Originally posted by Sazzouu:
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.

Originally posted by Ruxleyford514:
GOG just released the Arkham series and their version of Origins has no MP component and therefore no MP achievements, so you can 100% the game.

I wish Steam would have a policy that if achievements are not unlockable through no fault of the player (such as if MP is shut down), that those achievements are removed.
Nomad Dec 2, 2020 @ 1:52am 
Originally posted by Sazzouu:
I am currently working on backward-engineering the MP services. Infact the whole multiplayer backend seems to be based on basic HTTP(S) requests onto several services which can be easily rebuilt if catching packages and analizing their content.

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%

I look forward to seeing progress on this!
Hag god Dec 6, 2020 @ 6:36pm 
Sazzou i think someone would have to pay for the server then?
Sazzouu Dec 7, 2020 @ 2:27am 
Originally posted by hillbully:
Sazzou i think someone would have to pay for the server then?

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 :emofdr: but I am very confident that this will work one way or the other. But before getting your hopes up too much right now I am currently in the middle of my studies so the progress is slow right now... priorities 'n stuff
Last edited by Sazzouu; Dec 7, 2020 @ 2:31am
Hag god Dec 7, 2020 @ 8:16am 
Originally posted by Sazzouu:
Originally posted by hillbully:
Sazzou i think someone would have to pay for the server then?

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 :emofdr: but I am very confident that this will work one way or the other. But before getting your hopes up too much right now I am currently in the middle of my studies so the progress is slow right now... priorities 'n stuff
The main problem is that you should have devs to be aware of your server implementation.
Last edited by Hag god; Dec 7, 2020 @ 8:17am
Sazzouu Dec 7, 2020 @ 12:05pm 
Originally posted by hillbully:
The main problem is that you should have devs to be aware of your server implementation.

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
Hag god Dec 7, 2020 @ 2:29pm 
Originally posted by Sazzouu:
Originally posted by hillbully:
The main problem is that you should have devs to be aware of your server implementation.

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
I guess but just a warning for you.
notmike Dec 8, 2020 @ 1:22am 
I really hope you will be able to revive the MP component,and thank you very much for trying to do so!
JohannZA Dec 20, 2020 @ 1:16pm 
Oh, wow, this is impressive!

Thank you, Sazzouu!
Rieze Dec 21, 2020 @ 6:44am 
Originally posted by Sazzouu:
Originally posted by Tw:
You can still unlock the multiplayer achievements if you care about 100%

There is no legit method to do so on PC
Sorry I may be late but how do we unlock those?
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Date Posted: Nov 28, 2020 @ 9:51am
Posts: 17