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1 -- Theatre of War server algorithms seem to be stored client-side in .XML format, under a folder named "AGORA" (GameFolderRoot\OfGame\Content\Agora\). In this folder is a file named "signature.pub" that seems to be written in Mandarin, along with half a dozen .XML files pertaining to PC US servers, Xbox 360 servers, Matchmaking criteria, client-side profile data and Global Theatre of War statistics (such as wins/loss per faction per turn, and calculating which territories will be active next turn.)
2 -- In many .INI, .INT, files, whenever a reference is made to online play, this address is given:
"Playtest_Aug_2v2.ofm?game=OfGame.WarBattlefieldGI"
Not sure if it's a game level kept on the server or not, but I've noticed in some .INT files that ".ofm" is an extension given to map files for EndWar.
3 -- GameFolderRoot\OfGame\Config\PCOfEngine.ini appears to contain network-specific information regarding the Theatre of War server, including IP and Port Address. If this can be changed to reflect a user-made dedicated server, it may not be necessary to modify any of the game's packaged content at all.
4-- There's uncooked files in the game folder that pertain to algorithms used to generate game keys based on the current time-of-day. We could very well use this to bypass the CD Key requirement for accessing online, or even use it as a token system to keep clone accounts (players who switch factions to sabotage one side) at bay.
If this can be done without modifying the game's source code, that would be pretty damn convenient. All the package files I've seen so far were saved under file extensions used by the UE3 editor, and the legitimate programs used to open those packages were discontinued. The newest Unreal Editor doesn't use those extensions anymore so it would take alot of effort to Mod the game itself.
It almost seems too good to be true, that it's all controlled by .INI, .INT, and .XML files, but if it is, then it should be very easy to make OUR OWN Dedicated Theatre of War server.
I just wanna remind those who were around for ToW (and advise those who weren't) that Ubisoft shut down those servers due to the abnormally high level of upkeep, debugging and maintenance it required. We may very well not even be able to authenticate a handshake between a client and a custom-made server.
But still, we're all missing the true heart and soul of this game, and it had ALOT of potential at the time. That's why I'm asking ANYBODY with any of level of experience with programming, networking, debugging, etc. to help with this.
GLHF;DD
This is going to be awesome!
https://discord.gg/Yg5mAD
good luck and may murphy be with you
It's amazing how basically no game has recreated the TOW.
I'm having difficulty getting past the keycode encryption for ToW so I'm thinkin of just counterfeiting a "one-size-fits-all" keycode. we won't be able to progtect against double-agents and burn accounts, but at least I can get back to testing the damn server.
Interesting Note: I found 4 cut maps in the game files listed as DLC that were never implemented.
I mean:
There's a lot of things like:
- Unit's voices.
- "Officers report" (That voice who brief you about the things that happens during battle).
- Units Icons.
- (Campaing Map Positions?)
- Colours (Spetnazs are Green / USAs are orange...).
- etc.