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But you still have the problem of reverse engineering the network protocol and reverse engineering the entire server software. I work with network and servers but I code very little.
If I could get a hold of the server binary (or source code) I could probably build the hosting infrastructure.
We can decode what the client sends to the server. But we do not know server to client information right? Reverse engineering would have been much easier if the servers would still be up. And how do we host the servers on that redirected IP anyways? Since there have never been community servers, we do not possess the server software.
Or do we? Would any of the existing community host revivals of the game have server software that would be compatible with our Steam client? (possibly after some notifications)
If we can find an old server version with similar network programming as the current one, that would be our best guess to start work with.
The goal is to have a licensed version on Steam of the latest version that we can play with as few client side modifications as possible. So redirecting the IPs outside of the game code, with a custom DNS redirection would be best.
If the fix will require too difficult and too much client-side patching it will not attract many old players. There is many private servers hosting Ace of Spades around now, but on top of being unlicensed and thus technically illegal in some countries, also dividing up the community. The publishers of this game will also not be able the efforts as those people, and even if they do they will see it as negative.