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So, guys - look. We have everything except the source code and this means that Reverse Engineering is definitely needed here but... I came into the game without connecting to non existent anymore game server as Default UE4 Spectator Pawn. All done by configs and some extra launch commands but I can't dare to touch the game files themselves - it's against the law, the game is not mine.
All I knew is that there actually is presets of all classes, factions and races done by UMG datatables and "attached" like separate pieces, and if I will find out "How to spawn as Ork Boy", then I will do it for other ork classes (Sorry, I'm love orks, I have real 40k tabletop army of them) and other factions too.
If not, then forgive me, I let you down hoping in vain.
P.S. If my guesses will be correct, then I may be able to make it so that you can personally host the game servers, like private ones or with the power of ngrok.
crusade is eternal, we'll never pass the acceptance step of mourning
Could it be possible to run a Package capturing on those attempts, with like - Wireshark - and then look into those Packages for the handles its trying to get hooked on?
My thought is the following: even though EC was just a causual Shooter like Battlefield or CoD, it had another layer to it - a Login Server, that tied Accounts to created Chars. Without a Login Server, you'd have to store Characters and Loadout Settings locally.
Theres 2 Options:
See if its possible to change the behaviour by decompiling, or slipping in custom Code, like the EC Community Patch did,
See if the Packages EC creates when trying to communicate with its Servers are enough to get an idea of how exactly the logon proccess goes down.
(might be helpful to take a dip into WoW Freeshard Forums - Database building and such)
On another thought:
If it turns out someday, there'd be a Eternal Crusade Emulator, how many Servers could there be? And how do i go about changing them? Is there something similar to a realmlist file in WoW? Or would it go the Lineage 2 way and utilize the hosts file? Definitely changing the Server usually means start from 0, unless thats possible to be worked around.
On a more personal level:
Good job with everything you gone through and over so far! Looks like you've broken the Eternal Cycle of "its dead - its not dead - its dead - its not dead" - now its Zombie! :D
Here is some news:
Well, in principle, I have some new information about connecting to servers: The game may consider itself a client, but it has a server module embedded in it that allows you to redirect its connection to database servers, that is, yes - there is something like - realmlist from WoW, but it is filled in through the game launch parameters.
unfortunately, WireShark can only help with the host of a match game server for 100-200 players (the game supports up to 500, but for this you need to have a strong PC or server that has at least 24 GB of RAM.)
I also found loadout parameters that can be set on the base character:
for example, by setting parameters ?Faction=ORK?Chapter=1?Class=1?Loadout=0 we get an Ork boy from the Bad Moonz or Evil Sunz clan (I haven't been able to get to check it yet, but it all works on this principle during matches)
That is, we can forcibly start the match, change the game mode forcibly and set the same parameters with ork that I indicated above. My goal now is to change the game mode during the match (it is possible to do this, but BHVR has everything packed in the WindowsClient.pak type, not WindowsNoEditor.pak, so I don't have the source code. If there was an original code, then I could easily rewrite the Blueprint of MainMenu (It is a character, not a map, I'm just telling it for fun.) that is, the MainMenu map is completely empty, the Blueprint of MainMenu_C is launched in it.
Unfortunately, I can't get the modified code inside - the game refuses to compile. Therefore, I am working with additional changes through Hex Editor and Asset Editor (from SoD2 mod tools)
Literally one file is responsible for the connection, but I also had problems with this file - Asset Editor shows the desired game mode, but the developers have it protected. All I need is to try to change only MainMenu.uasset, which is in the *.pak file.
If nothing comes of it, then I will look towards Emulating the EC Server (Redirection is easy to do, but I do not know how exactly they fill in the customization data. These data were stored on sites that were not reserved in the WayBack Machine.)
But what I can say for sure is that if there is a group of people here that can do server emulation, then I will present them with everything that I did myself and all the information about what ECServer.Module is capable of. I don't know how to work with such things myself. I just know how UE4 works in terms of game development and editing.
I've just checked the pricing of RAM. Going for a 64GB upgrade is currently viable at the costs.
A 4TB Samsung QVO is currently also not too deep down my pockets.
The next timing Frame to pour into this would be around Christmas. If the prices stay reasonable that is.
I really would love to provide with Serverspace, if that is appreciated. I've not much of an idea what exactly you're doing there with the packages. I understand as far as you've gotten, you managed to force EC into running as a dedicated directly hosted Server? As in, you were the Server, but also, while being a Client? (kinda like Minecraft SP open to LAN option?)
If it has a realmlist, that is set within a hardcoded part, it'd require a "Hack Patch"? (last time i used one back in 2007 for Lineage 2 or Ragnarok Online)
For customization Data, it could possibly been a script, alike to the starting Parameters -
Heres an example taken from the config file of a CoD2 Admiral Mod Dedicated LAN Server Shortcut
CoD2MP_s.exe +set developer 1 +set fs_game am_3615R +set dedicated 2 +set punkbuster 1 +exec server.cfg
and then within server.cfg is a line for the map rotation going like
set sv_mapRotation "gametype dom map mp_toujane gametype ctb map mp_carentan gametype ctfb map mp_carentan gametype hq2 map mp_carentan gametype noz map mp_carentan"
among other parameters, like settings for friendly fire, weapon damage, artillery cooldown, and so on.
I suppose something like this could also be done to EC through a script/bat file aswell. But as it sounds, that is currently a bit too far ahead.
Final thought:
Does Unreal Engine 4 do have a Console? Console as in CSS or [hit ^ - open input line]
Edit1: After taking a closer look, the difference between 64 and 128GB of RAM are ~20€ - Dont ask me for details, but 128GB of RAM for that price are just too good to be real. Wish me luck.
Edit2: Bottleneck could turn out to be the CPU. Only viable "upgrades" left for my dated Socket 2011-v3 are Xeons. Not that they're bad or anything, just dont have any practical experience with them. And heck, the costs of those. The ones i would choose, are all past the 1k line. - This would be the Chip of choice, if i had the option - https://ark.intel.com/content/www/us/en/ark/products/91768/intel-xeon-processor-e52697a-v4-40m-cache-2-60-ghz.html
Edit3: Used ones are between 50-80% less. Actually not bad. - found one for a reasonable price that doesnt ship from china.
As far as i understand Grimlok, those things are hardcoded in a compiled file. De-compiling and altering Software that isnt considered "Abandonware" yet, is a hot Iron i wouldnt touch.
How long till the copyright for EC runs out? Its not serviced anymore, so thats the next important Deadline. I think it also been like 2 Years between Warhammer Online shutdown, and appearance of RoR.
Well excuse my apparent lack of information on this matter but what does said "heavy re-coding" involve in general ?
Also if it would be generous of you to explain how SM handles its local hosting and how EC handles its servers and what should be done in order for EC to run like SM in terms of multiplayer.
Because if that's a possibility then no one would be wasting their money on running servers, and it offers much customised playthrough with friends in terms of private play-room, hosted by a memeber of the party and of course other advantages such as not being reliant on an active server to run.