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Showing content with the highest reputation on 12/02/2019 in all areas

  1. I also wanted to test it with the CM Patch for Sacred 2 Gold, so I made this to enable the buttons on the multiplayer screen: https://www.dropbox.com/s/0kawzl5zkn99pwh/Sacred 2-CM-OpenNet-UI.7z?dl=1 It's for CM Patch 1.60 and if you unpack it into the game directory, it will create this file: Sacred 2 Gold\pak\Windows\OutGameMenu\Internet.xml
    2 points
  2. Hey, long time lurker here. I just had to sign up to post a huge THANK YOU for this. I agree that this is the best thing that happened for the game in the last few years. I also tried it and it really works. One thing I noticed when I had some problems trying the compiled exe in your download. It looks like the version in the bin directory was compiled with a different port. Instead of 6800 as is in the source code and the readme file, the exe is compiled with port 7365 for the lobby. That's why I didn't get it to work at first. When I compiled it myself it worked immediately and then I used ILSpy to look at the exe you included and it showed this: After I set the port in default options to 7365, the included exe worked as well as the version I compiled myself. I can't wait for a community hosted lobby to appear. And this should answer one of your questions, xrystal, when I checked the included files with some anti virus programs, I noticed that the version information in the exe states it's public domain. Right click on the exe and check the properties, on the details tab is this: After looking at the included source code, I wonder what the almost 200 unknown payloads are used for. It's great the only very few are needed to make the lobby work, but what are the other payloads for? I'll post more information here if I find out more, for now I want to experiement with some of the unknown payloads, send them to the game or gameserver and maybe there are hidden functions that deal with some of them in interesting or useful ways.
    2 points
  3. Amazon mage View File My 1st post here idk what to write but I've made a few skins (recolored some too) so here is one of them the ,,Amazone" for the battle mage. the animations are changed too the only probelm with this model, is that the mage casts slower than before. I also extracted Baroness and Princess Vilya skins if any of you want them, please give me a sign. Submitter VilyaTheWhite Submitted 12/02/2019 Category Sacred Mods  
    1 point
  4. I have no doubt it works as well as ever. I played on ps3 before switching to PC so I could play the xpac. It's absolutely playable on console, and if not for the xpac I'd have played ps3 to the bitter end. Sacred 2, console and pc, lacks the fit and polish of a over hyped game from one of the big name studios. OTOH, Sacred 2 has panache and flair those studios seem incapable of delivering.
    1 point
  5. That is useful information NegativeOne, thanks. Glad to see that Public Domain Entry there, I oversaw that yesterday. And that is even better, because I have zero knowledge regarding modding sacred2, so this will probably help a lot, I will check that out. If you want to test interaction between players alongside with these unknown packages, we could also meet up on a test server. Maybe we can take a few days to fiddle around with all these new possibilities and after that seeing how much resources the systems need to run fine and start a little public list or something alike regarding the things we need or can supply as individuals for a centralized community hosted infrastructure? Seeing how small the community is, it would probably be a good idea to keep the players together, I.e. don't split them over too many lobbies or servers but provide them as stable as possible with Sacred ;). I mean, this could be a perfect self hosted Christmas present to all of us... [Edit] FYI: Just in case someone did not know: The sacred 2 gameserver runs without additional configuration under linux within wine (just tested it on a debian stretch server). So you can host the lobby standalone on a windows machine and the gameservers on a separate one. This makes hosting a little bit cheaper as you need a server with a windows licence only for the lobby itself but not for its registered gameservers which will probably consume the most ressources (and at least for me that is also way less of a hassle to manage... ;)). For the lobby however it seems rather difficult to let it run in a non windows environment on the first glance, because of all this .NET stuff, but if it is only the lobby running on windows (even the database could be separated easily from windows by using another driver than sqlite and as a nice bonus would allow shared user accounts between lobby instances) it might be acceptable in terms of costs. I still want to experiment with that a little more.
    1 point
  6. Hello and welcome, Vilya! It´s good to see you! Looks good! I can dig out the fitting portrait quickly, if you´re interested. It´s a piece of cake. Please share your other creations too and don´t forget to create an extra thread for them. I nearly overlooked your upload. Good old Sacred gets a lot of lovin´ currently! PS: Did you took a look at Ysendras reskins already? I think if you two would work together, many more skins will see daylight.
    1 point
  7. It took me a while because of networking and the weird issue that I needed to compile the debug target myself instead of the precompiled (release?) binary you provided (probably some missing dependencies on my side or something like that), but I was able to get this running under Win 10 and Windows Server 2016 or something like that. First I did a local test, then on the server and set up a lobby there and registered multiple game servers to it (not from localhost, but from a different location meaning even splitting the load between lobby and actual gameservers works which is great) - and accessed them successfully over WAN, so yes this works! Reconnecting to the lobby after tabbing out of the game seems to cause issues sometimes (connecting with no response), but those are solvable by providing wrong credentials once (which will trigger the "invalid parameter" response) and after that connecting will work again. But it is also possible, that this was already the case with the original lobby, as I remember, it was always a little bit wonky. In my opinion your work is pretty much the greatest contribution to Sacred 2 since the CM Patch, I can't say "thank you!" enough. Do you have any specific plans on public deployment if there are no serious bugs found after further testing? Or are we free to use your code to host services as we like? With a bit of coordination aside from private usage, we could create some kind of unofficial "hub" domain for game servers hosted by the community which would be epic. Also, if the CM-Patch guys are still active, they could probably bring back the "Open Net" Button which they removed from the Multiplayer menu which could allow usage not only for the base game, but also the more stable and better versions @ameaeth: Sorry for my massive delay with the VPN Server, but at least I have a perfect excuse now to delay that even further: The VPN will not be necessary anymore because we will have something way better now thanks to cocomed which is worth every server owners full attention ;) I have to go to work in four hours, so testing today ends here for me, but I probably have to start experimenting with dockerizing your application in the next days as I prefer my linux servers or rent another windows machine if that is not possible.
    1 point
  8. That's correct. Those entries serve to link sellable items to represented creatures, provided the GetClassMount function condition is met.
    1 point
  9. It's supposed to be that way. These entries serve a specific function. They connect creature entries to the corresponding blueprints in blueprint.txt for the various mounts. They allow a mount to exist as both a creature and a vendor item. I can't think of any reason why one would want the same creature to be tied to multiple blueprints, since all possible variation is coming from the creature entry.
    1 point
  10. cocomed, this is far beyond awesome, thank you sooo much. In the last weeks I did nearly nothing, just took a quick glance at your logs (but nothing more) and did not even find the time to finish that lousy guide regarding VPN or answer your first post and in the meanwhile, you did all this by yourself? Have you already worked longer on this previously? Is this massive Payloads.cs exported from ghidra/IDA or something like that? Because all that looks like quite a bit of work. Seems like I have to skip my plans for today, because I need to compile and test your application right now...
    1 point
  11. Mr @MetaL I wonder, if your project involves fixing code issues. Like Multi-Hit crap targeting, Stomping Jump damage application, etc. There's also Orla Aisling savegame corruption, monster sound issuance, quest script landmines.
    1 point
  12. 1 point
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