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Alby87

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Alby87 last won the day on June 21 2021

Alby87 had the most liked content!

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  • Favorite pizza topping
    Mushrooms and fried eggplant
  • Why do you want to join DarkMatters?
    Talk about Lobby Server
  • Real Name
    Alberto
  • Country
    Italy

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  1. From the old Sacred official forum: https://web.archive.org/web/20071219183222/http://forum.sacredeng.ascaron-net.com/showthread.php?t=44728 Main Quest Glitches: The Water Bottle at Wyvern Pass (Ancaria Campaign) - FIXED IN PATCHES The Elements of Ancaria (Ancaria Campaign) - Follow the quest mark The Dams of Gnarlstat (Ancaria Campaign) - UNFIXED, SAVE OFTEN Side Quest Glitches: Magic Thistle - Braverock Side Quest Evacuation - Oasis of Ahil-Tar Side Quest Whiskey Supplier - Moorbrook Side Quest The Spider Monster of Moorbrook - Moorbrook Side Quest Messenger - Bellevue Side Quest HRunga'zz - Gloomoor Side Quest Other Glitches: The Lower Underworld Region Boss Khorad-Nur in Single Player Cave Entrance or Portal Glitch
  2. One who has the public IP and can forward a TCP port, can make a server with zero problem! Just be sure to read readme.txt! I've made only the SAC lobby server, the community gameservers are hosted by other people
  3. Hi there! I finally completed SAC - Sacred Ancaria Connection. Just download the client from the website below, and keeping it opened just open Sacred, click to search LAN servers... and you can already join them, and if you have the network skills (forwading TCP port necessary), you can even open a dedicated one! No more Tunngle, Hamaichi or other VPNs. https://sac.s2cm.net/ SAC is also opensource if you want to check how it works. The SAC server is hosted by the same guy who is hosting the Sacred 2 Lobby, so it should be also quiete stable! Hope you like it! Have fun, save Ancaria... Togheter!
  4. Hi folks! Long time I don't write here I think everyone missed this really nice piece of software! https://gitlab.com/drazzle/SacredLTI/-/tree/master It permits to play Sacred online without any kind of VPN to install. The idea is really good, and thanks to a little trick he discovered (lan packes are compressed via zlib, and ip is not crypted), he made this software. I think it's still too "hard" for non computer power user, as you need to open firewall ports even if you are a client, and the server must manually tell wich clients will connect via GUI. I wish to take this code, port it on C#, and the creating some sort of ladder system to finally play Sacred without using any VPN! I will program this software in the following weeks, if it will result good enough I hope you can help me of VPS and other server things, I'm totally blank about this world. I will write soon with updates. Hope you'll like it! Alberto
  5. Was thinking... but injecting the IP in memory? I noticed you made a unofficial patch for Sacred, so maybe you know if I'm totally wrong. When in LAN mode, Sacred search in LAN via broadcast. If in the LAN lobby window we inject in memory an Internet IP, may it work? If so, it would be easy to write a side software that des the matchmaking, and then injects the IP on the game. Is this a good idea?
  6. Well, but I was thinking: we have at least the executable for the server, we could try to decompile it to understand the basic packet structure, but it's a too big task for just one person. Pvpgn is a project like we want for Sacred made for Blizzard games. They are lucky because their servers are still online. We could ask them for help? You asked documentation to a Tincat developer or an Ascaron developer? I think that if we could get the Tincat API interface, we still need to understand the protocol, that's inside Gameserver.exe and Sacred.exe. I was thinking if FX interactive (Italian and Spanish distributor) could help us.
  7. Thank you for the warm welcome, but I think I hit more than a roadblock. What would be really useful is someone having a development file that should be called tincat2.h (the header of the tincat library) or someone really good at reading ASM code... It's not that easy to reverse engineer
  8. Was reading about this, and toyed a little with the idea. I've a small TCP server to sniff the request from the gameserver... well, it's not garbage but there some binary data, and without a log of some real action between client and server, this is not the real way. Tried to disassemble Tincat2.dll and well, it's not easy. I'm not so good to understand assembly code on the fly, but seems really difficulty. Then I had an idea: why not remove completely Tincat? Writing a new Tincat2.dll file would be easy enough if there were some documentation of the APIs, but I understand that also having the interfaces and structs is out of question, isn't? Having that, and writing a new tincat client dll, would remove the legal problem of emulating a server: we are writing a new one from scratch
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