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NegativeOne last won the day on December 30 2019

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About NegativeOne
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  1. Do it need the closed net button? Only open net works with the lobby.
  2. Very great, you said you wanted to get the domain and now you have it. This will make more people play online again. Opennet is not closenet but it is better than using a vpn to play the lan mode.
  3. That sounds good. I'll try your updated lobby soon. The important question about the lobby to get answers for is if my changes work with multiple players in the lobby because I could only test it with 2 accounts on the same computer. I'm currently trying to understand how the buddy list and ignore list work, but so far I can't get it to work in the lobby. EDIT: Here is a small fix for the warning you get when multiple people log in to lobby chat: https://pastebin.com/w5BD1pmJ
  4. That was closed net and I don't think we will get that working. If you start the game server with parameters for closed net you will see an error message that states it's not supported. They probably had special servers for closed net and unless someone figures out what the differences are we have to stick to open net servers.
  5. @xrystal Here is a diff with all the changes I made so far: https://pastebin.com/y7ag25RV It must be applied to commit 6e4113c8a3a689a3e76e548d9a5fcd9a3756091f "initializes repo with source code from cocomed" in your repository or you will get merge conflicts. I needed to use the sqlite version for my tests and you have to look into updating the new chat stuff to mysql. I can't test anything with mysql until next week, so for the moment I only cared about getting it to work with sqlite. For the future I want to look into having both mysql and sqlite support in the code and switch bet
  6. That's the strange thing about those packet logs. They contain recent dates, so they are not very old. But some of the packets I see in these logs are not made with the lobby we got. To me it looks like a more complete lobby exists somewhere and the logs were probably made using it. The packets in the logs that are showing chat server communication for instance they are what I'm using to somehow figure out how to get chat to work but there is no code in the lobby emulator to handle them, otherwise I would not have to do this work. I'll try to get more information from Coco, hopefully
  7. I'm mostly throwing stuff blindly at a wall hoping that something sticks. But having the payloads helps a lot to guess how things work and the details can be discovered in the DLL files. The old packet logs from Coco are also very useful. In some of them are packets between game and chat server. It would help if we had longer packet logs with more games connected to a lobby and chat server but right now I have to work with what we have.
  8. I'm currently trying to get this bit to work: https://I.imgur.com/JRdvKZb.png and as you can see I made a little bit of progress already. It's a mess and only half working so far, whoever designed that part of the system made it very complicated for some reason and every step takes me 3 or 4 attempts and failures before I get it right. I hope to have the core part of it working in a few days and I'll post the changes here as soon as it works good enough for a first public test.
  9. This is probably not the correct way to do it, but it kind of works: https://pastebin.com/bf7JFdkq Password protected servers are showing with a small lock symbol in the list and you are asked to enter the password for the server when you try to join it. If the password is correct, all works well, but if the password is wrong it kicks you out of the lobby as if your login password was wrong. Should still be good enough for now. I still want to figure out how to decode the cipher that is sent by password protected servers, I assume that there is more information that can be used to im
  10. I figured it out. Took a moment but I think I got it right, so with this diff the lobby server will notify the game UI and remove server that are closed or crashed. Please integrate this diff into your repo and then merge or rebase it with your latest changes: https://pastebin.com/iYnPJPCN The diff should be applied to the older commit 6e4113c8a3a689a3e76e548d9a5fcd9a3756091f in your repo
  11. That's great. I'll clone the github repository later. I'll also try to get everything to work on Linux with MySQL and post the results here when everything works.
  12. I tried a lot of things to run the lobby emulator on Linux and found this solution in the end: Install Mono Copy the lobby emulator into a directory Download the source code and the mono version from https://system.data.sqlite.org/index.html/doc/trunk/www/downloads.wiki Compile the SQLite interop libary (on Linux) following the guide I found on http://blog.wezeku.com/2016/10/09/using-system-data-sqlite-under-linux-and-mono/ Copy the compiled sqlite interop libraries (SQLite.Interop.dll, libSQLite.Interop.so) into the server emulator directory Replace System.
  13. 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
  14. 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 an

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