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Alby87

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Posts posted by Alby87

  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. 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? :)

  3. On 3/20/2019 at 9:27 AM, Thorium said:

    Yes, thats a viable possibility. And thats why I asked the guy for the documentation. But sadly he can't disclose it as it's copyright protected and he is not the kind of guy who has it on a USB stick by random chance and just forgets his USB stick on the table. You know what I mean? ;) I really tried if there is a way for the documentation to "surface". :D

    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.

  4. On 11/25/2018 at 1:02 PM, Thorium said:

    I actually asked the developer of TinCat (network lobby library used by Sacred) if he could provide the community with a documentation so we could build our own lobby server and get Sacred back online without need of a VPN service.

    Unfortunately he can't provide the documentation for legal reasons but he said it's a very simple design and it would not be hard to reverse engineer it and recreate a lobby server. So if anyone is willing to take up the task, I am sure there are still players enjoying Sacred 1.

    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 :D

    • zomgod! 1
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