Re: KPT1977 NoXTrap --- Butchered!
It has suddenly dawned on me that I was not looking at the complete picture when it comes to the translation exercise. I was only looking at the client side of things and then only at the .rdata section. It seems that I also need to look at all the sections in both the client and the server for things that need to be translated. I can see why ppl are so protective of their hard work, I would be also.
I lack in a lot of training using the tools to accomplish those tasks. I will just read and learn as I go. Maybe I just may get good at it...lol
Re: KPT1977 NoXTrap --- Butchered!
I'm still looking at exactly what causes this bug with the Wormy character in Butchered RC 3b, and also considering asset management (sounds, meshes, animations and 2D images), especially as we now have such a good source of data in the original maps. But there are a number of things I hope to make into assets, which are currently built in to the executable. All language specific information should be this way IMHO.
We should not have to "translate a client executable". Translate the data files, the .SIN files and the titles in the artwork, sure, but not the exe.
I suspect that some existing people will be resistant to that idea, exactly because of the work they presently go through in order to create and maintain a client. But I think we are moving to a time period where communities like this will be pushing development of Priston Tale, and not the original distributors.
I think some of the private servers have been ahead of the official ones (if only by a few months) in development and features for some time... if we can work together and pool our resources, I think we can surpass the big boys with ease.
But "open" is not the way PT has ever been. It's not how it's designed, and it's not how the established PT servers are used to working. Even the private ones.
There is too much "hacking" the executables which goes on, and that doesn't make for rapid development. It must stop.
The reason it is there, is because the way PT works is insecure in terms of cheating. And so the problem with PT Development is to improve the ability to develop quickly without increasing an already problematic situation with "cheats".
Things like Language files and User Interface design (if done with care) should be prime targets here. There is no reason why these things should be part of the executable (client or server) and pose any greater threat of attack.
But actually... as far as server translation goes, if you don't translate the executable, GMs (Admins and Debug users) will know if you haven't done it, but users really don't see. It's easier to manage a PT server if you have translated the executable, but since the one we use was originally for Japanese use, if you return to the original, you will see that there is as much Korean in it as Japanese. So something like Shagpubs server is probably more translated than the official distributors have to play with.
If you try looking at Korean on a Japanese computer (a computer who's default language is Japanese) is even harder to understand than it is on a European one. XD And yet, it seems, that is still what they where given.
I do pity those who have paid for the right to be the official provider for PT in countries outside Korea. It seems to me they get a pretty rough deal.
Re: KPT1977 NoXTrap --- Butchered!
Makes good sense to me...If I could master the C++ language I would try and re-write the whole damn thing...but that's not gonna happen anytime soon. My only contribution to this project will be that of a tester/trouble shooter. I support the effort that you are pouring into this project, quite a task for one person, just wish I could do more..
I remeber in my IBM mainframe experiences, they used to insert code into the main executables that were nothing but red herrings, brnahes that would send potentail hackers into a forever loop. There must be a way of protecting a client against all attacks, just not sure what form that takes.
I'll have to read Wormy's problem description again, I didn't understand it the first time...lol Great scott Watson! the game is afoot!!
Re: KPT1977 NoXTrap --- Butchered!
The current client is checked and double checked for outside interference. But too much statistical calculation is done in the client.
Other MMO servers "tell the client" what state the player is in during battle, if it doesn't comply when the server says "you are dead" that makes no difference, the player can't wander far from where the server, and every other player sees his corps and still get feedback on mobs. He can't damage mobs he tries to attack because the server has already told him he's dead, and the server decides and tells every player who did how much damage to what mob.
In PT the client decides how much damage the player takes and how much he does. That is all wrong for security against cheating.
What ever checks and double checks you put in to it, a good cheat will just use a "custom built" client that tells the server it has passed the checks, and doesn't bother checking internally.
It's a fundamental flaw which I believe springs from the fact that it was designed to be played as a LAN network play game, like Doom, or Dungeon Siege, not an MMO. Other similarities with network play (not internet play) games include "Game Save" functions, Client and Server in the same executable (all be it somewhat mangled now) etc. etc.
In Butchered (or original KPT1977) notice the hotuk command strings:-- *ODBC_TABLE_PLAY
- *ODBC_TABLE_PASSWORD
- *ODBC_TABLE_IDNAME
- *ODBC_TABLE
- *ODBC_PASSWORD
- *ODBC_ACCOUNT
- *ODBC_NAME
- *CLAN_SERVER
- *GAME_SERVER
They are only checked for if the game is launched with *MODE SERVER. XD
I won't be using C++. But I do hope to get a working Assembler source for the game client, and server some day. Others can then build a C / C++ framework and gradually port functions out of Assembler and into higher level languages if they wish. I don't honestly see much point to them, and I've never seen any advantage to C++ over C. Object Orientation is supposed to make development more rapid and easier to read. Well, I can read and understand code that isn't OOP, and I can read and guess code that is. But really, I have no idea what the compiler is going to spit out from OOP languages.
If I write pure C, I can compile to assembler in my head and know approximately what will be in the executable once it's been compiled. When I write with C++, I can't do that. I feel like I'm putting too much faith in the compiler to do my work for me... like, an old car, you hear something funny going on and from the sound and feel you know which component to look at to fix it... but once Engine Management Systems come in to play, you have to plug it in to a computer to get a diagnostic read out before you have a clue, then everything is burred and packaged up so you can't get at it anyway. XD EMS has clear performance and economy advantages though. OOP might help team-work, (by isolating class users from the workings of that code) but actually places a high reliance on team members creating good classes that provide solid error results when used incorrectly. If a function you didn't write doesn't work the way you think it should from the documentation, you can easily look at the code and find out how it actually does work.
Re: KPT1977 NoXTrap --- Butchered!
PT is written in CPP, you can't disassemble PT's classes if you would do it in C.
Writing in C if you can in CPP is just stupid, there is no performance gain, compiled C doesnt run on more CPU's than compiled CPP, blada blada.
Re: KPT1977 NoXTrap --- Butchered!
Can anyone re-upload, KPT 197x server File out Malware-gen?
I got server KPT 1976 But in ET1 and ET2 is impossible put monsters on spow lol!
Anyone can fix it?
ET3 is perfect!
Fille exe for Download!
http://www.megaupload.com/?d=76B92AP1
Re: KPT1977 NoXTrap --- Butchered!
IDK what you are asking for. The server I linked to produces a "false positive" in many anti-virus programs. To fix it, complain bitterly to your Anti-Virus provider. (or just accept the high rate of "false positives" in pattern matching AV and medium rate in Heuristic AV and set an exception against the download) The download links are still very much alive and active.
Therefore, there is no problem, except that any talk of servers is "off-topic" for this thread.
Whether monsters spawn or not is not an issue with the linked server, or this client (especially when used in combination... I've done it, so I know they work well together) therefore you have done something wrong. (probably forgot to copy over Char and Field from client, or simply haven't got the basic server data files to go with that linked server executable)
Again, this is off-topic, as it's completely unrelated to KPT1977 Butchered.
--- EDIT ---
As it's falling away now, I'll not here that the last development release of this client is v4 Pre-release.
It updates a number of things, and specifically includes all those labels I keep sharing as exports. So the PE structure has changed a fair bit. I think that means the configuration program doesn't work right any more? Oh well... it's only a pre-release so people can see it is still moving along and have a play with what I've been developing.
Exported labels get disassembled by any disassembler, so I can improve on the source listings by dumping multiple disassembles, and cherry-picking. But it also means you have a much better understanding of how my client works, and where you should make changes to make it do what you want. ^_^
Re: KPT1977 NoXTrap --- Butchered!
Okay, I know I'm bumping an old old thread but. Since we have so many broken links I have re-attached this release. However, I didn't have the original archives, so checksums will have changed.
More importantly, I didn't keep the original PPF patch for the English translation by Osiris. I've created a new PPF, but didn't get the options the same, so the detail in PPF-O-Matic look different. Don't worry, it still works the same way. :thumbup: