[Development] DriftCity private server - *DriftCore*

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  1. #16
    Novice TechnoDaft is offline
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    Re: [Development] DriftCity private server - *DriftCore*

    If You Need Any More Help Add Me To Skype {TechnoDaft} I'll Gladly Help

  2. #17
    Account Upgraded | Title Enabled! Snopboy is offline
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    Re: [Development] DriftCity private server - *DriftCore*

    Ok added.
    for now the website of another project is done (MapleCore).
    I worked all night on practicing HTML so I build a basic HTML website for DriftCore :). *Its NOT the official website for the server !*
    DriftCore - DriftCity server
    The report will be finished today :)

  3. #18
    Account Upgraded | Title Enabled! CheckPoint is offline
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    Re: [Development] DriftCity private server - *DriftCore*

    /// @author Clark Gaebel
    /// @date 7/2/2009
    Oh wow, I didn't know wowus/Clark Gaebel worked at nPluto.
    https://github.com/wowus/NOP/blob/Production/HTTP.cpp
    Oddly enough, that file has the exact same timestamp specified. Man, that's one hell of a coincidence.

    Also, my developer said and showed me that the client is very flexible because we succid to use it on MapleStory !! LOL.
    Wow, your developers must be REALLY skilled if they made a MapleStory server, which has a completely different packet format, packet ID listing, packet parsers, and encryption work with a Drift City client.
    Last edited by CheckPoint; 22-04-12 at 06:53 PM.

  4. #19
    Account Upgraded | Title Enabled! Snopboy is offline
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    Re: [Development] DriftCity private server - *DriftCore*

    Quote Originally Posted by CheckPoint View Post
    Oh wow, I didn't know wowus/Clark Gaebel worked at nPluto.
    https://github.com/wowus/NOP/blob/Production/HTTP.cpp
    Oddly enough, that file has the exact same timestamp specified. Man, that's one hell of a coincidence.

    Wow, your developers must be REALLY skilled if they made a MapleStory server, which has a completely different packet format, packet ID listing, packet parsers, and encryption work with a Drift City client.
    The client is very easy to use :/
    So do 5 minutes of edits on the packet structure and the format and wow whats that ?
    Works on every game :)
    and the part of maplestory server is a department on my network ..
    MS and DC servers and more will be added once we finish it.
    Maybe you work more time on the DC server then me, but still my programmers team is preety good :)
    We are 3 programmers working on 1 source.
    Me - amature programmer and 2 prfessional programmers :)
    how about that ?
    Good team right ? O_O
    I telling you right now, no matter who's server is better, the players will be divided between the two servers so thats not good ..
    competition :/
    believe me, I preffer that we work as a team for the community and not seperate for our ego !
    You heard my offer :) your choise.
    I won't play dirty games with you (no expoits or anything) so do what you want.
    All I do here is deving a DriftCity server that allows the community to play DriftCity for free with CC for free and all the rates above the normal ofthe official server.
    Better gameplay.
    ohhh let me guess, your server is low version ?
    How bad :)
    DriftCore being updating and fixing everything every single minute :D
    You heard my offer bro.
    Thats all I have to say ..
    What you gonna say ? Yes/No ?

    Well you know what ?
    You think that I took the author and date sign from there ? O_O
    Here is Patching.h from the client :)

    PHP Code:
    #pragma once
    DWORD GetDistanceToAddress(DWORD sourceDWORD destinationsize_t bufferSize 5)
    {
    return 
    destination source bufferSize;    // Integer overflow is not only permitted here, but desired behaviour.
    }
    ////////////////////////////////////////////////////////////////////////////////////////////////////
    /// @brief    The mid-level function that performs an edit on the code segment.
    ///
    ///            The function was designed to be safer than purely calling memcpy. It ensures that the new
    ///            code that got patched in gets called, instead of simply the cached copy of it.
    /// 
    /// @author    Clark Gaebel
    /// @date    7/2/2009
    /// 
    /// @param    _Dst        If non-null, destination for the patch.
    /// @param    _Src        If non-null, source for the patch.
    /// @param    patchSize    Size of the patch. 
    ////////////////////////////////////////////////////////////////////////////////////////////////////
    void __fastcall Patch(void_Dst, const void_Srcsize_t patchSize)
    {
    //    HANDLE currentProcess = GetCurrentProcess();

    DWORD ulOldProtect[2];
    if(!
    VirtualProtect(_DstpatchSizePAGE_EXECUTE_READWRITE, &(ulOldProtect[0])))
        return;
    if(!
    FlushInstructionCache(GetCurrentProcess(), _DstpatchSize))
        return;
    if(
    memcpy(_Dst_SrcpatchSize))
        return;
    if(!
    VirtualProtect(_DstpatchSizeulOldProtect[0], &(ulOldProtect[1])))
        return;
    }

    ////////////////////////////////////////////////////////////////////////////////////////////////////
    /// @brief    Patches an unconditional jump (JMP) from one location in memory that's more than 0x80
    ///            away.
    /// 
    /// @author    Clark Gaebel
    /// @date    8/10/2009
    /// 
    /// @param    _Src    The source of the jump. Also where the patch will be made.
    /// @param    delta    Distance between the source and the destination of the jump.
    ////////////////////////////////////////////////////////////////////////////////////////////////////
    void __fastcall PatchLongJump(DWORD _Srcsigned long delta)
    {
    BYTE jumpBuffer[sizeof(delta)];

    jumpBuffer[0] = 0xE9;

    // The payload of the instruction is the distance to the address to jump to.
    *(DWORD*)(jumpBuffer 1) = (delta 0) ? (DWORD)(delta sizeof(jumpBuffer)) : (DWORD)(delta sizeof(jumpBuffer));

    // Now patch the jump into its source.
    Patch((void*)_SrcjumpBuffersizeof(jumpBuffer));
    }

    ////////////////////////////////////////////////////////////////////////////////////////////////////
    /// @brief    Patches a short jump that jumps from _Src and the amount is delta bytes. The memory
    ///            must be less than 0x80 away.
    /// 
    /// @author    Clark Gaebel
    /// @date    8/12/2009
    /// 
    /// @param    _Src    Source of the jump. Also where the patch will be made.
    /// @param    delta    Distance between the source and the destination of the jump.
    ////////////////////////////////////////////////////////////////////////////////////////////////////
    void __fastcall PatchShortJump(DWORD _Srcsigned char delta)
    {
    BYTE jumpBuffer[sizeof(delta)];

    jumpBuffer[0] = 0xEB;

    *(
    BYTE*)(jumpBuffer 1) = (delta 0) ? ((BYTE)(delta sizeof(jumpBuffer))) : ((BYTE)(delta sizeof(jumpBuffer)));

    Patch((void*)_SrcjumpBuffersizeof(jumpBuffer));
    }

    #pragma warning(push)
    #pragma warning(disable:4244)
    ////////////////////////////////////////////////////////////////////////////////////////////////////
    /// @brief    Patches an unconditional jump at _Src. The location of the jump will be _Dst.
    /// 
    /// @author    Clark Gaebel
    /// @date    8/13/2009
    /// 
    /// @param    _Src    Source of the jump. Also where the patch will be applied.
    /// @param    _Dst    Destination for the jump.
    ////////////////////////////////////////////////////////////////////////////////////////////////////
    void __fastcall PatchUnconditionalJump(DWORD _SrcDWORD _Dst)
    {
    DWORD jmpPayload GetDistanceToAddress(_Src_Dst5);

    if(
    jmpPayload 256)
    {
        
    BYTE jmpBuffer[sizeof(BYTE)];
        
    jmpBuffer[0] = 0xEB;
        *(
    BYTE*)(jmpBuffer 1) = (BYTE)jmpPayload;
        
    Patch((void*)_SrcjmpBuffersizeof(jmpBuffer));
    }
    else
    {
        
    BYTE jmpBuffer[sizeof(DWORD)];
        
    jmpBuffer[0] = 0xE9;
        *(
    DWORD*)(jmpBuffer 1) = (DWORD)jmpPayload;
        
    Patch((void*)_SrcjmpBuffersizeof(jmpBuffer));
    }

    Last edited by DriftCity; 23-04-12 at 07:11 PM.

  5. #20
    Account Upgraded | Title Enabled! CheckPoint is offline
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    Re: [Development] DriftCity private server - *DriftCore*

    That's still from NOP, wowus' anti-cheat for GunZ, which is completely unrelated to Drift City. Also, that file is Patching.cpp, not Patching.h, you fucking moron. The timestamp was probably similar because those files were modified at the same date, but my point still stands. You have absolutely NO idea how servers work, what packets are, and you clearly haven't grasped the concept of encryption/cryptography. Also, I'd much rather have that 'low version' client rather than the new one, mainly due to gameplay differences. I've left this game-development/game hacking shit a long time ago, but it still puts me to fucking sleep when I see idiots like you bringing this community's hopes up with false claims while showing absolutely zero proof of your so-called work.
    https://github.com/wowus/NOP/blob/Pr...n/Patching.cpp

  6. #21
    Account Upgraded | Title Enabled! Snopboy is offline
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    Re: [Development] DriftCity private server - *DriftCore*

    LOL !!!
    I unpacked the client and that what came out !!
    Even that I dont know nothing on how DC server works W/e
    I have programmers who work on it ..
    *Professional programer.
    So believe me, Enigma won't be half of this.
    It's not a problem to make a pool and ask people which version they preffer and work on it -_-
    DO NOT CALL ME A MORON !

  7. #22
    Moderator DriftCity is offline
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    Re: [Development] DriftCity private server - *DriftCore*

    Please stop acting like this to eachother, It's about developing here not about flaming or something, btw please stop using those big words when you post something. it will be easier to understand.

  8. #23
    Account Upgraded | Title Enabled! Torsen is offline
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    Re: [Development] DriftCity private server - *DriftCore*

    Here you go good sir: http://forum.ragezone.com/f599/

  9. #24
    ex visor Aaron is offline
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    Re: [Development] DriftCity private server - *DriftCore*

    Thread has been cleaned - let's stop the arguing and stay ontopic.
    Any further instance of flamewars, drama, or spam will result with warning/infractions.


    Kind Regards,
    Aaron

  10. #25
    Die() Secured is offline
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    Quote Originally Posted by SnopBoy View Post
    LOL !!!
    I unpacked the client and that what came out !!
    Even that I dont know nothing on how DC server works W/e
    I have programmers who work on it ..
    *Professional programer.
    So believe me, Enigma won't be half of this.
    It's not a problem to make a pool and ask people which version they preffer and work on it -_-
    DO NOT CALL ME A MORON !
    Lmao if DC is not gunz then how did that come out. I'm almost positive you don't understand what that snippet does from nop Src. And its not possible to decompile c++ to its original source code sense its stand alone system unlike c# with .net Mr.smart. Packing is like upx or winrar just groups crap together and makes it smaller thus unpacking giving you a bigger file. So your right engima won't be half of it sense it never existed snuff said. And btw its not about finding some random client files and making it work its about finding the correct files to work with the server. Fairly simple. Its like none of you read the old threads with crap loads of information. This isn't flame nor an arguement. Its just sad. Oh well behind door development will continue.
    Posted via Mobile Device

  11. #26
    Account Upgraded | Title Enabled! Torsen is offline
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    Re: [Development] DriftCity private server - *DriftCore*

    Never knew you can unpack portable executables, much less the comments. Guess I wasted all those years with programming for nothing. SnopBoy, congratulations, those 10 minutes of googling random code makes you a way better programmer than me, cosmos, and sgzfx combined.

  12. #27
    Account Upgraded | Title Enabled! Snopboy is offline
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    Re: [Development] DriftCity private server - *DriftCore*

    You know what ?
    Mod close this thread please.
    When the server out you will see :)
    for now I dont want to share any more details about this with you guys.

  13. #28
    Moderator DriftCity is offline
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    Re: [Development] DriftCity private server - *DriftCore*

    #Closed till further notice.

  14. #29
    iNewLegend , Leo123 zolamu is offline
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    Re: [Development] DriftCity private server - *DriftCore*

    iNewLegend@gmail.com - MSN

    i have high exp in asm , C++ , networking, and creating emulators

  15. #30
    Account Upgraded | Title Enabled! Snopboy is offline
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    Re: [Development] DriftCity private server - *DriftCore*

    Quote Originally Posted by zolamu View Post
    iNewLegend@gmail.com - MSN

    i have high exp in asm , C++ , networking, and creating emulators
    Already in my Contact list :)



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