[Guild Wars] Packet encryption

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  1. #256
    Valued Member xicoloco is offline
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    Re: [Guild Wars] Packet encryption

    Quote Originally Posted by miceiken View Post
    Ugly website!!!!

    do a better one yourself and contrib to the project ... btw the site is suficient, simple and objective ... GZ

  2. #257
    Account Upgraded | Title Enabled! zozole003 is offline
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    Re: [Guild Wars] Packet encryption

    wow so much progress in such a short time, incredible! all i have to say is: great job!

    EDIT: you could give an overall progress of the first release. But i made a quick counting and you are ~40,7% of the first release, congratz.

  3. #258
    Alpha Member WulfgarXX is offline
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    Re: [Guild Wars] Packet encryption

    Hi,

    I've been gone for two weeks now, and would like to ask a couple of questions before I even think about using my server for GW Emu.

    Ok.

    Does the GW Emu work on external connections ?
    So we're / I am able to host a server for several 100 other players, or is it limited to local network only (LAN) only?

    What hardware specs is needed ?

    What do I gain by hosting it?

  4. #259
    Member Theora is offline
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    Re: [Guild Wars] Packet encryption

    Quote Originally Posted by WulfgarXX View Post
    Hi,

    I've been gone for two weeks now, and would like to ask a couple of questions before I even think about using my server for GW Emu.

    Ok.

    Does the GW Emu work on external connections ?
    So we're / I am able to host a server for several 100 other players, or is it limited to local network only (LAN) only?

    What hardware specs is needed ?

    What do I gain by hosting it?
    We have another host who is one of the programmers, but I'll answer your questions anyway.

    Yes. It works on external connections. But public releases will not have such capability.

    The plan right now is that the public release version is LAN-locked. However, this can be disabled for any servers associated with us that verify the players connecting actually own an account on the official servers.

    Hardware is mostly unknown right now.

    All I can think of that the server host gains is becoming an admin of a GW server. No profit is allowed to be made from this server.

  5. #260
    Valued Member killerxx2 is offline
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    Re: [Guild Wars] Packet encryption

    wow fantastic progress maybe you could build a cd-key check were you take the warez keys off there site add them to a black list or something so that way you could do public servers basically you have to put your key in and it checks it against one of your servers and says if it is valid basically if its been used for lets say 1,000 different times then it is blacklisted

  6. #261
    Member Theora is offline
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    Post Re: [Guild Wars] Packet encryption

    Quote Originally Posted by killerxx2 View Post
    wow fantastic progress maybe you could build a cd-key check were you take the warez keys off there site add them to a black list or something so that way you could do public servers basically you have to put your key in and it checks it against one of your servers and says if it is valid basically if its been used for lets say 1,000 different times then it is blacklisted
    Using cd-keys is a very bad method of authentication for this. One, it requires the user enter their real cd-key or use a generated one. There are more than enough floating around for someone to get away with it. The method of authentication must not reveal any sensitive account information. That includes, password, account name, cd-key, address and other information. The theory is as follows:

    Say someone creates an account on a public server. The creation process returns to them a code that is required for them to activate that account. So...what the player must do is log onto the official servers and whisper an "agent" which is just an account logged in that is running a program in the background that listens for whispers. When the "agent" receives a whisper it adds the player to their friends list to get an "account id". It then checks the "account id" against the id's currently activated in the database. If the "account id" is not already activated, the "agent" will process the activation code and activate the account. If the "account id" is already activated the "agent" will respond with a message stating such.

    I don't know if this is actually doable. It depends on how the friends list works. If it works like I think it does it will be moderately easy to implement.

    p.s. I wish I had some more cool screen shots to show. But most of the work right now has been in preserving our work with a custom documentation system and figuring out instance load info.

    Here's an interesting thought. Minions used by necromancers are spawned "on-the-fly" so to speak. So is it possible to change the NPC model used by these minions to something else...such as Charr or Titans? =p

  7. #262
    Account Upgraded | Title Enabled! Tsukekun is offline
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    Re: [Guild Wars] Packet encryption

    Came back to check progress, certainly have jumped a few hurdles I thought you would ignore.. But that's what comes with publicity I suppose.

    Good luck with the continuation of this emulator, hope you keep this LAN,
    Hope you are aware of the fact people will try to reverse engineer your code to allow public servers...

    EDIT: Was just playing recently, the minion idea doesn't sound to bad.. kind of ruin the purpose of raising the dead though since the textures wouldn't be any different... but minions are minions.

  8. #263
    Enthusiast 3ffect0R is offline
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    Re: [Guild Wars] Packet encryption

    Do you think that it's possible to create a "non instanced" world like it's known in other MMORPG's?
    Maybe a change in Configuration to switch between the instanced and the non instanced server. I would like GW even more, if you were able to see other players out of the Towns... More Mobs outside->Non Instanced

    Dunno if it's doable in cause of all those Quests...

  9. #264
    Member Theora is offline
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    Post Re: [Guild Wars] Packet encryption

    Quote Originally Posted by 3ffect0R View Post
    Do you think that it's possible to create a "non instanced" world like it's known in other MMORPG's?
    Maybe a change in Configuration to switch between the instanced and the non instanced server. I would like GW even more, if you were able to see other players out of the Towns... More Mobs outside->Non Instanced

    Dunno if it's doable in cause of all those Quests...
    There is an option for that. However, I don't know if it will work nor if we will operate such a server for testing. It mainly depends on how spawns work.

    Quote Originally Posted by tsukekun
    EDIT: Was just playing recently, the minion idea doesn't sound to bad.. kind of ruin the purpose of raising the dead though since the textures wouldn't be any different... but minions are minions.
    huh? If you change the "NPC id" you change the model and textures. So if this is possible you could be a minion master running around with a Charr army following. =o

  10. #265
    Apprentice Hiki is offline
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    Re: [Guild Wars] Packet encryption

    Quote Originally Posted by Theora View Post
    huh? If you change the "NPC id" you change the model and textures. So if this is possible you could be a minion master running around with a Charr army following. =o

    now that sounds neat!

  11. #266
    Valued Member killerxx2 is offline
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    Re: [Guild Wars] Packet encryption

    i would like to see a emu to make more quest maybe custom monsters and weapons (kinda like i can in WoW) maybe make the emu run it like a True MMORPG i would love it then

    Btw Fantastic work i hope you release soon

  12. #267
    Member silentg0d is offline
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    Re: [Guild Wars] Packet encryption

    The gwlp.net domain is currently down. Please use this link to access the website.

    Click Here

  13. #268
    Account Upgraded | Title Enabled! Tsukekun is offline
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    Re: [Guild Wars] Packet encryption

    Ah, I see what you mean.. Neat =)

  14. #269
    Account Upgraded | Title Enabled! mgX^ is offline
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    Re: [Guild Wars] Packet encryption

    i do not believe you can be held responsible for whether people use this legally or ilegally... Emu making is legal, and you do not have to enforce checks.,..this is up to the people who host the servers...not you... Furthermore making an emu and putting restrictions on it is...kinda lame...

    besides...any attempt to enforce a validation would be cracked easily, and you'll end up with alot of work wasted....

    also..why not opensource it?

  15. #270
    Member Theora is offline
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    Post Re: [Guild Wars] Packet encryption

    Quote Originally Posted by mgX^ View Post
    i do not believe you can be held responsible for whether people use this legally or ilegally... Emu making is legal, and you do not have to enforce checks.,..this is up to the people who host the servers...not you... Furthermore making an emu and putting restrictions on it is...kinda lame...

    besides...any attempt to enforce a validation would be cracked easily, and you'll end up with alot of work wasted....

    also..why not opensource it?
    Actually considering my location, creating this emulator is civil infringement of US copyright law. If you're interested in reading legal drone speak: U.S. Copyright Office - Copyright Law

    Of course I don't have to enforce nor implement any kind of checks. However, I'll be taking ArenaNet's interests into account on this project as well. Which is the sole reason why checks will be put in place to hinder piracy.

    That's the nature of all software. It will be cracked.

    I'll only open source it under two conditions and with the approval of the other two server developers. 1. I stop working on the project. 2. Upon reception of a C&D letter.

    Thanks for your post. I came up with another idea while reading it. Considering people do want to run their own server, this is what I can do. GWLP runs the login server and accounts are verified. The game server binaries are released and whoever wants to run a server can contact us to get the authorization info. Then their game server will connect to our login server and whoever has their account on that server(much like territory) will be able to play on it. This could possibly even be done by district number. Such as district number 455 is so and so's server. Each game server defines its own rules, AI, scripts, and whatnot. Such an infrastructure is already supportable by the current code. This would theoretically support about 30,000 players. Only due to limitations of the login server. This is for naught if the server doesn't do anything though...*goes back to coding*



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