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APB Emulator 2013 Files
Hi guys, :blushing:
i found some APB files and wanted to share them here.
Emulator Files + Source + Database : Here.
Client : Here. ( It is a magnet link )
Update : Client download Mega.co.nz
you can just copy that link :
Quote:
magnet:?xt=urn:btih:9A11EAF893705945F064C85CC2B378DF9A262DD7&dn=APB%20RePack%202010.iso&tr=http%3a//freetorrents.org.ua%3a2710/announce
and paste it in your URL.
ill give some info about that emulator :
Quote:
- There are total of 2 DLLs included in the source on Assembla - FrameWork.dll and MySQL.Data.dll
- When you compile project, place "DistrictServer.exe", "WorldServer.exe" and "LobbyServer.exe" with those 2 DLLs inside "APB SERVER" folder to have everything good and set up
- You need to forward ports 2101, 2106, 2108 and 1031
- You'll need MySQL database named "apbdb" and application like WAMP or XAMP (copy/paste content of "apb.sql" and execute it through phpMyAdmin)
- All 3 servers will have some stuff displayed in French, this is due to "FrameWork.dll" being written by a French developer who lost the source code (lol)
- I made District Servers to work as dedicated servers - players can start their own district instance(s)
- You'll notice those "<Password></Password>" thingies in lobby and world server configurations - leave them as they are
- Player passwords are not hashed (should be implemented soon)
100% fully Working thing's
Quote:
- Logging in with username/email and password
- Creating/deleting characters
- Entering world server
- Displaying list of available district instances
- Adding/removing friends (needs database saving)
- Adding/removing people from ignore list (needs database saving)
- Searching for players through "Search" tab a.k.a character finder
- Looking For Group status changing
- Base code for group invite system
- Base code for /w(hisper) chat done (message is displayed, name is in weird characters
- Base code for distict entering (brings you to "Connecting to District Server...")
- Base code for mail system
- Base code for group system
- Logging out
- Client status updating (in "clientstatus" table in database - displays player's online status, district, LFG status, etc.)
- Base for district reserving (random district joining through "Districts" tab)
thing's that need some work on
Quote:
- Lobby/Login Server is 95% done (parts that aren't done can be seen in "LobbyServer/TCP/Opcodes.cs" - also, those parts aren't too much important, server will work fine without them too)
- World Server is nowhere near done (around 10% done) - see "WorldServer/TCP/Opcodes.cs".
- District Server has just base code done, and base communicating with World Server - all opcodes are discovered, I just need to get their proper "addresses" (like in other 2 servers) + create UE3 server backend (killing, moving, etc.)
if you find that topic good please like. :thumbup:
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Re: APB Emulator 2013 Files
WOW!!
nice
Thank you!
Compile: DOWNLOAD <--
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Re: APB Emulator 2013 Files
Quote:
how to change ip in client?
C:\Program Files (x86)\APB Europe\APB Europe\APBGame\Config
EnvironmentGame.ini
Quote:
[APBGame.cHostingGC2LS]
m_sLS1=YourIp:2106
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Re: APB Emulator 2013 Files
It's my emu.
My Svn : (Original emu)
https://www.assembla.com/code/allpri...bversion/nodes
I'm also working on Warhammer online emulator :
http://forum.ragezone.com/f111/warha...7/index14.html
If you need help you can contact me PM. I will update the core and works also on district server with you. I've stopped apb for starting warhammer.
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Re: APB Emulator 2013 Files
Quote:
Originally Posted by
Dyox
I've worked on APB. You will never have an APB emulator for a lot of reasons.
Okay, we'll see.
EDIT:
Here's the progress so far (quote taken from UC).
Quote:
Originally Posted by fiki574
New talk session with Domo. Some info:
- New developers are joining - trusted ones, will help a lot if Domo ain't able due to his other projects
- APB (Map) Editor is almost done - unstable at this point
- Script compiler is also almost done - needs some final tweaks
- New client hook nearly done - also needs some polishing
- Complete rewriting of server in C++ - yet to be done
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Re: APB Emulator 2013 Files
Huge-ass update, dayuuum!
Revision 111 (server-only changelog):
- Added world server list to login server base code - used in communication between login server and world server(s)
- Added check in world registering code to determine whether there already exists a world server with provided ID or no
- Added client status reset when selecting a character in selection screen - fixes occurences where DB table wouldn't be properly destroyed
- Added "/clients" console command to both login and world server - see some info about every client connected to each server
- Added "/worlds" console command to login server - see total amount of world servers connected to main/login server
- Added "/clear console" console command to both login and world server - make those spammy logs go away
- Updated lobby client code - added proper variable resetting which will now prevent data collision
- Updated account code - fixed a MySQL error occurence
- Updated login algorithm code - fixed SRP6a bug which disallowed any account logins and completely broke the whole login server functionality
- Updated login proof - new code which fits the corresponding SPR6a bug fix
- Updated friend/ignore list opcodes - fixed account ID colliding which would result in wrong error
- Updated district registering code - removed some unused variables and data
- Updated world server base code - added world ID variable which is retrieved through world server config file
- Updated world registering code - now reads world ID from config file instead of database
- Updated listener code in login server - on connect world gets stored with it's ID, on disonnect it gets removed from worlds list
- Updated district reserve opcodes - now properly checks which district has been choosen
- Updated "apb.sql"
- Updated login server solution file
- Removed LobbyServer.Database.World.cs - no longer needed
- Removed "worlds" table creation from login server code
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Re: APB Emulator 2013 Files
Revision 112 changelog:
- Added new network code for client and client server - threaded, better performance, packets feature, etc.
- Added MySQL reference files - later used for DB check
- Updated login dialog code - now saving is true by default
- Updated main include file - removed unused stuff
- Updated client server project file, client DLL solution file, and emulator solution file
- Removed old network code from both client and client server
Update doesn't seem big, but trust me - it is. The new network code works perfect and allows us much more flexibility in client<->server communication. Next up on todo list is (finally) actual authentication with DB which is completely server-sided (due to possible data breach if client sided), correct build retrieving in client code (at this moment, I just manual type build, but later it'll be retrieved from "buildnumber.h") and proper injection code detection (detect MySQL injections).
Stay tuned for more updates! :)
P.S. Some pics maybe later.
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Re: APB Emulator 2013 Files
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Re: APB Emulator 2013 Files
Quote:
Originally Posted by
RealTimeDev
Soon, mate, soon! :)
Can post some details about how is going the project?
Maybe some screenshots too will be nice.
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Re: APB Emulator 2013 Files
This is a post that contains some info you need to know about this project. Lets get started!
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I'm still waiting for Domo's reply, though haven't sent him message in past few days. Since I'm the only one developing this emulator at this moment, updates can come fast, or slow... very slow. Now, taking in account that this game is not an easy one to emulate, it will take a quite some time to finish this project finally. I know you've been waiting for something like this for years, and now that 2 years passed since this project has been founded, I feel very disappointed with myself about inability to provide you guys an alternate way of playing this awesome game. Things will change, yes, but I'm not able to hold this project on my own. It would be a lot easier with Domo, but he's busy now most likely. The concept of which this emulator would work is very simple - everything is completely free. No P2W (as you guys like to call them) weapons, no exclusive premium-members-only item (this game doesn't even have premium, to be exact), and possibly - no legal issues. The feature that would also be provided is own district instances hosting, but that would, of course, be available to only a small group of players who would need to have either powerfull PC or spare VPS and such. Next thing to deal with are cheaters. Since this is cheating forum, won't be posting much info regarding this, but be sure there will be an anticheat when and IF this emulator gets released. I will continue to work on this emulator as much as I can. I still have some other projects in my mind which I'm also working on, but that really shouldn't slow me down too much. That would be it, update time!
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Revision 113 (client + server):
- Added proper client DLL retrieving of current client build -> sending it to client server where our build check gets performed
- Updated client server project file -> some changes to properties, where the project creates and such
- Updated login code -> re-added code for client disconnect on error
- Removed 'extrn_login' value reset from login server -> later on will be added to main client server
Update is small, but better something then nothing.
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Next thing I am going to work on is actual authorization on both client and server side. Things will get complicated due to me having to change how SRP6a works since I'm going to implement a password hashing which changes few things a lot. That said, when I finish the authorization, I can dedicate myself to researching the game and such.
At some time ago, Domo claimed he has a working map editor, as well as a script compiler. This would allow us to make core game changes and add new items and features. BUT, since we would be touching/modifying game files, legal issues could knock on our door. This is still not confirmed by either side (me and/or Domo). At some point in future, we may re-write complete emulator in C++, but that's also not confirmed. New developers will be more than welcome to join us and help us out. Client DLL / Emulator code tweaking, fixing, updating and polishing will be present as long as this project runs. If this project fails again though, files may get released somewhere on the Internet.
I hope you guys understood what I just wrote in here, and I really hope I still got your support. I'm sorry for any inconvinience, though!
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Best regards,
Fiki!
(taken from UnkownCheats forum post, don't mind the 'cheaters' thing I mention)
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Re: APB Emulator 2013 Files
Revision 114 (server + client changes):
- Added missing "ANS_GROUP_JOIN.cs" file to world server
- Added custom logger code to client server
- Added base code for authorization -> next step is actual authorization
- Updated location of "build.cfg" -> moved to folder with all other server configuration files
- Updated network code in client DLL and client server
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Re: APB Emulator 2013 Files
Quote:
Originally Posted by
john007
keep up with the good work man, hope some days we can try it out. how much (memory) aka RAM is needed to test? im current have 8GB mostly uses for PC gaming.
Game itself is around 10gigs, but I think around 4GB RAM should be more than fine.
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Re: APB Emulator 2013 Files
Here's new update! Some details and explanations can be found below.
Revision 115 (server + client changelog):
- Added token creating when logging in for first time
- Added WriteChar function to client network code
- Updated few important packet codes which were missing
- Updated "apb.sql" DB file
- Removed socket patching from client DLL
- Removed "ANS_GROUP_JOIN" packet code from client packets folder
- Removed login UI completely from client code
- Removed timer check from base code of client DLL
You may wonder why remove external login and add a "token" feature? What is "token" anyways?
Well, as I was not too comfortable with storing username and password in plain text in user's game directory, I decided to make a drastic change. Instead of doing this extremely stupid way of storing user's info, I added a feature called "token". Token is basically an 8 character long number which is used to identify users. Each account gets it's own token when logging in for first time (this will be changed in future, users will get tokens and token files when registering from site). With this token, users don't have to login twice, plus they don't risk their account's info be stolen because it was stored in a simple, plain text. How it works? User registers, gets unique token, copies that token into "token.id" file or downloads it directly from site (later on), pastes "token.id" file to directory where user has our custom DLL and actual game, starts the game. When the game is started, it connects to main (client) server. Client server then checks if token is valid and updates info in database using the exact same token. This way, even if your token gets stolen, nobody can enter your account without knowing your password, which is then completely another story. Also, token provides hosting privilegs. There's a row in a DB named "canhost" which is used for hosting your own district servers. Well, how does this work? Lets say you decide to host a district. You again need a token which is connected to your account. You paste the "token.id" file where district server executable is and start the server. District server then checks if token is valid and checks if your account can host district instances. If both are valid/yes, then you're ready to host your own server.
Next on TODO list:
- Authorization by token
- Check if "token.id" file actually exists, if not don't allow user to enter game
- Password hashing (mentioned before)
- District server hosting privilege and token check
I hope to get this TODO list done in 2-3 days (or even tomorrow lol), so I can go on with more important stuff for this project. :)
P.S. Some pics coming tomorrow or in few days when I finish mentioned stuff
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Re: APB Emulator 2013 Files
Revision 116 (client + server changes):
- Added check to client DLL if token file exists
- Added authorization system by token
- Added Auth class with MySQL reference(s)
TODO:
- Fix occurence where invalid tokens aren't detected as invalid
- Password hashing
- District server hosting system + token check
Pics:
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Re: APB Emulator 2013 Files
Wow, the token system seems impressive!
That's a really smart way to prevent account theft.
Now, how exactly would this district hosting work, that part really confuses me.
Besides that, awesome dev!
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Re: APB Emulator 2013 Files
Quote:
Originally Posted by
mcaso123
Wow, the token system seems impressive!
That's a really smart way to prevent account theft.
Now, how exactly would this district hosting work, that part really confuses me.
Besides that, awesome dev!
Well, district hosting would work on similiar principle as authorization. You would put district server executable in same folder as "token.id" file and district server would then check in database if token is valid, and if token is valid, it then checks if your account has hosting privileges. If it does, you're able to host a district, if it doesn't you're not able to host a district. Simple :)
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Re: APB Emulator 2013 Files
Quote:
Originally Posted by
RealTimeDev
Well, district hosting would work on similiar principle as authorization. You would put district server executable in same folder as "token.id" file and district server would then check in database if token is valid, and if token is valid, it then checks if your account has hosting privileges. If it does, you're able to host a district, if it doesn't you're not able to host a district. Simple :)
Oh, just a plain exe and auth,alright.
thanks!
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Re: APB Emulator 2013 Files
Revision 117 changelog:
- Added "VOICE_CHANNEL_INFO" opcode to world server - used in Vivox voice service
- Added "FRIENDLIST_STATUS" opcode to world server - used in friend list displaying
- Added "CHAT_SYSTEM" opcode to world server - used in server messages
- Added commented code to "ANS_FRIENDLIST_STATE" - needs to be properly implemented
- Updated "DISTRICT_LIST" opcode in world server - now properly counts total amount of districts
- Updated whisper chat opcodes - still not working, is pretty complex :/
This update is purely done out of boredom. I'm still tending to do some work on it before deciding to either release this or complete forget about it.
TODO:
- Add district hosting privilege check
- Fix "PerformLogin" and "PerformLogout" auth problem - not returning correct error on fail
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Re: APB Emulator 2013 Files
Revision 118:
- Added token check when hosting a district server - if your token is invalid or you don't have hosting privilege, you're not able to host your own district instance
- Added "/districts" command to world server - see info about all connected district servers
- Added 2 network communication files to district server ("IPacket.cs", "Packet.cs") - used in communication in between the two
- Added new network packet to both world and district server ("DBInfo.cs") - with this packet district server retrieves info about database
- Added "WriteS" function to world server communication network code ("Packet.cs")
- Added database connection file to district server ("Connection.cs") - used in token checking
- Updated few files to fit new network update
- Scrapped group system code to base ("Group.cs") - has to be rewritten later on
- Removed unused WS->DS packet ("RegisterSuccess.cs")
- Removed all references of projects to one another - district server no longer depends on world server, world server no longer depends on login server
The token check and whole token system is now working properly, how it was meant to be. Next up, fix the problem with client DLL and database checking involving token as well.
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Re: APB Emulator 2013 Files
New developer joined! Finally someone who speaks proper English and understands network protocols, packets and UE3 games!
Welcome coldreader. (Project continued!)
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Re: APB Emulator 2013 Files
Someone was successfully joined ingame?
Looking forward for this project, cheers mates.
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Re: APB Emulator 2013 Files
So.. no much updates past weeks, sorry for that, BUT!
Me and coldreader88 had a nice talk past 2 days. He decided to re-create an emulator with his own framework for which he claims is much cleaner, convinient and better. He's gonna do the bare bones version of server(s) just to see how it would work. If I/we like it, we gonna do it with his framework. Everything will still be in C# pretty much (except client DLL and client server, which are in C++). It's a bit much work, so he's gonna take some time to do it. Anyways, I created new assembla account and new private project where we will continue to develop the emulator, though new one. Old repository will still exist and won't be deleted, but won't be used and updated some time as well. When and if we finish the emulator for v1.4.1. (which we now believe we will), coldreader88 is going to create a separate branch for another APB emulator, but this time for new APB. (but we plan to run the emu for old version of the game)
As for the Domo, I'll try to reach him again for spring break cuz almost 6 months passed since we last talked.
We'll stay in touch in next couple of days/weeks.
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Re: APB Emulator 2013 Files
So, I just went through commits that coldreader88 did yesterday/today, and I have to say I'm pretty amazed. The new emu version is so much cleaner, better looking and organized. His framework is awesome as well. He's gonna do initial packets and since there are still some references to his other server project, he'll clear them out and make the servers runnable and usable. The older emu code will still exist, and it MIGHT get released when we get the new one fully working. There is a LOT of features in his framework that will help us in further development (there are so much new features I can't even write them all down, neither having attention to do so).
Here's how new emu 'structure' looks:
Stay tuned for upcoming updates! :)
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Re: APB Emulator 2013 Files
Finally reached Domo. We had a cool chat session. Summary:
He said he's been mad at me because of doing something that I shouldn't have done and that's why he didn't respond to my messages. He also said he's done with his community service in 3 days and that he finished his other emulator completely, so he can dedicate himself to APB emulator. He said that he has a C++ version of emulator, as well as few other hooks that we'll need to succesfully finish the work. I told him then that new developer joined and made barebones version of emulator with his new framework in C#, and since we now practically have 3 versions of same emulator (2 in C#, 1 in C++), we'll decided which one we will continue to develop. Of course, all the code will stay private.
This project is actively being worked on!
Stay tuned for more updates.
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Re: APB Emulator 2013 Files
Me and coldreader (well, he mostly) managed to get new base server working. Next up is re-coding everything from old emu, all the way to district entering. When we finish all 'less important' servers (which are account, character, login, and world + client server from old emu since we need it), we'll then focus on district server completely. Client DLL will still be present as I'm going to hook some functions in order to make everything more playable.
Also, here's a list of 'possible' closed beta testers (CB coming soon). ;)
- Vingeveu (UC)
- yanke1337 (UC)
- Dunker12 (UC)
- KIRAinnova (UC)
- Geertje123 (UC)
- contry (UC)
- Maanoo (UC)
- yahia585 (UC)
- iHacked (UC)
- KillxSeed (UC)
- NissanRacer1 (UC)
- @mcaso123
- @J3tze
- @Biesmen
- @OrochDEV
Stay tuned for more upcoming updates!
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Re: APB Emulator 2013 Files
Revision 11:
- Added client server and client hook code to new emulator project
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As I see a lot of interest in Closed Beta, here's a simple note. Closed Beta is not yet official neither 100% confirmed, that's why posted CB testers are 'possible', since we need to finish server first to actually plan out the beta (when it becomes 'official', people will have chance to apply for tester). More info and updates will be coming soon, so please stay tuned! :)
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Re: APB Emulator 2013 Files
So, I've started to work on old emu version again since I got pretty far in there. Anyways, I managed to get a part of district reserving properly working, the other part will do tomorrow. The district entering through "Instances" tab is not working at this moment, and hopefully will be fixed very soon (you can only join through "Districts" tab, that tab with pics and description of each district). Anyways, by checking game logs, everything seems to be working fine (district detecting/reserving and then proper joining). Client sends request to a server at IP 0.0.0.12:13113 (don't know why though), and wants a response, but never gets it. Next up is to actually redirect client to correct IP and hopefully get a broadcast in district server executable, meaning that the client is trying to connect to the server.
Revision 119:
- Fixed district reserving
- Minor updates in client hook code
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Re: APB Emulator 2013 Files
Revision 120:
- Updated district reserving - now fully works
- Updated district entering - now works through "Instances" tab
- Updated district list - some more data
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I'm gonna explain what I updated and what's happening at this moment.
So, I found out that "ASK/ANS_DISTRICT_RESERVE" retrieves a code 16777216 which is 'identifier' for social district (same goes for financial and waterfront, both have specific codes). Now, this code is used when joining through "Districts" tab. The code 16777217 (just up by one, same with FIN and WF districts) is used when entering through "Instances" tab, so yea, both joining through "Districts" and "Instances" tab now works (and did not work before).
I also updated district entering opcode with district server IP splitting and correct port writing and game logs now show this:
http://i57.tinypic.com/33vyqf6.png
which means that client is trying to connect to correct IP and port (I'm aware that showing my IP wasn't the most clever idea, but whatever). Next up, I should try to retrieve connection attemp in district server and see what's gonna happen then.
There's a problem though. Financial and Waterfront districts as well as Tutorial fail to register at world server and display to client. I have to investigate this more to see what's the actual problem (they all appear as "TEST DISTRICT" in game logs and are not shown in "Instances" tab). See:
http://i59.tinypic.com/2q3ahy9.png
--
Stay tuned for more updates!
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Re: APB Emulator 2013 Files
Revision 121:
- Updated code for district connecting - district server now successfully retrieves connection request and initial data from client (though the data can't be displayed for some reason)
- Updated opcodes for district entering/reserving to make it work with district server update
- Updated logger code in client hook - now clears log file on start
- Added commented code for updating loading movie - will see about implementing it later on
- Authorization bug 'doesn't actually exist' - it doesn't give you an error on failed login (when it should, instead it lets you in game), but you won't be able to log in however, so it stays as it is
:)
http://i58.tinypic.com/21smbp.png
Enough coding for today! :D
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Re: APB Emulator 2013 Files
Nice! Can you walk around in districts, yet?
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Re: APB Emulator 2013 Files
Quote:
Originally Posted by
Biesmen
Nice! Can you walk around in districts, yet?
Lol man, as you can see I haven't entered a district yet, just received connection request from client.
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Re: APB Emulator 2013 Files
Quote:
Originally Posted by
sronturk
You do not have permission to access the requested page. *.*
That's because I locked the project, it is private now.
--
I'm done with school (wooohoooo), but in 2 days I'm going in Prague (7.6.-13.6.), which means no updates for one week. I'm also going to seaside 15.6.-22.6., and hopefully will be able to develop on my laptop (if I transfer whole APB and emu over). Anyways, this is pretty much all that I wanted to tell you.
(NOTE: This is just to inform you guys about my 'possible inactivity' and no progress on emu)
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Re: APB Emulator 2013 Files
Quote:
Originally Posted by
RealTimeDev
That's because I locked the project, it is private now.
--
I'm done with school (wooohoooo), but in 2 days I'm going in Prague (7.6.-13.6.), which means no updates for one week. I'm also going to seaside 15.6.-22.6., and hopefully will be able to develop on my laptop (if I transfer whole APB and emu over). Anyways, this is pretty much all that I wanted to tell you.
(NOTE: This is just to inform you guys about my 'possible inactivity' and no progress on emu)
Not related to the emulator, but related to APB/RTW I guess.
Crackdown (RTWs first game) is now getting a TRUE sequel, with the original producer from RTW working on it.
there was a crackdown 2 but had no affiliation with RTW.
This seems pretty hype. It was announced at e3.
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Re: APB Emulator 2013 Files
Here are 3 revisions!
Revision 13: (by coldreader88)
- Internal changes to framework
Revision 14: (by me)
- Added login packets
- Properly implemented SRP6 algorithm for logging in
Revision 15: (by coldreader88)
- Fixes and updates to fiki574's code
- Updates to network code
- Updates to packet encryption
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Updates may not seem big, but we did a lot today. We're currently using 'dummies' on new emulator until we implement database saving/loading later on. Since we now have a working base, I'll most likely easely re-do everything from old emulator and port it to new one. New framework is awesome to be honest, but I'm still getting used to new layout.
--
Stay tuned for more upcoming daily updates. :D
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Re: APB Emulator 2013 Files
Revision 16:
- Added file saving & loading opcodes
- Tweaks to login code
--
New emulator is running perfect so far. There's still dozen of opcodes to re-implement in new emulator, as well as new inter-server communication, but I hope it won't take too long.
Stay tuned for more daily updates! :)
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Re: APB Emulator 2013 Files
Revision 17:
- Added character opcodes and dummy test character
- Updated ANS_LOGIN_SUCCESS which now works properly
- Minor updates to project files
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So, as said before, we're currently using dummy account and dummy character until we enter the district. When we do that, we'll be implementing database saving and loading. For now, our main goal is to re-do some opcodes/packets to get to the district entering part. Everything else, including all of the other login and world server packets, can be done later on.
--
Stay tuned for more daily updates! :)
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Re: APB Emulator 2013 Files
Revision 18:
- Small fixes, updates and tweaks
--
Sorry for not posting past 2 days, wasn't much on my PC.
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Re: APB Emulator 2013 Files
Quote:
Originally Posted by
RealTimeDev
Revision 18:
- Small fixes, updates and tweaks
--
Sorry for not posting past 2 days, wasn't much on my PC.
Can you give us some kind of percentage to when we can actually go into some kind of alpha? Because I read all that but I have no idea how far you are into finishing it s:
Cheers,
Funnypig
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Re: APB Emulator 2013 Files
Revision 21:
- Added login<->world inter-server communication code - works fine
- Added world entering packets to both login and world server - some things need to be fixed
- Added world list packets
- Added missing opcodes to "APBOpcodes.cs"
- Added initial district packet to world server ("DISTRICT_LIST")
- Removed unused stuff/code
Big update. Total of 44 files modified/added.
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Revision 22:
- Fixed a problem where logging in was completely impossible
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Well, yea, we're getting closer to districts! :)
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Re: APB Emulator 2013 Files
Good work RTD, when u are in the district please make some screenshots for all of us to enjoy it :-) keep up those good work bro.
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Re: APB Emulator 2013 Files
Great Work indeed RTD and looking forward to seeing further progress.
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Re: APB Emulator 2013 Files
Revision 23: (by coldreader)
- Updated login-world inter-server communication
- Updated world server configuration file reading
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Revision 24: (by coldreader)
- Added real-time packet scripting ability - allows us to add server packets 'on-air', without having to recompile emulator everytime we add a new packet
- Updated world entering
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Revision 25: (by me)
- Updated world entering - now writes correct port
- Updated packet sending between login-world server - fixed possibilites of receiving 'argument null' error
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Revision 26: (by me)
- Small update to fix world entering - still not able to properly enter the world
--
As you can see, a lot has been done. And about the world entering problem - client successfully connects to world server, and sends initial packet (ASK_WORLD_ENTER), which world server properly retrieves. Now, when world server is sending a response (ANS_WORLD_ENTER), client does NOT register/receive that packet, even though it should. Further investigation of what is the actual problem will be taken by me and/or coldreader. We'll soon be able to finally dedicate ourselves to district entering. Stay tuned for more upcoming updates! :)
--
Thanks for your support, guys! :D
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Re: APB Emulator 2013 Files
I've been notified today that our free repository 'license' has expired on the new project (and I'm not planning on paying 25$/month along side with other payments I do monthly), and I've merged our new emulator repo with old one and separated them in two different folders (new one is "APB-X", and old one is "Reborn"). This repository was created 2 years ago, when Assembla's policy was different and the new pricings and time limits do not apply on this repository. Now, all the new updates/revisions will be starting from R124 (current revision on merged repo), and don't let it confuse you - new updates will be only done on new emulator. Other than that, I haven't been much working past few days on the emu, but today or any time very soon, coldreader should fix some problems regarding world entering. This post ain't nothing more that me giving you heads-up on everything currently. Oh, and Domo should soon start as well since we're getting close to districts (hooking stuff, map editor, script recompiler, whatever he has/had in mind).
Stay tuned for more upcoming updates. :)
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Re: APB Emulator 2013 Files
Another heads up - there was an error with Assembla which emptied our repository, I added 2 new SVN repositories, each for one emulator project (one for old, one for new). Everything seems to be fine now, and that error that occured is pretty common one, so I didn't want to contact them about it, I rather uploaded files back. Anyways, new updates that we will do won't be revisions, they will rather be named something like "Update SUN-6th-JUL 18:50" (just an example) since revisions got reset back to 1 (and to avoid further reset problems, I'll just do it like this). Still waiting for coldreader to make his move. :)
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Re: APB Emulator 2013 Files
Sorry that I didn't read carefully enough but did anyone every shared a new link?
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Re: APB Emulator 2013 Files
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Re: APB Emulator 2013 Files
Quote:
Originally Posted by
oxykidz
Ancient code...
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Re: APB Emulator 2013 Files
@RealTimeDev
Got any new update so far?
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Re: APB Emulator 2013 Files
Quote:
Originally Posted by
RealTimeDev
Ancient code...
yes.
:*:
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Re: APB Emulator 2013 Files
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Re: APB Emulator 2013 Files
Revision 3:
- Updated world entering code - we can enter the world now
- Added district reserving packets - no purpose yet
- Re-added some prebuild commands for other team members
--
As you can see, revisions have been reset due to me creating new repo for 5th time (god damn Assembla). Anyways, I've successfully entered the world, and now our focus is on district entering. Later today (or tomorrow) I'll add district<->world server communication, and re-do the instances list, plus the beggining of district entering.
Stay tuned for more upcoming updates! :)
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Re: APB Emulator 2013 Files
For a moment I thought that was dead.
Thumbs up mates! :zippy:
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Re: APB Emulator 2013 Files
Quote:
Originally Posted by
OrochDEV
For a moment I thought that was dead.
Thumbs up mates! :zippy:
I was on a 3-week vacation, that's why no progress has been done.
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Re: APB Emulator 2013 Files
Update SUN-10th-AUG 15:40
- Added district<->world communication code and all needed packets
- Added instances list packet to world server - properly displays districts list
- Added district entering packets to world server - client starts connecting to district
- Added mail packets to world server
- Updated district reserving packets - weird error 257 displayed, need more investigation (though in older emu it works, weird..)
- Updated .bat file to start district server as well
- Fixed non-registered packets client and server packets
--
http://i57.tinypic.com/2pru5uc.png
:)
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Re: APB Emulator 2013 Files
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Re: APB Emulator 2013 Files
i hope so!
Keep it closed. Else massiv list of Servers appears :D
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Re: APB Emulator 2013 Files
Quote:
Originally Posted by
Onie
This a close project ?
Yes, it is closed / private.
Quote:
Originally Posted by
xTraacex
i hope so!
Keep it closed. Else massiv list of Servers appears :D
We won't release the code any time soon, don't worry.
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Re: APB Emulator 2013 Files
RealTimeDev you code the emulator of blade and soul SagaBNS,?
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Re: APB Emulator 2013 Files
Nice to hear, dont wanna see low quality servers floating around.
Thats the bad side of p-servers.
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Re: APB Emulator 2013 Files
Quote:
Originally Posted by
Bola
RealTimeDev you code the emulator of blade and soul SagaBNS,?
Nope, not me.
Quote:
Originally Posted by
xTraacex
Nice to hear, dont wanna see low quality servers floating around.
Thats the bad side of p-servers.
Indeed!
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Re: APB Emulator 2013 Files
APB:Reloaded will have its engine upgrade pretty soon, so you're good with copyright issues n such :)
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Re: APB Emulator 2013 Files
Nighttime builds available?
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Re: APB Emulator 2013 Files
nah, its at the devs right now, it'll be at the Q&A and the sanparo city testers around the end of summer or probably Halloween if they're not lazy, knowing g1 it'll be the latter one
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Re: APB Emulator 2013 Files
Hey guys, sorry for not posting!
I visited a friend at seaside, and I actually stood longer than I was supposed to (because I liked it there :P), but I got back home yesterday and that's it for this year's vacations. I'll be once again fully active on this project. The district research will start as soon as possible. About the beta testers list - no one is getting removed, only few new people could be addded.
Stay tuned for upcoming updates! :)
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Re: APB Emulator 2013 Files
*rubs hands* could i help test things (and possibly break them too) i already got the rtw apb (tough modded as f*ck)
edit: what format is apb's map's anyway? plain unreal engine 3? or do i need to build some crazy scaffolding?
might make some custom maps... (used to ue4's tool kit, but how hard can ue3 be?)
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Re: APB Emulator 2013 Files
Update WED-3rd-SEPT 18:45
- Updated district listener code - data is now properly received and displayed,
- Fixed district entering and reserving - now fully works (invalid district reserve will show error 257)
- Fixed some string formating in lobby server code
--
http://i60.tinypic.com/2nhn4nl.png
--
Stay tuned for more upcoming updates! :)
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Re: APB Emulator 2013 Files
can you post some screenshots? Everybody loves screenshots :D
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Re: APB Emulator 2013 Files
Update THU-4th-SEP 16:00
- Added unreal packet parser code
- Updated district reserving with joining codes for hardcore districts - not working entirely properly, needs fixing
- Updated client listener in district server - now passes data to unreal parser
- Updated district code and district registering - added language identifying
- Updated server info class
- Updated some solution/project files
--
http://i62.tinypic.com/o6xqb7.png
--
I added Unreal packet parser code to district server (its available to public somewhere on Internet, though code is in C++, ex-dev adopted it for C#), which now displays data as shown on picture. This will most likely make our work a bit easier, but packets are still complete and utter mess. It needs more investigation on data that is being sent and the encryption of that same data.
Anyways, coldreader/Brian will take a look at what have I commited later today, and hopefully do some work as well.
Stay tuned for more upcoming updates! :)
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Re: APB Emulator 2013 Files
Update WED-10th-SEP 22:55
- Added Smart Engine to district server - client doesn't connect to it though
So, coldreader told me to add SE to district, I did it, but now client doesn't seem to connect to it as it does with lobby and world server. This needs more proper investigation from both me and coldreader.
Stay tuned for upcoming updates! :)
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Re: APB Emulator 2013 Files
So, coldreader did some packet research yesterday, and he found out some usefull information! He found occurences of AES key appearing (16 bytes) in initial packets (which are used for key exchange, or some sort of handshake maybe?), which made him think that district servers use Rijndael as packet encryption/decryption algorythm. Now, the thing is, he messaged me today saying that those 16 bytes can also be MD5, though it's more than likely that APB is using Rijndael as it is used by many other UE3 games (including BnS). This is a minor breakthrough which will help us get the project going towards Closed Beta. Depending on our free time, we'll try to implement encryption/decryption of district packets, as well as add UDP part to Smart Engine because it is currently only TCP based.
Stay tuned for more updates! :)
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Re: APB Emulator 2013 Files
Quote:
Originally Posted by
RealTimeDev
So, coldreader did some packet research yesterday, and he found out some usefull information! He found occurences of AES key appearing (16 bytes) in initial packets (which are used for key exchange, or some sort of handshake maybe?), which made him think that district servers use Rijndael as packet encryption/decryption algorythm. Now, the thing is, he messaged me today saying that those 16 bytes can also be MD5, though it's more than likely that APB is using Rijndael as it is used by many other UE3 games (including BnS). This is a minor breakthrough which will help us get the project going towards Closed Beta. Depending on our free time, we'll try to implement encryption/decryption of district packets, as well as add UDP part to Smart Engine because it is currently only TCP based.
Stay tuned for more updates! :)
http://pinkie.ponychan.net/chan/file...6198776138.jpg
Just kidding though.
Just a general question at the engine because g1 has stated this a couple of times, is it THAT much different from the current releases of UE3? That's been their whole explanation for the low FPS problem but I'm really curious myself.
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Re: APB Emulator 2013 Files
Just do make it clear. APB runs fine on RTW days(Good FPS). G1 messed up the client performance with tones of patches from different developers all around.
APB is a really dynamic game. That makes it peformance hungry, even with a "new engine"
As what i can see on the new engine screenshots is not more than a lightning system improve till now :D
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Re: APB Emulator 2013 Files
Quote:
Originally Posted by
mcaso123
Just kidding though.
Just a general question at the engine because g1 has stated this a couple of times, is it THAT much different from the current releases of UE3? That's been their whole explanation for the low FPS problem but I'm really curious myself.
Well, to be honest, I'm not quite sure what is going to improve and what is not. Now they're blaming the engine for the low FPS, and what will they blame when it continues to drop even after the upgrade? Who knows, it's G1! But one thing I'm positive about is that their districts are complete mess. I'm gonna explain it a little bit down.
Quote:
Originally Posted by
xTraacex
Just do make it clear. APB runs fine on RTW days(Good FPS). G1 messed up the client performance with tones of patches from different developers all around.
APB is a really dynamic game. That makes it peformance hungry, even with a "new engine"
As what i can see on the new engine screenshots is not more than a lightning system improve till now :D
APB is indeed dynamic game, today you can't easily find a game that supports 100 players on a district map like in APB.
--
Here are some of the statements from their blog.
Quote:
Originally Posted by APB:R Blog
For the past few months we've been running tests, adding logging, analysing data, going over client and server logs and reviewing network latency reports, all in an attempt to find out what the main causes of our performance bottlenecks are. Frustratingly, the answer is not entirely straight forward (we can't just blame Howard the server hamster, for example) as there are a range of potential issues in various areas of the game that could be causing problems. There are, however, a few systems that are primary candidates for potential performance hiccups. So - with 1.17.1, we've made changes to some of these systems that we believe should make a noticeable improvement to the game.
I'll just ignore the joke about the hamster.
So, they claim they've made changes to systems that they believe cause the problems, and yet they aren't even sure if they did any good: "...we believe should make a noticeable improvement to the game". Yeaaa, right, good job!
Quote:
Originally Posted by APB:R Blog
One of the primary candidates to optimize has been the garbage collection system - this has nothing to do with the Green Planet trucks and everything to do with how the game frees up memory by releasing objects no longer required by the game.
Oh, look, G1 trying to be funny again.
Not gonna talk much about their garbage collection, though this really shouldn't be the problem cause garbage collection collects unused data & objects, I really don't see how this could impact on performance, unless they're doing it in the same time as everything else in combination which could then cause the problems. Suitable fix would be to run the collection every 5-10 minutes. More of this down below.
Quote:
Originally Posted by APB:R Blog
A server ticks (updates) 25 times a second which gives it 0.04 seconds (40 milliseconds) to update the game world. Every tick we measure the time taken and if this is over a threshold then we have a spike (slow update) and we log additional information about the causes of the spike.
Whether a spike affects your experience of playing the game depends on many different factors. Some will be noticed, others won't be, but the less spikes we have, the "cleaner" the server is and the more predictable its performance will be.
See this! So, 25 times a second the whole game world gets updated. That's a lot of data. 20 times a second would be more than okay for the updates, 25 is already too much.
Quote:
Originally Posted by APB:R Blog
A game server needs to do different amounts of work at different times, it does standard things all the time; for example, moving characters, simulating physics, and sending network traffic.
Actually, moving characters IS sending network traffic. When you move, your client sends info to the server, and server then responds back which then results in updated position of your game character. I'm also quite positive that physics are simulated on the client, not the server.
Quote:
Originally Posted by APB:R Blog
When a character enters a district, the district server needs to grab information from the database and then initialise itself with this data. After observing that this involved a lot of time reading files from disk (which is a slow process because hard disks are often the slowest part of a computer system) I've been able to reduce the impact on the server of reading these files.
Complete and utter bullshit. District server should completely initialize on start, not when character enters it. And no, its not the hard disks that are causing the impact, it's god damn 3000 packets that are being sent during the connection that are causing the impact.
Quote:
Originally Posted by APB:R Blog
Garbage collection is the process which tidies up unused objects in memory. It currently runs every minute, at 40 seconds past the minute, and runs in two phases:
The first phase is to identify which objects are no longer required. This needs to be completed in one step, otherwise memory could change and its analysis will be invalidated.
The second phase is to tidy up the objects which are no longer required. This was taking longer than was desirable.
For some time now, we've been adding extra logging to provide more information about the process of tidying up objects. From this logging I was able to identify which sorts of objects take the most time to tidy up. In fact - one type of object was taking up the majority of time. I've been able to rework some code so these objects do not always need to be created in the first place.
Again, they should run it each 5-10 mins, not every minute. Other than that, I'm completely fine with this part.
--
This is just my PoV and observation, it does not need to be correct or true, but it's just a small insight that G1 doesn't know shit about the code and their game (cause they needed almost 2 years to bring the game back up, with complete code and everything already set from RTW shutdown).
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Re: APB Emulator 2013 Files
No. You have no idea how garbage collection works in C++ let alone APB.
G1 is doing a far better job than a C# lobby/worldserver/chatserver simulator.
Quote:
Complete and utter bullshit. District server should completely initialize on start, not when character enters it. And no, its not the hard disks that are causing the impact, it's god damn 3000 packets that are being sent during the connection that are causing the impact.
You have no idea how disk I/O and database calls work in a server environment - the paragraph from the APB: Reloaded blog is explaining in laymans terms the process of logging in a single character to a district server from a world or login server, whichever APB uses - not the initialization of the actual district server.
Quote:
See this! So, 25 times a second the whole game world gets updated. That's a lot of data. 20 times a second would be more than okay for the updates, 25 is already too much.
Server FPS is locked at 25 ticks maximum - plus they are not loading any database objects. They are loading objects from memory. Are you saying you can get more performance by updating the game world slower? Because that's a logical fallacy - CPU is not the hangs, they even outlined what was causing an occasional hang (players logging in/out and garbage collection.)
Quote:
Again, they should run it each 5-10 mins, not every minute. Other than that, I'm completely fine with this part.
No no no no. There's no need to run garbage collection that often. It's a matter of memory being used per district server. Read/writes from memory are far too fast to notice. There is no disk I/O.
Quote:
Actually, moving characters IS sending network traffic. When you move, your client sends info to the server, and server then responds back which then results in updated position of your game character. I'm also quite positive that physics are simulated on the client, not the server.
Partially incorrect. The physics are simulated on the server as well as the client - this is what those 25 ticks are for. If physics were processed entirely on the client, clientsided fly hacking would be possible as physics are related to interaction with the game world. This is highly CPU intensive on the server and if it bottlenecks for any amount of milliseconds above 25, it logs the bottleneck on the server. This is how their engineers were able to fix the performance bottlenecks.
RTW APB did not run any better than today's APB did. Of course, prove me wrong - get ingame with a client, and show your district server running at 30 fps with no lag, full physics emulation and client movement prediction and I will be shutting up.
The only way you will ever hope to emulate APB is to steal the server files and make them work with the game - and trust me, G1's anti-private server team will shut you down pretty damn fast. See: Knight Online.
I do wish you the best of luck but I doubt you can put a working APB emulator together. And by emulator, I mean district server emulator. Hint; C# is too slow, you won't be able to do it in C++ and not without emulating the mathematical portions of the server - you are good at calculus, algebra, and geometry, right? :)
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Re: APB Emulator 2013 Files
Quote:
Originally Posted by
SecretsOThePast
-snip-
Nice response. Challenge accepted!
EDIT:
Quote:
You have no idea how disk I/O and database calls work in a server environment - the paragraph from the APB: Reloaded blog is explaining in laymans terms the process of logging in a single character to a district server from a world or login server, whichever APB uses - not the initialization of the actual district server.
Actually, the way we do it, is to sent a packet from world server to district server to inform it about client that is connecting to it. All client info is also being sent like that.
And yes, now I see what their statement actually means.
Quote:
... CPU is not the hangs, they even outlined what was causing an occasional hang (players logging in/out and garbage collection.)
"we've made changes to some of these systems that we believe should make a noticeable improvement to the game."
Oh please...
Quote:
Partially incorrect. The physics are simulated on the server as well as the client - this is what those 25 ticks are for. If physics were processed entirely on the client, clientsided fly hacking would be possible as physics are related to interaction with the game world. This is highly CPU intensive on the server and if it bottlenecks for any amount of milliseconds above 25, it logs the bottleneck on the server. This is how their engineers were able to fix the performance bottlenecks.
RTW APB did not run any better than today's APB did. Of course, prove me wrong - get ingame with a client, and show your district server running at 30 fps with no lag, full physics emulation and client movement prediction and I will be shutting up.
The only way you will ever hope to emulate APB is to steal the server files and make them work with the game - and trust me, G1's anti-private server team will shut you down pretty damn fast. See: Knight Online.
I do wish you the best of luck but I doubt you can put a working APB emulator together. And by emulator, I mean district server emulator. Hint; C# is too slow, you won't be able to do it in C++ and not without emulating the mathematical portions of the server - you are good at calculus, algebra, and geometry, right? :)
RTW APB was a bit better regarding performance AFAIK (as I played it since original release).
So, because its hard to emulate this game, I should just quit it? Or steal server files? LOL.
C# is user-friendly, most of the emulators were and are written in it, old emulator base was also in C#, the network engine we currently use is also written in C#. I know it's not the best option, but it will do. Client DLL and main client server are written in C++ tho.
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Re: APB Emulator 2013 Files
I'll have to join in on this one,
For starters, RTW APB wasn't at its engine limit when it launched, G1's APB is.
This is due to the thousands of changes, patches, new weapons, dirty edits etc that Reloaded Productions put in place.
Now i'm not saying its G1's or Reloaded Productions (RP from now on) their fault for the horrible optimization, RTW left apb in a very un-finished state at launch (you can thank ea for rushing them) resulting in 70+% of the code being gibberish not even notes on what parts do what!
That put aside, RTW's apb was a heavily mutated Unreal tournament engine, not a ue3 engine. they thought they'd never need to improve their engine cause by the time that would be needed they'd just re-write the code.
RP's been trying to do that for the past few years now, failing most of the time cause they have 0 clue what what does, and quite frankly i can't blame them, the framework and original code is such a mess that when you change one thing you can break the entire engine.
I'm going to give g1 and rp some slack, they've been trying to "Improve" things for quite some time now instead of just saying "fuck it, solve it yourself"
They're doing a horrible job on the optimization i do admit that, but at least they're trying, and at least we don't have ea stabbing us in the back, releasing 0 patches, adding 0 content well maybe with 900usd dlc which adds one extra flower to the game (granted g1 can be just as bad in that regards)
Also changes to apb aren't done by G1 but by Reloaded Productions....
-
Re: APB Emulator 2013 Files
cant download the Emulator Files + Source + Database any help ?
this what I get -,-
Not Permitted
You do not have permission to access the requested page.
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Re: APB Emulator 2013 Files
Source ain't run anyway. A team is working on it, but its closed source :)
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Re: APB Emulator 2013 Files
oh =/ okay , wanted to try :D
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Re: APB Emulator 2013 Files
if you look at RealTimeDev really really nice, perhaps he'll let you test it when he's done :)
aside from that, the old dl linked to acient code, i still have a copy of it and that of action district, but its acient code and not working for a big part >_>
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Re: APB Emulator 2013 Files
Update TUE-23rd-SEP 15:30 (by coldreader)
- Initial Smart Engine UDP upgrade
So, coldreader updated the Smart Engine and added UDP part, which works properly. He also located few UE3 functions for receiving district server packets. Domo will be working on a SDK from both RTW and G1 version using the information that coldreader gathered. I'll be helping them both out as well!
Stay tuned for more upcoming updates! :)
P.S. Sorry for inactivity, real-life obligations caught us all... Also, no pics in this update :O
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Re: APB Emulator 2013 Files
okay , I will wait until he will end it and will test it If he will give me to test it ^^.
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Re: APB Emulator 2013 Files
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Re: APB Emulator 2013 Files
I guess Realtime guy will let us know :)
Well, rtdev... its time
Gamersfirst is kinda joking , 65€ for Halloween-Pack haha.
We really need a new publisher
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Re: APB Emulator 2013 Files
link to the server is outdated!
Refresh !!
Please!!!
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Re: APB Emulator 2013 Files
Quote:
Originally Posted by
adminsoul
link to the server is outdated!
Refresh !!
Please!!!
the project was converted to a private project, they will update us on the progress of it and if you're nice enough they might hand it out to the public.
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Re: APB Emulator 2013 Files
Project is on pause due to coldreader being away...
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Re: APB Emulator 2013 Files
some one give me Emulator Files + Source + Database files
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Re: APB Emulator 2013 Files
Quote:
Originally Posted by
Zerglrisk
some one give me Emulator Files + Source + Database files
how about no?
Also don't you think that you're being a little disrespectful against the people that are trying to re-write a entire server api from scratch to make the old rtw apb working again, to basically telling them "fuck you, i want those files you made private so you could make it work properly!" which is almost the same as asking their credit card information. its been taken down and put into a private project for a reason. buuut if you really want the old non-working files, here ya go: https://subversion.assembla.com/svn/apb-r-emu/trunk
its a svn checkout, its from the old aps project, needless to say, it doesn't work at all, hence why this is now a private project so they can make it all working, and perhaps, if you look at RealTimeDev nicely enough he'll give the files when its done
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Re: APB Emulator 2013 Files
thx 2 answer but, i dont have username n password that page. so i cant enter that. :rolleyes:
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Re: APB Emulator 2013 Files
I have finally reached Brian, we did some talking, he's still intersted in the project, but lacks the time. Project is now officially resumed! :)
P.S. Sorry for no posts/updates in a while! :O
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Re: APB Emulator 2013 Files
!Special note to RealTimeDev (and anyone else working on a apb emu/private server)!
Whatever you do, do NOT spawn weapons on the social server/district.
This is a bug that's been exposed on live today/yesterday and the public got wind of it...
basically spawning a weapon in said servers/districts and destroying objects (such as the mannequins in the joker store or the signs) results into a client wide and server wide crash.
logging out with the weapons only crashes the client.
Anyway, long story short, the social server is not build nor meant to have weapons and forcing them (trough gm or other means) will result into problems.
-
Re: APB Emulator 2013 Files
Update TUE-16th-DEC 18:40
- Added check when user enters the world with their account - without this check, world server would previously crash
- Added check for hardcore districts reserving - Financial Hardcore and Waterfront Hardcore are now supported from "Instances" tab
- Added packet saving to district server - as long as client sends data, district server saves it to special folder and packet files, which will be used later in research and further development
- Re-added newer network codeby coldreader - removed it due to some problems with setting the servers up, now everything works fine
- Updated district server startup - now acts like lobby and world server, with SE base UDP implementation
- Fixed a client listener error in district server - would not retrieve data
- Removed UnrealPacket class - unneeded and broken
- Removed district IP passing when entering the district - the client somehow doesn't send data to the server when using public, known IP of computer, but does send it when using the local one
--
So, we're not dead... apparently. Talked with coldreader (not too much though), he'll be more active as soon as holidays pass (hopefully), but I'll be completely devoting myself to this project during the holidays, that's for sure. To make it clear, Domo is currently off-project and off-team completely due to lack of interest in the project. Another thing to mention is that I did some research on the district and it's famous unknown encryption and found out a single reference to the XTEA encryption which is actually used in Unreal Engine 3 (LINK TO UNREALWIKI). Though, what bothers me is the fact that it is only ONE reference, instead of few (like in case of RC4). Nevertheless, I'll keep researching, peaking and poking the client memory until I find a reasonable way to finally get in the game/district. I also want to use this way to thank to all of our supporters, your support will definetly be rewarded. :)
Stay tuned for more upcoming updates! ;)
-
Re: APB Emulator 2013 Files
Looby Work? , Spawn Work ? World Play Work ? VPS IP Work?
-
Re: APB Emulator 2013 Files
Update WED-17th-DEC 17:10 (client)
- Added XmlLite ("xmllite.dll") functions detouring - now logs when the functions are called, they are used by the game to most likely read one of the most important game files which is "sdd.bin"
- Readded Winsock functions detouring - lets us monitor when are specific functions called
--
I found ten memory addresses that are somehow connected to either district server or the world. They are rather frequently called and used by the game, and I'll be investigating those a bit further to see if they are actually connected with anything district-wise. Another thing to mention is that 'bare' website will be up soon, so anyone that wants link to it should PM me in next couple of days (if you don't already know the link).
Stay tuned for more updates! :)
-
Re: APB Emulator 2013 Files
Quote:
Originally Posted by
maribro124
Looby Work? , Spawn Work ? World Play Work ? VPS IP Work?
lol wtf r u kidding?
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Re: APB Emulator 2013 Files
Since we got our site up, I'll start posting updates there to stop farming posts in here. And as I'm not allowed to directly share the URL of the website, feel free to PM me to get the link. See you there! :)
P.S. New update posted there already ;)
-
Re: APB Emulator 2013 Files
Quote:
Originally Posted by
RealTimeDev
Since we got our site up, I'll start posting updates there to stop farming posts in here. And as I'm not allowed to directly share the URL of the website, feel free to PM me to get the link. See you there! :)
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Re: APB Emulator 2013 Files
Quote:
Originally Posted by
Vadim Cazacu
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Emptied it now.
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Re: APB Emulator 2013 Files
So this emu is only for coders ... , i don't even have coding experience ,i just wanted to make a little server to play with my friends with hamachi but as i see the is not easy as minecraft lol , and not completed too , is there will be a vertion that wil work simply , so non / coders can use it easly ?