re: [Development] eMU :: MU2 Server Emulator (open source)
GL with ur project :D! I am bad at coding but I can help with packets if needed.
EDIT: I will add here packets structures.
Spoiler:
DEBUG version packets:
All packets starts by this:
[dword:size][word:id][dword:0][dword:0]
Unknow values are being set to 0 by default.
UnicodeString is:
dword (len of string in ASCII) + unicodeString
**********************************
Character list.
Response to: 0x13b
Server -> client.
id : 0x13c
[dword:0]
[word:charCount]
[dword:unk]
[Unicodestring:characterName]
[byte:level]
[byte:unk]
[byte:faction] -> //faction for girl if 2 makes elf
//for slim guy and dark lord (or wizard) 8 makes avatar (blue skin)
//mad guy turns into red monster with 4
[byte:race]
[dword:unk]
8 bytes of characters customs:
[byte:face] -> 0-1, >= 2 no face
[byte:unk]
[byte:hairType]
[byte:hairColor]
[byte:tatoo]
[byte:skinColor]
[byte:unk]
[byte:unk]
[dword:tutorialState]
//tutorialState 0 = ZoneJoin, > 0 = TutorialJoin
//race
//1 = wizard
//2 = mad guy
//4 = slim guy
//8 - elf
//16 - Emphatizer (in the future) (girl with white hair and horns)
**********************************
**********************************
Create character
Response to: 0x13d
Server -> client.
id : 0x13e
[dword:0]
**********************************
**********************************
Enter game (from char screen to in-game).
Response to: 0x141
Server -> client.
id : 0x142
[dword:0]
[dword:unk]
[byte:unk] -> If 0 crash
[dword:map]
[dword:unk]
8 bytes
[dword:Current experience]
[dword:unk] -> Maybe 64 bits of experience seems not currently used
8 bytes
[dword:Experience to next level (maxExp)]
[dword:unk] -> -> Maybe 64 bits of experience seems not currently used
8 bytes
[dword:unk]
[dword:unk]
[dword:CurrentHP]
[dword:CurrentMana]
8 bytes
[dword:money]
[dword:unk]
[dword:unk]
[dword:unk]
[dword:unk]
[dword:unk]
8 bytes char customs:
[byte:faceOn] -> 1 = face on
[byte:custom] -> 4 = on muscle guy tatoo tribal
[byte:hairStyle] -> 2 = bald
[byte:hairColor]
[byte:unk]
[byte:skinColor]
[byte:unk]
[byte:unk]
On newer clients they have some tricks and you can't change it editing the files (maybe ip hardcoded in .exe).
31-12-13
GM-Andromeda
re: [Development] eMU :: MU2 Server Emulator (open source)
i already started to make my own mu2 server months ago, then i stop when i realized that new clients (released by megamax) have an "extra" or different upk compress method, so u cannot actually see C>S packet structures cause they are stored in upk format. (actually, u can but it gets so fucking harder....)
so, instead of burning my head trying to find packet by packet structure to walk step by step using newer clients (trade send, then debug to track trade response, etc), y decided to store some logic info like ids and basic packet structure like login etc and wait until some beta test.
trying to create a server, based just on a simple test client with no server to test is like walking in the dark... but maybe, some rusty gs will give some extra knowledge for the first oficia beta that "should" be coming soon.
anyway, it is a good start but i bet webzen is gonna change everything, storage methos, structures messages, crypt/enc protocol methods, etc...
no one is gonna release a game using a protocol such as this... the response to every request opcode or id is the id + 1 ... (rolf when i found out this...)
anyway, it is a good project like mine, for learning porpuse, but useless if there is no official server to test T_T
07-01-14
bezloginu
re: [Development] eMU :: MU2 Server Emulator (open source)
07.01.2014 Update:
-Characters list support. Thread updated.
Many thanks to Kyhoh for packets structure! Thanks Kyhoh!
17-01-14
GM-Andromeda
re: [Development] eMU :: MU2 Server Emulator (open source)
i made this emu after the first client was released by megamax, 2 weeks then i stopped.
C++ and C++/CLI. Can spawn mobs, kill them, drop items, walk, change map (tp and walking through gate), create delete chars, and some other stuff, far from playable but it's still something...
took me almost a week to understand and dump all packet format/info but since client is beta, i cannot make all functions work since there are not even coded in client side.
so, waiting for some beta server from webzen...
edit: i could not translate it to eng, there is no option in any config file so, i dont understand a shit
re: [Development] eMU :: MU2 Server Emulator (open source)
GM-Andromeda Does it feel like Diablo 3? It looks a lot like it?
18-01-14
netwhw
re: [Development] eMU :: MU2 Server Emulator (open source)
Yep , I Agree , it has a D3 Look, this blue fog like effect it's all over D3 Act1.
I Also could see on one of those pics a D3 Reversing Smth.....on Andromeda's Desktop , have you gotten a chance to look over their Binaries?
18-01-14
GM-Andromeda
re: [Development] eMU :: MU2 Server Emulator (open source)
Quote:
Originally Posted by netwhw
Yep , I Agree , it has a D3 Look, this blue fog like effect it's all over D3 Act1.
I Also could see on one of those pics a D3 Reversing Smth.....on Andromeda's Desktop , have you gotten a chance to look over their Binaries?
on topic: Yes, it is like diablo 3, map assets like tables, chairs and barrels are almost the same. But of course, blizzard project was developed by people with experience, they know what they are doing, and webzen... ehm, they dont.
mu2 uses unreal engine, blizzard uses their own engine, so u can see a lot of games "look like" mu2, but no like diablo 3.
Even more, i reversed diablo 3 protocol, completely, bnet and game, i took me 3 months (login, creating character and testing skills, watching traffic, even getting banned lol)... and i did the same in MU2, it took me 3 days without testing over an official server (cause it doesn't exist.)
so, Diablo 3 = best developers, MU2 = MU = noobs.
Off topic:
when D3 beta was released, i was part of a team that tried to make a private server before retail version. But Blizzard stop it a few months after the final version.
So yes, i reversed diablo 3 protocol (used in private server) and almost every structure in the graphic engine (this was just for fun :)).
After this i used that data, including animations, materials, textures, etc to make my own mu client... as u can see, there are a lot of things from diablo in this client: http://www.youtube.com/watch?v=W0Rl32YoKLI
But this client is no complete, it takes a lot of time i DONT have.
Can just login char, walk, cast some basic skills, warp just to the new lorencia devias and noria , kill all monsters (98 monsters including most mu monsters), trade and use inventory. but no event, party, drop config, etc... far from playable.
19-01-14
netwhw
re: [Development] eMU :: MU2 Server Emulator (open source)
Wow, I did not know it was such a difference, 3 months to 3 days roughly... I've been playing arround with mooege and D3 beta client, that's why your icon peeked my attention.
Anyway, I already saw your Game preview on another post about Mu Client on Iphone i guess... honestly , it's the best work I've seem around here, pro-like stuff !
Not only the game which we can only view a very small portion, but for your observations regarding newer implementations , like scene manager , Path finding and why you did not use the same from reversed mu client.
Ps: Very nice effects on UI Bar , your d3 mix looks very nice.
Best of Luck on your Endeavors !
20-01-14
bezloginu
re: [Development] eMU :: MU2 Server Emulator (open source)