Beyondto Emu - Revolver Engine - GameGuard & Dev Community

Auth system validation, validates the game executable, using custom mods on login and game_server channels. With alot of features such as auto ban, hardware info extraction and so on, everything into server side terminals archored by game default pipes.验证系统验证,验证游戏可执行性,在登录和game_server通道上使用自定义mod。有很多功能,如自动禁止,硬件信息提取等,一切到服务器端终端由游戏默认管道。
Can I share the source file
 
Good job! I did some eva to obj with hex to obj, but it took almost forever.. also the eva files from shumenol are build different and are hard to understand the vertex, faces etc.
Finally we will be able to create new stuff with maya or other program and make new things ofc if you release it. But what about the obj to eva?
first we must treat eva like packed file i make unpack pack for that, then decrypt data for faces vertex uv etc and make obj file, then after edit obj crypt them and pack bk in eva
 

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Thats an amazing work mcfil, keep rocking bro ! Also i wish to know about the work you was doing about the evp, since all private server uses obfuscation only, its pretty easy full dump these methods, recently i was doing a map on how to make things more interestering , instead only obfuscation of game files such as .lua and .xml also assets, the new design its like that all files again inside the data.evp, with rotation keys at each run, also delivery by remote host , yes dynamically, and inside the data evp all files uses the traditional obfuscation, and yes with little extra secrets, the examples can be taken from the currently flow from overseas and upgrade for something deeply custom, im working in the launcher to update these files inside the data.evp lets see what can be done.
 
Thats an amazing work mcfil, keep rocking bro ! Also i wish to know about the work you was doing about the evp, since all private server uses obfuscation only, its pretty easy full dump these methods, recently i was doing a map on how to make things more interestering , instead only obfuscation of game files such as .lua and .xml also assets, the new design its like that all files again inside the data.evp, with rotation keys at each run, also delivery by remote host , yes dynamically, and inside the data evp all files uses the traditional obfuscation, and yes with little extra secrets, the examples can be taken from the currently flow from overseas and upgrade for something deeply custom, im working in the launcher to update these files inside the data.evp lets see what can be done.
good idea and about evp it can be done with simple bin diff code
 
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Atualizando o status do projeto



  • Controle total sobre a máquina de estados
  • Dispositivo gráfico personalizado
  • Motor Lua personalizado (sim, totalmente pronto para registrar novas funções no jogo ^^)
  • Ponte IPC funcionando 100% (pulando do inicializador diretamente para a lista de servidores).
  • Ascensão para dispositivos móveis: Adicionando controles de interface do usuário (30% concluído).
O primeiro emulador personalizado da comunidade inglesa e internacional. Totalmente personalizado, como você já deve saber!:)

Já estava na hora. Empacotei todo o código, seção por seção, usando uma abordagem híbrida com Themida e VMP. A primeira versão está totalmente pronta e estável para produção.

* in the next days i will be sharing few things wich have been requested, and explain few things, also comunicate something very bad, thats already have been reported to overseas, not sure if they will reply, this time its related to the game executable, and yes non report anymore never again to mira.
 
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I’m inviting a small group of people to join me in a pre-alpha internal test for the project.

I've just started the initial final production tests for revision 1.0.3. These tests began a few days ago and are currently open to a small group of participants.

We are focusing on testing the core game communications: the launcher, login system, game server, and VOIP connections and features. We're aiming to identify minor issues so we can release proper patches and increase the revision number.

If you're interested in joining, please send me a whisper here on the forum with your contact info. I'll send you an invite with instructions and the game download. :doge:
 
Hello everyone, long time no see in this thread.

As i mentioned last year, the Dual Ride Pair system was one of the custom features i had started developing and later parked. At that time, i was working on several different modifications at once, and many of them were left unfinished.

Recently, i decided to change that approach completely: stop starting multiple new systems and return to finish each existing project properly, one by one.

The Dual Ride Pair system is now the first of those parked projects to reach a fully working state.

After seven intense days of development, fianlly we can see fully synchronization workingk, and repeated multi-client tests all green light, the feature is now 100% functional and has entered its final packing and protection phase.

Players can invite another player to ride with them, request a ride from a mounted player, accept or refuse invitations, cancel pending requests, and leave the pair safely at any time. The system supports multiple custom mounts, with each mount using its correct passenger position, animation, visual attachment, and weapon-display behavior. atm ive added 16x mounts, there are so many lol, and each one of these requires a different linkage from server to client / client to server, such as comunication handelrs , positions and specific geodata safe guards.

The movement is fully synchronized between host and passenger. The passenger follows the host correctly, remains attached to the mount, uses the proper riding pose, and shares the expected camera behavior without interfering with the hosts movement or normal mount controls.

The system also includes complete packet delivery and synchronization for nearby players. ( whos into observer mode) Other clients can correctly see the host and passenger riding together, including after entering view range, changing position, teleporting within the same scene, or rebuilding visual objects.

A custom sandbox and server-authoritative pair state were created specifically for this system. The client does not control the final pair state by itself the server validates invitations, distance, scene, mount compatibility, current status, and all important lifecycle operations.

Several safeguards were also added, including:

• Geodata, distance, and scene validation
• Cross-scene and instance-entry protection
• Teleport and traffic-route safeguards
• Stall and guild-territory protections
• Death, disconnect, kick, unmount, and cleanup handling
• Passenger movement, skill, action, sit, and auto-walk restrictions
• Automatic visual repair when models or presentation objects are recreated
• Correct observer synchronization for nearby players
• Protection against invalid or duplicated pair states

This was not simply to place a second character on top of a mount. The objective was to make the system behave like a complete native feature, including invitations, synchronization, restrictions, cleanup, recovery, and protection against situations that could separate the players or leave broken visual states. ( leading to disgraces )

The system was tested with multiple clients simultaneously and across different accounts, mounts, actions, teleports, scene conditions, stalls, guild territory interactions, disconnects, and repeated pair cycles. deaths, revives and crazy possible state.

Everything working smoothly. ; p

I think the next fully-fledged mod will involve the full pack of new game classes. Yes, the goal is not to implement them as they currently appear in the community—bugged, ugly-looking, and far from feeling native. There are three new classes: Tamer (male), Little Fox, and Netheaven. These will require a complete reconstruction, including default animations and a proper lifecycle."





 
Hello guys, long time no see, what is going on? Hope everyone is doing good.

ive started work on game animations finally and so far seems very promising. It started basically as some experiments with quest cinematics and camera movement, but little by littlei ended up turning it into a complete campaign story mode lol.

Campaign Director working end to end full






Also regarding the dance/emote stuff and the newer classes, this one became a little more complicated than i expected lol.

I could not find any easy way to make it 100% so in the end i started building my own .EVA animation/emote engine for it.

I had already done maybe 30% of the universal/cross-class part some time ago and then parked the project. now i went back to work on it again, including the newer ones and Fox, to run the animations properly instead of just forcing the same animation data everywhere.

The good part is that the basic system is already working. i can create completely new native EVA actions that were never inside the original game, load them into the character actor and play them through the normal game animation system.

So far I already have custom dance/emote tests working, loop and one-shot animations, 30 FPS animation timing, full-body bone matrices and the equipment continues following the character skeleton normally. yup around 70% fully engine. kinda i got lazy these days * _ * but its looking nice already :doge:





at this point we already know whats next :doggo:
 
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