Localhost Workshop

Hendi48 this is some amazing work. I was able to run your version 62 client on the latest dev build of wine (6.23), but I'm also coming across an audio problem, albeit not related to libmpg. There's no sound at all the the logs are telling me it's related to pulseaudio. I find this weird because pulseaudio works just fine for other applications on wine. I assume you guys testing wine are also on Linux rocking pulseaudio?

I can confirm that audio is broken in v62 under Wine. I'm not 100% sure yet why. It works in v83, but even when I copy most DLLs like Sound_DX8 from 83 to 62, it's still broken. I'm getting some mmap out of memory errors and then ALSA failures right after. I'll try to do a deeper investigation tomorrow.
 
Could you do Ems v55? What makes it interesting is that it has Koc but no 4th job for explorers.
Setup can be found on:
 
I can confirm that audio is broken in v62 under Wine. I'm not 100% sure yet why. It works in v83, but even when I copy most DLLs like Sound_DX8 from 83 to 62, it's still broken. I'm getting some mmap out of memory errors and then ALSA failures right after. I'll try to do a deeper investigation tomorrow.

Could you check wine compatibility in v68 and v87 as well? I have no setup yet for either clients, and by time we maybe do, and we run into problems, you may have disappeared already, so taking the chance now :P
 
I found the cause for the sound issue. Client versions before v97 attempt to map the entire game files into memory for faster access. Depending on how much other stuff is loaded, this will quickly cause the game to run out of virtual memory space. In case of Wine, there are a lot of Linux libs loaded into the process as well, causing it to have less space than on Windows. Pulseaudio then fails to allocate some regions it needs. On Windows this can also lead to issues in environments that require big sprites to be held in memory, such as boss fights.

On v8x this problem isn't directly visible, because there it outright fails to map some of the files into memory (since v8x is considerably larger than v6x).

There are two possible solutions for this problem:
a) Patch NameSpace.dll to never map any WZ package.
b) Set the "large address space aware" PE flag on the client binary, which will allow the process to use the full 4 GB address space instead of only 2 GB.

I'm not a fan of a) because I dislike tampering with original files.
Option b) theoretically shouldn't cause any trouble, because afaik Nexon doesn't do any high-pointer-bit-magic. They enabled that flag themselves in Big Bang. I've provided v62 and v68 clients in the first post that have this flag set. I haven't decided yet whether it makes sense to provide them for higher versions as well. It'll cause the client to greedily gulp up the space with its 1.9 GB of WZ files. It probably does make sense, though...
 
sdgxcbxcbxcb
 
Last edited:
I can confirm v84 is a client version where PulseAudio starts having issues, while it works fine on one game version prior to it. LAA solved it there as well. However PipeWire works perfectly fine regardless of LAA.
 
I found the cause for the sound issue. Client versions before v97 attempt to map the entire game files into memory for faster access. Depending on how much other stuff is loaded, this will quickly cause the game to run out of virtual memory space. In case of Wine, there are a lot of Linux libs loaded into the process as well, causing it to have less space than on Windows. Pulseaudio then fails to allocate some regions it needs. On Windows this can also lead to issues in environments that require big sprites to be held in memory, such as boss fights.

On v8x this problem isn't directly visible, because there it outright fails to map some of the files into memory (since v8x is considerably larger than v6x).

There are two possible solutions for this problem:
a) Patch NameSpace.dll to never map any WZ package.
b) Set the "large address space aware" PE flag on the client binary, which will allow the process to use the full 4 GB address space instead of only 2 GB.

I'm not a fan of a) because I dislike tampering with original files.
Option b) theoretically shouldn't cause any trouble, because afaik Nexon doesn't do any high-pointer-bit-magic. They enabled that flag themselves in Big Bang. I've provided v62 and v68 clients in the first post that have this flag set. I haven't decided yet whether it makes sense to provide them for higher versions as well. It'll cause the client to greedily gulp up the space with its 1.9 GB of WZ files. It probably does make sense, though...
Hendi48 you are amazing. Finally, after 3 years, I've got both the server and client running in docker. https://forum.ragezone.com/f427/v62-docker-1150928/

:bows: I could only hope to have your godly skillz; I'm just your standard F500 CRUD developer.
 
Could you check wine compatibility in v68 and v87 as well? I have no setup yet for either clients, and by time we maybe do, and we run into problems, you may have disappeared already, so taking the chance now :P

I found an issue with v68, NPKCrypt wasn't behaving on Wine so I patched it out. Reuploaded that version. v87 is also working fine.

If there's no issues with the 4GB/LAA clients, I guess I'll make them the default and not offer any other versions anymore.
 
@thepack Does the v62 client d/c for you often on Linux? I'm using it on Windows and it disconnects intermittently.
 
GMS v95 added. I also tried to document which patches I'm doing to a client after unpacking & unvirtualizing.

Does the v62 client d/c for you often on Linux? I'm using it on Windows and it disconnects intermittently.

I personally haven't d/ced. Do you mean actual disconnect to login or does the game completely shut down? If so, with or without dialog? Are you doing anything special or does it happen when afking? After how long usually?
 
cbxcbxcbxcb
 
Last edited:
GMS v95 added. I also tried to document which patches I'm doing to a client after unpacking & unvirtualizing.



I personally haven't d/ced. Do you mean actual disconnect to login or does the game completely shut down? If so, with or without dialog? Are you doing anything special or does it happen when afking? After how long usually?

Fortunately the game doesn't shut down. It just brings me back to the login screen saying "Unable to connect to the game server. Please try again later." Not really doing anything out of the ordinary and I haven't found a consistent way to reproduce the problem. Typical gameplay. No afking, just moving around and attacking mobs. It sometimes disconnects me after a few seconds, and sometimes I make it as long as 20 minutes without disconnection.
 
Any chance for v28? It's ok if not you released v87 and v92 which is more than enough. Super happy, thanks again brother

Was there not a v0.28 client released by kiki a few years back?
 
Any chance for v28? It's ok if not you released v87 and v92 which is more than enough. Super happy, thanks again brother

This was the old one posted by kiki I believe.


There is also one posted here, I'm not sure if it works though. The CRC doesn't match the one Kiki released, so it's either fixed, or has edits.
 
Last edited:
I didn't test the client extensively before, but now I've gotten around to it. Yeah, I'm also facing the same problem as you BangFlade albeit on wine. Bummer. This has been the only v62 client that I've managed to get working on docker.
 
@BangFlade thepack I walked around Victoria Island for half an hour killing stuff and didn't face any issues on v62. I haven't tried with a Java server, though. Perhaps whatever servers you're using are disconnecting you intentionally for some reason?

Any chance for v28? It's ok if not you released v87 and v92 which is more than enough. Super happy, thanks again brother

v28 added.

In other news, I've open sourced my Themida unpacker. You can find it in the first post under "Tooling". Merry Christmas!
 
Very impressive job in regards to the unpacker. Was surprised to see it handles IAT reconstruction better than PE-Sieve does (at least with whatever Themida settings used by Nexon).
Thanks for the contribution!
 
@Hendi48 I'm using the dockerized Java server that I created https://forum.ragezone.com/f427/v62-docker-1150928/ . Zero disconnection problems when I used to own an actual Windows computer dedicated to playing the game, albeit with a different .exe on that machine.

Have you tried GMSv62_4GB.exe on wine? One scenario that I've come across that seems to disconnect me quickly (like, within a few attacks) is killing mobs in HHG1 with the boomerang step attack. Spawning Zakum also takes me back to the login screen within a few minutes. Mind giving that a shot? Thanks!
 
xbfxbxcbxc
 
Last edited:
Back