Should be able to. When I had no server, I used console to move between maps and there were no spawns.
I edited the BSPs to spawn enemies, bosses, etc. The BSP has all the spawn triggers defined, and they ask the server what to spawn. You can override that by directly referencing enemy names instead.
I uploaded my current server/client. Pass is rz
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- Season 2 login and char select
- Season 3 char create, you can make Sylas/Hagie (but not Delia)
- Hagie spawns with his Phantom Blade, but still can't do story
- You can now equip dev_gm_badge (gives insane stats for dev/GM testing)
- GM event is turned on (not sure what it does)
- Removed class restrictions from all items
- Turned Finish system off (because it's annoying)
- Forgot what else I changed.
If you're wondering why create Sylas doesn't show his model, it seems a newer Bin folder is necessary.
It works properly if I use the latest US bin folder (but then the client can't talk to the server properly).
By the way... I have a bunch of old Vindictus files from old versions, just before and after they started adding uptodateinfo2.dat protection. Would those files be of use to anyone?
Uh, I think I found
a way around uptodateinfo2 that
allows the bin folder to be edited.
This has to be the stupidest workaround ever. Here's how to do it:
Use a hex editor, open Vindictus.exe and do a search for %s\bin\%s
Change that to %s\tin\%s (or whatever else fits into 3 letters) then save.
Have a valid uptodateinfo2 and bin folder. Rename the bin folder to "tin" (or whatever you used above).
You can then use whatever you like as the bin folder.
The game will compare uptodateinfo2.dat to the tin folder, but use the bin folder for the actual game.
Confirmed it seems to work. I edited scripts/ to modscripts/ in engine.dll and the game still loaded.