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Reversing Spellborn
Polymo   20-09-2014, 09:14 AM
#81
I understand you, Saltiel. I'm very sorry if this discouraged you or anyone else.

I didn't intend to ruin the fun in discovering, also because i think that it can be possible to even make players explore the map together, if the packet structures are reversed 'properly'.

And that would be really nice!

Getty_   20-09-2014, 09:18 AM
#82
@ <span>Saltiel</span>

<span>So you mean there won't be any files/source code available for this, only the doc?</span>



Polymo   20-09-2014, 09:24 AM
#83
The doc explains everything you need, just set up a tcp connection and fill the packets. Some pages earler it's explained how you could start if you want to search for something else.

 

Also, please dont stop, Saltiel, just ignore my post [Image: default_sad.gif]

This post was last modified: 20-09-2014, 09:26 AM by Polymo.
Saltiel   20-09-2014, 09:28 AM
#84
No no do not be sorry Polymo, I published the doc exactly in the goal to accelerate reversing, and that's what you did so it's perfect! I just understand perfectly what you feel because I have the same feeling now. But I think TCoS is worth a try to make it come back to life, even in a simpler form at the beginning (my english hurts me xD).

Of course this can be done only if people like you and I have time to do this, for now I have but I don't know for how long. (and that's why doc is important blablabla ^^)

 

@Getty: I am not saying that. It's just that currently publishing code is not very relevant. If the project evolves there will be files and source code. Well, it depends of the people doing it but I do not think anyone will work and keep its work just for itself. Open source is not mandatory but highly recommended.

 

Edit: just seen your new post Polymo ^^ : don't worry, I really need to improve my english because I have been misunderstood. I do not plan to stop! I just need to find time to do it that's all, and I am happy that other people like you are joining the process because it will be easier and faster!

This post was last modified: 20-09-2014, 09:35 AM by Saltiel.
Polymo   20-09-2014, 09:31 AM
#85
a wiki instead of the notehub would be better, that way i can paste things i found, even if they're incorrect/not tested [Image: default_smile.gif]

Saltiel   20-09-2014, 09:43 AM
#86
I am starting a wikia. It's strange it does not seems to understand markdown very well...

I publish the address as soon as I have a clearly formatted doc. [Image: default_smile.png]

 

Edit: The address: http://tcosreverse.wikia.com/wiki/TCoS-reverse_Wiki

It's not formatted for now, don't know why it does not understand markdown syntax... Keep investigating. => Well wikia is a bit ugly for me, let's move on github.

Edit²: Well maybe a github would be easier. At least we would have a place to put code if we want. I just have to configure multiple accounts.

Edit^3: https://github.com/TCoS-Rebirth/Documentation : For now I put everything in the README.md but if needed we can have a more organised layout.

Send me your github username and I will add you Polymo.

This post was last modified: 20-09-2014, 10:13 AM by Saltiel.
JW-NL   20-09-2014, 11:32 AM
#87
Hey all,

 

Seeing the naked character in hawksmouth makes me want to explain something about the skeletal meshes.

 

A mesh is a 3D created system build up out of planes connected between 3 points in the 3D space.

each plane is linked to a triangle part of a picture called texture which in turn shows us the shape in texture colours on screen.

Unreal works only with the so called Triangulated meshes.

 

There are static mesh shapes like for example houses, trees and rocks which are placed into the map and it's just for the visual gameplay.

 

All the moving things like the playable characters, Non Playable Characters (NPC's), monsters are based on skeletal meshes.

A skeletal mesh is a skeleton which in turn is linked to the mesh shape.

for each skeleton animations can be created which can be triggered during gameplay or just for fun in the editor.

each animation sequence can have notifys which can activate several actions like playing a sound, show an emitter (explosion, fire etc), trigger a unreal script etc.

 

I noticed from the package data that there are a lot of notify actions available, for me the sounds are currently things I should be able to rewrite into a normal UT2004 format,

but the rest of the notifys still need work.

 

With the above text in mind linking back to the naked character, it is the basic skeletal mesh of the character, it needs the extra data to get dressed with armour by linking the

armour pieces to the right bones in the skeleton. Which armour is selected depends on the way the user created it during character creation,

or by changing it from the weapon and armour selection screen which was linked to the inventory.

 

One thing I did use was a "bug" with an overflowing mailbox, even though it showed as full, items you would receive could still be retreived on a later moment, by deleting older mail items.

It was giving some extra inventory space and sometimes fun to see what would come up from the mail after a while of not playing that character for a while. [Image: default_tongue.gif]

 

What I can do is for example create a bone list for one of the playable characters, it can give you guys an idea how it's build up.

 

Also good to know is the fact that the armour textures are made in the colours in the green and orange, which are linked to a colour selection from the character screen or elsewhere ingame

by going to the forge. (Ciara Always liked changing colours)

 

this should be it for the moment, have to do some more work in the garden [Image: default_sweat.gif]

 

Greetings Jan-Willem.

This post was last modified: 20-09-2014, 11:35 AM by JW-NL.


Polymo   20-09-2014, 11:47 AM
#88
i think these enums are what you mean

<pre class="_prettyXprint">
enum EquipmentSlot {
ES_CHEST ,
ES_LEFTGLOVE ,
ES_RIGHTGLOVE ,
ES_PANTS ,
ES_SHOES ,
ES_HELMET ,
ES_HELMETDETAIL ,
ES_RIGHTSHOULDER ,
ES_RIGHTSHOULDERDETAIL ,
ES_LEFTSHOULDER ,
ES_LEFTSHOULDERDETAIL ,
ES_RIGHTGAUNTLET ,
ES_LEFTGAUNTLET ,
ES_CHESTARMOUR ,
ES_CHESTARMOURDETAIL ,
ES_BELT ,
ES_LEFTTHIGH ,
ES_LEFTSHIN ,
ES_MELEEWEAPON ,
ES_RANGEDWEAPON ,
ES_LEFTRING ,
ES_RIGHTRING ,
ES_NECKLACE ,
ES_SHIELD ,
ES_RIGHTTHIGH ,
ES_RIGHTSHIN ,
ES_SLOTCOUNT ,
ES_NO_SLOT
}

enum AppearanceSocket {
AS_Head ,
AS_RightPauldron ,
AS_LeftPauldron ,
AS_Chest ,
AS_BackMain ,
AS_LeftHandHolster ,
AS_RightHandHolster ,
AS_LeftBracer ,
AS_RightBracer ,
AS_LeftCalf ,
AS_RightCalf ,
AS_LeftThigh ,
AS_RightThigh ,
AS_Base ,
AS_Belt ,
AS_MainShoulderSheath ,
AS_OffhandShoulderSheath ,
AS_Shield ,
AS_ShieldSheath
}
</pre>
Polymo   20-09-2014, 06:17 PM
#89
Does anyone have an idea what persistenVariables are? i would guess that the game saves some things clientside (?)

acid-burn   20-09-2014, 06:52 PM
#90
About persistent variables, check this link with examples

 

http://stackoverflow.com/questions/43572...iable-in-c

 

 

There is more info about persistent variable googling for : Visual studio blueprint persistent variables

This post was last modified: 20-09-2014, 07:16 PM by acid-burn.

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