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Patman128

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Posts posted by Patman128

  1. So you want to disallow item_template from overriding the values in the DBCs? That's what that option is talking about.

    Or you want the opposite, to override DBC values with item_template values? You can't do that, the client will just ignore them. You would have to patch the client, which, as Nuke said, is discouraged.

  2. so what can be done about that? create a custom anti hack patch?

    The way I can see it:

    A. reverse-engineer new Warden modules and mod the old client to accept them, or modified versions

    B. create a new client-side anti-cheat solution and have players use it

    C. Use server-side checks only and deal with it

    Obviously none of these are as good as actually making Warden work on 1.12. My only hope is that somewhere out there there is a private server developer or game researcher who has a module, but then again they would also have to have the decryption key, so the chances are pretty slim.

  3. Inter-server communication most likely, if there's going to be fighting across the border. You'd have players connect to a proxy that abstracts away the sector servers. When they move to a new sector the proxy starts routing their packets to the new server. If there's a fight across the border the 2 game servers either communicate directly or through the proxy since the player's state would be stored on the sector server they are in.

    Mangos is very monolithically designed with everything more or less in the same box, which makes it very easy to put in new features and play with it, but there's no support for multiple servers backing a single realm. If you want to design a well-planned, load-balanced server system, you shouldn't look at mangos as an example.

  4. Well, on one running server (fork of Trinity, I do believe, though it claim to be own core) do have NPC's at zeppelins and ships, though some of them may be laying dead on the deck. :/ So it seems it can be done, at least partially.

    Great, so where can I find their source code? Otherwise this is useless information. Of course it can be done! In fact, I know of one server that had it implemented perfectly...

  5. Was thinking of disabling them on world for better performance, or is that not an issue anymore with v3?

    Yeah, but you're letting players and creatures cast spells through walls. Is that really something you want to enable just for the extra 0.3% or whatever negligible amount of CPU?

    Not to mention it's also really important for ground height calculations in some places...

  6. I know this is an old topic, but I have a question for the people more familiar with Warden:

    If the modules are signed, and we can disassemble the client to see how it inspects the signatures, can't we figure out how to sign them ourselves? Or is there a mechanism that prevents us from doing so? (I'm thinking key pairs)

    Just wondering for 1.12 reasons, since it seems to be impossible to find a real 1.12 module, let alone a Mac one.

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