Rampastring Posted October 16, 2015 Share Posted October 16, 2015 No one is willing to work on the game with the 2nd most activity (sometimes the most)??? Iran was the guy who did the main work on the YR spawner, but he has disappeared without a trace. The other programmers on the staff (me included) prefer other games. Link to comment Share on other sites More sharing options...
m@rk Posted October 16, 2015 Share Posted October 16, 2015 Why not ask this guy for help?? He made an offer, and everybody laughed about. http://cnc-comm.com/community/index.php?topic=4451.30 Link to comment Share on other sites More sharing options...
fir3w0rx Posted October 16, 2015 Share Posted October 16, 2015 Why not ask this guy for help?? He made an offer, and everybody laughed about. http://cnc-comm.com/community/index.php?topic=4451.30 He won't help for free Link to comment Share on other sites More sharing options...
m@rk Posted October 17, 2015 Share Posted October 17, 2015 what about using pvpgn and fix the quick Match Funktion??? Link to comment Share on other sites More sharing options...
m@rk Posted October 17, 2015 Share Posted October 17, 2015 anybody remember the guy who has written 'awos'? http://cnc-comm.com/community/index.php?topic=1922.0 where is this code gone? Link to comment Share on other sites More sharing options...
SiRaLeX Posted October 17, 2015 Share Posted October 17, 2015 AWOS does not exist. Did you read the topic? what about using pvpgn and fix the quick Match Funktion??? CnCNet is not based on WOL. So they can't just "use" PvPGN and fix the quick match function. Link to comment Share on other sites More sharing options...
fir3w0rx Posted October 17, 2015 Share Posted October 17, 2015 Including support for ladder in the client would be easy, but as Funky stated, right now the game executable itself doesn't have the necessary code for it. Hey yo Alex, how much would you charge to make the necessary code? Just curious. Link to comment Share on other sites More sharing options...
SiRaLeX Posted October 17, 2015 Share Posted October 17, 2015 Hey yo Alex, how much would you charge to make the necessary code? Just curious. I'd charge 500 € flat for making RA2/YR send game stats in the known GAMERES format. Sean claims the server part is already working (I'll take his word for it): A ladder for YR is ready. We just need the client to start sending results http://tahj.cncnet.org/#/leaderboard/yr So the only thing missing is making RA2/YR send game results to the server. Since network play doesn't generate game stats this requires some "hacking" to be done and built into the game/client. Including support for ladder in the client would be easy, but as Funky stated, right now the game executable itself doesn't have the necessary code for it. That's not exactly right. The game executable obviously sends stats to the server for online play. What needs to be done is making network play (which CnCNet uses) send game stats too. So how did you achieve this for RA1 and TS, for which working ladders exist already? That's the way to go about it for RA2/YR as well. http://tahj.cncnet.org/#/leaderboard/ra and http://tahj.cncnet.org/#/leaderboard/ts Link to comment Share on other sites More sharing options...
fir3w0rx Posted October 18, 2015 Share Posted October 18, 2015 I'd charge 500 € flat for making RA2/YR send game stats in the known GAMERES format. Oh ok. I'm not sure what the going rate is, but it sounds reasonable. Anoyone here with a spare 500€? Btw what's a 'GAMERES format'? Link to comment Share on other sites More sharing options...
Rampastring Posted October 18, 2015 Share Posted October 18, 2015 Including support for ladder in the client would be easy, but as Funky stated, right now the game executable itself doesn't have the necessary code for it. That's not exactly right. The game executable obviously sends stats to the server for online play. What needs to be done is making network play (which CnCNet uses) send game stats too. So how did you achieve this for RA1 and TS, for which working ladders exist already? That's the way to go about it for RA2/YR as well. http://tahj.cncnet.org/#/leaderboard/ra and http://tahj.cncnet.org/#/leaderboard/ts That's what I meant with the game executable not having the necessary code for it - the necessary code for sending stats in LAN games The code for RA1 and TS stats sending was written by Iran, I don't know the specifics related to it. Also, the client handles actually sending the information to the server - the games are written to simply dump the GAMERES packet into a file. Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted October 18, 2015 Share Posted October 18, 2015 We will be starting off with just ra1 and ts ladders (at least that was the plan) Later we can add cnc1, dune 2000 and yuri If iran doesn't return then i'm going to write the patch for yuri, it takes around 20minutes Link to comment Share on other sites More sharing options...
fir3w0rx Posted October 18, 2015 Share Posted October 18, 2015 Ah... GAMERES = game results, got it. Link to comment Share on other sites More sharing options...
m@rk Posted October 18, 2015 Share Posted October 18, 2015 We will be starting off with just ra1 and ts ladders (at least that was the plan) Later we can add cnc1, dune 2000 and yuri If iran doesn't return then i'm going to write the patch for yuri, it takes around 20minutes I'd love to see this live! <3 Link to comment Share on other sites More sharing options...
fir3w0rx Posted October 18, 2015 Share Posted October 18, 2015 If iran doesn't return then i'm going to write the patch for yuri, it takes around 20minutes 20 minutes??? Only 20 meesly minutes??? Then why not just do it?... please... Mr. FunkyFr3sh sir. I'll buy you a beer... wait I don't live near you... I'll give you money for a beer, a whole case dammit! Just watch an episode of The Big Bang Theory while you do it. When the episode is finished, so is your patch! Link to comment Share on other sites More sharing options...
SiRaLeX Posted October 18, 2015 Share Posted October 18, 2015 The code for RA1 and TS stats sending was written by Iran, I don't know the specifics related to it. Also, the client handles actually sending the information to the server - the games are written to simply dump the GAMERES packet into a file. Writing game stats to a file, really? Can you make it even easier for people to manipulate stats? But yeah, only Iran. :roll: If iran doesn't return then i'm going to write the patch for yuri, it takes around 20minutes Lol, you talk a lot of crap. If takes only 20 minutes, why hasn't it been done already? Good luck, BTW. Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted October 18, 2015 Share Posted October 18, 2015 I have done it in dune 2000 in 20minutes, I also worked on the ra1/ts stats code, this patch is very easy compared to other patches I did (high resolution patches etc.) Hint: I'm the only one here doing patches for CnCNet at the current time, each executable was compiled by me. My client is sending the stats for cnc1 ra1 ts and dune2000 to the server since months I don't have much to do with yuri since I already take care of 4 other games in my client, so yuri has a very low priority for me, I would only do it to help out in case iran doesn't return Link to comment Share on other sites More sharing options...
SiRaLeX Posted October 18, 2015 Share Posted October 18, 2015 I have done it in dune 2000 in 20minutes, [...] Well, whatever the case may be. If that's true, then you're certainly, by far, the best programmer I know of. Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted October 18, 2015 Share Posted October 18, 2015 It is easy, normally the game jumps over the gameres function in LAN mode, you just remove the jump and let it call it. Then inside of the stats function where it calls the function to send the results to the server you modify it to write the array to the disk You have to know that all games still collect all stats even in LAN mode, so there is not much to be done to get it working Link to comment Share on other sites More sharing options...
SiRaLeX Posted October 18, 2015 Share Posted October 18, 2015 You have to know that all games still collect all stats even in LAN mode, so there is not much to be done to get it working I'm well aware of that. Otherwise it wouldn't be possible to display number of units built/killed at the end of a game. It is easy, normally the game jumps over the gameres function in LAN mode, you just remove the jump and let it call it. Then inside of the stats function where it calls the function to send the results to the server you modify it to write the array to the disk I'm also well aware of the process how to make it work. It certainly is not hard to locate the function where GAMERES is put together, either. But what if there proves to be a bigger obstacle than just patching a JMP? Also making it write the array to disk requires you to write some code - do you do this in ASM or do you inject a DLL? Either way, you're not doing this in 20 minutes. I'm a professional software developer. The workflow described will easily take 8 hours. Testing being a necessary part of it. Run into a brick wall and the time expenditure doubles to 16 or even 24 hours (yes, that's 3 days of work) depending on your skills. I doubt I'd be able to do it in under 8 hours, TBH. Link to comment Share on other sites More sharing options...
SiRaLeX Posted October 18, 2015 Share Posted October 18, 2015 Just had a look for RA2. Sure, finding the GAMERES function took only a minute. But it turns out that there's at least 8 JMPs you'd need to patch, not just one. Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted October 18, 2015 Share Posted October 18, 2015 If it doesn't work with removing one jump cause it would execute other unwanted WOL code then you simply insert the function call on another place jmp out call SendGameResultsToServer jmp back then in the SendGameResultsToServer you look at the very end, you will see the function that sends the data to the server -> nop it jmp out fopen fwrite jmp back i do this all in nasm, no injection (we recompile the whole executable) Link to comment Share on other sites More sharing options...
fir3w0rx Posted October 19, 2015 Share Posted October 19, 2015 Oh wow, that's all I used to ever know: nop or jmp over blocks of code I didn't like! Hmmm, maybe even I can do this... haha yeah right Link to comment Share on other sites More sharing options...
fir3w0rx Posted October 19, 2015 Share Posted October 19, 2015 It is easy, normally the game jumps over the gameres function in LAN mode, you just remove the jump and let it call it. Then inside of the stats function where it calls the function to send the results to the server you modify it to write the array to the disk You have to know that all games still collect all stats even in LAN mode, so there is not much to be done to get it working Do it then, I bet you can't. (See, I can reverse too!^) Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted October 19, 2015 Share Posted October 19, 2015 It is easy, normally the game jumps over the gameres function in LAN mode, you just remove the jump and let it call it. Then inside of the stats function where it calls the function to send the results to the server you modify it to write the array to the disk You have to know that all games still collect all stats even in LAN mode, so there is not much to be done to get it working Do it then, I bet you can't. (See, I can reverse too!^) I will do it if iran doesn't return, no worries Link to comment Share on other sites More sharing options...
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