Thanks a lot! I needed that.Quote:
Oh and I attach the DIVISIONINFO.TXT file from JSRO client.
Also if possible, can you upload their sro_client.exe?
I'm guessing their client is compiled a lot different than the rest of them and as a result none of the signatures work. I've never seen their client, but with a version of 61, I'd think it should be a more updated VSRO-ish client. I noticed CSRO was compiled differently and as a result I had to hack around that too.
I'm not too worried about the JSRO compatibility due to their IP blocks and most jp proxies being slow to use, but I'd like it to be as complete as possible if their client allows it. I won't change anything just for JSRO if it will affect any of the other SROs just due to a smaller audience.
I was hoping to use some sort of stylized GUI so it's not something so Win32 ugly, but yea, it'll be smaller for sure ^^.Quote:
1. Make the GUI small, that GUI is too bigger XD
I made a reply in another thread talking more about this and the possibility of doing another GUI in the DLL so users can choose. To me though, I didn't see a real reason to add more stuff to it, but it's been requested enough to look into doing it that way (aside from a client specific proxy redirect reason).Quote:
2. Show checkboxes for select the desired mods for aplicate them to the game, like the Rumata's loader.
The reason that code is "slow" is because of the PK2 reading logic. Once I get my PK2 API updated again for my tools, it should be a lot faster than it is right now. However, it still has to process all of the PK2 entries so there's a slow down. For the next release and source code, the PK2 API won't be updated by then, so I'll post an update for that later.Quote:
3. Make a faster code or fix the slow problem when you select the directory to load (Step 2). After some uses it becomes annoying XD
In addition, a second slowdown comes from the host name -> ip address lookup. I'm not sure how much faster I can get that but maybe I can run it in a second thread and make a second gui box for it. The IP address for now is to make using the edxSilkroadProxy easier since it's a minimalistic version. I might not actually need the IP addresses shown in the loader since the updated proxy will have all of the info it needs now.
Thanks very much for the reply and the JSRO information. :)
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Sounds good. I'd like to move towards a more flexible system where it's more easy to configure and define the patches and codecaves, but that's a new project in itself. For right now I do support wildcards through a secondary array but it's all byte based.Quote:
nice work
if you need some other sigs, the one i used for my project (UModE) still seem to work
i have them as strings with question marks as wildcards
All packet security will work through edxSilkroadProxy. As for CSRO, I've not had any problems with DLL injection and their security. I just thought it was anti-clientless security. Then again, I do inject my DLL before their security driver is loaded, so maybe it gets around it that way.Quote:
2 questions: what about encrypted/packed clients? is it working there? how?
2nd) and what about the protection in csro? i was not able to use an injected dll there...
I've not really looked into it yet. Since edxSilkroadProxy is just a proxy, their custom security for it still works since I just pass those packets through. They seem to be sent as "world server packets" so everything works fine still. So, no problems yet xD.