NOTE: If anyone has a NFSWO_COMMUNICATION_LOG.txt from when the official servers were still up, please send it to me so I can take a look at it.
Silly EA developers...
Multiplayer debug info is logged to NFSWO_COMMUNICATION_LOG.txt, you can use this to decrypt it:
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I haven't looked at all of it, but there are references to Pacman, strings which can be found within the executable itself.
Maybe this will help, but I don't know yet.
It also contains XML data, so be prepared to scroll through a bit of that.
Here's a little challenge for anyone who's interested: use the normal nfsw.exe, start the Soapbox UDP server, drive around or race, then decrypt the log and see if you can find any errors.
Quote:
Originally Posted by Nilzao
Well, I can send you somehow... But it's useless at this point.
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Well, it might be useless, although it would still be interesting.
Quote:
Originally Posted by Nilzao
make udp crc calc/checksum. Can be the official, or inject ours by hooking the process.
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I just watched a video on hooking functions. Shouldn't be too hard to make our own checksum, assuming we can't figure out the official one.
Quote:
Originally Posted by Nilzao
implement the full nfsw udp handshake on server, to make 2 players start race without sync problems.
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Not quite sure how the handshake works, if you know anything about it please tell me.
Quote:
Originally Posted by Nilzao
And one big problem with my team scape recording...
I have only one player recorded with 3 other racers, I don't know what the other racers are receiving, so it's just like the 2 players race...
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I see why you might think that's a problem, but it could actually be useful. Do you
absolutely need to know what every client receives?
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Even though this may end up being impossible, I'm still hopeful that I can figure this out. But still:
Help would be appreciated! This is not easy to do alone!
~ Leo