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Messages - Bobbias

#1
In other words, it's still useless, as far as most people are concerned. And yes, if you look, it is built off starcrack.

usmc23, any idea what's going on there? My assembly is absolutely horrific, lol.
#2
Quote from: mario6714 on April 01, 2010, 10:19:05 PM
how use??

Don't bother trying. You can't play games yet. This is for computer programmers.
#3
Starcraft II Beta / Re: Client Update Protocol
April 01, 2010, 05:38:55 PM
Someone please archive this. This information is absolutely invaluable for someone who would like to override the default update system. I've seen plenty of private servers for different games use various out-of-game systems for distributing custom patches and stuff, but using the ingame system is so much better. I'm sure at some point people will have hacked/altered versions of SC2 for their server (provided that private SC2 servers do proliforate in the future)

I know it's not really that hard to figure this stuff out, but it'd save someone a lot of work, and should be saved somewhere that it wou'd ever get dropped from (and even if the posts are still here, if they get buried, there's little chance of someone ever finding them)
#4
Starcraft II Beta / Re: Emulate Battle.net
April 01, 2010, 05:23:14 PM
In case someone has read this and hasn't bothered to read the thread about the StarCrack emu (or they arrive to this thread through google): the Starcrack team is getting close to getting working matches. At this rate, it won't be long at all before matches are possible. That is, unless they hit a snag and something slows down the development.
#5
Wow, this is easily some of the fastest production I've ever seen done on a server emulator. Of course, getting this stuff working isn't much compared to dealing with unit movement, synchronization, etc. etc. etc., but I recall reading somewhere that SC2's games are actually peer to peer... Is that true, or does it still centralize everything on the b.net server? I would think that with small games like this, where you don't have that many people in a single game, peer to peer would work rather well, and cut down some latency by removing the transit between a centralized server, once the game in working. And since it's small amounts of players, it's not that hard to synchronize things on a client, rather than requiring a central server like WoW.

Anyway, I'm damn impressed with your work. I'd help out if I could, but getting into a project like this at a stage where it's developing so quickly, and I know nothing at all about how the connections work or anything, I'd probably be so swamped trying to learn things that I'd never end up being of any help, lol. Not to mention that I'm not a very good programmer as it stands. Still, I should be able to help track down any bugs that show up once the code base is a bit more stable (I should be competant at that at least, lol) since the code is open.
#6
To clear this up a bit: Starcraft 2 expects the server to have a specific IP address. If you use the hosts file to redirect traffic from the b.net server to your computer, what happens is that when Starcraft 2 asks what the IP of the server is, it gets 127.0.0.1, not the proper IP address, and crashes, because there is code there specifically to stop us from using the hosts file. That means that we need to use a way that redirects traffic back to your computer but still looks like it has the same IP address.

That's why you need to use the loopback adapter, or a virtual machine.

At least, as far as I understand things.

I'm wondering though... If that's true, how would you connect an external copy of SC2 to the server through the internet? I think you'd need to have a layer between the second client and the server, "spoofing" the connection to make the second player's SC2 think that it is connecting to the right IP.