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Messages - raistlinthewiz

Development / Re: 2.0 emulator?
March 24, 2012, 04:50:31 AM
there're emulators that can run on bnet2 protocol though they're not as widely used as others.
Development / Re: 2.0 emulator?
March 16, 2012, 10:45:13 AM
Quote from: imdawe on March 09, 2012, 01:17:50 PM
Authentication Successfull. ^^
First private bnet2 server comming soon :P
Thanks helpfull answers for 1000 readers.

I don't really understand what you refer with bnet2 server there. If you're refering Blizzard Bnet 2.0 platform, mooege (d3) and some catacylsm emulators (wow) can already emulate bnet 2 protocol to some extend (although the data flows is kinda same or similar for blizz games, the form of data differs - like diablo 3 encodes bnet2 protocol traffic within google protocol buffers).

So basically there's nothing a called bnet2 server, it's actually a common protocol that blizzard uses to let sc2, d3 and wow users authenticate to login realms and handle common functionality like cross game messaging. Though again the form of data is not common between their games. Each game take it's on approach.

And even though I appreciate your work, the stuff you trying above is (sc2 bnet2 login emulation) already done before by many inviduals. I've even a piece of small work called battlenger which was able to login official blizzard sc2 servers and authenticate.

Still good luck with your project and keep the work up. I just wanted to clarify a few bits.

and make sure to read these stuff to;
General / Re: Diablo 3 Server Emulation progress
December 12, 2011, 04:02:34 PM
Myst, our project page & site is still open will stay so -- our current documentation is over Still interested people can move stuff to diablo3dev if any.
Support / Re: [QUESTION] Cryptography
December 12, 2011, 06:33:48 AM
D3 client uses TLS to encrypt & decrypt stuff with following ciphers;

// * Cipher Suite: TLS_PSK_WITH_AES_256_CBC_SHA (0x008d)
// * Cipher Suite: TLS_PSK_WITH_3DES_EDE_CBC_SHA (0x008b)
// * Cipher Suite: TLS_PSK_WITH_AES_128_CBC_SHA (0x008c)
// * Cipher Suite: TLS_PSK_WITH_RC4_128_SHA (0x008a)

We're using openssl to handle the stuff, check -  "#region TLS support" to get more info.
General / Re: Diablo 3 Server Emulation progress
December 12, 2011, 06:15:36 AM
Okay, I guess majority of the community deserves an update given their all support on mooege.

First of all the project still continues on - yes it's still slow but if you stop being lazy and open page yourself, you'll see that it still gets updates. Though I'd like to comment a bit on so called slowness - if you're ever a guy that had been to blizzard emu-scene, you should be alreadying knowing that anything near to a sandbox/emulator for both world of warcraft and sc2 took a while (more than 1 years).

Yes, we've mangos, encore and others for WOW now which are quite playable emu's, but don't forget it's an 6+ year game. As being someone whom also took part in emu scene within wow's first year, i can definitely say d3 scene was lot faster relatively (with given dev-team & labor force).

So first of all, stop expecting that mooege will be featuring a complete gameplay experience anytime soon. Mooege never ment to be for that, it was all an educational project and still it's. It's not here to let tards like alexandreonly to pirate the game but instead exists for helping people to get started in game & server development, understand Blizzard games & infrastructure.

If you expect to pirate the game using mooege, you're doomed. Being a Blizzard fan myself, buying all the games they release, paying monthly subscription bills and so, I already bought d3 using wow annual subscription. Clearly I'll not be using mooege for playing the game myself but I'll go for original servers. Though studying Blizzard games, their server logic and infrastructure is fucking joyful for us, which is the basic reason behind mooege.

Anyway, the best thing you can do now if you want to play D3 is;

  • Wait for a beta key
  • Wait for the retail d3
  • Try mooege AS IS if you're a non-dev, or if you're a developer yourself, help the project

Don't forget that this is an educational & fun project for us. We don't get paid for working on it, we need a day-time job to earn money and have a life. So stop expecting a commercial-grade product from us.

Still mooege or it's future forks may one-day provide an optimal gameplay experience but if we don't get fucking more developers in, it'll not be anytime soon.. I believe that we've progressed a lot & got all the base-work needed, so the project just needs more love from dev's..

For myself, I've switched to SW:TOR-scene. I'm not a big D3-fan & will be instead playing SW:TOR and started to mine it's data-files. Though all that doesn't mean I'm done with mooege, I love the project and have been working on it 3+ months with sacrificing my nights, but I'm fucking tired now and need to take a break. I'm still active around the irc channels, github page and project site, I'm just not committing code as frequent as I'm used to once. Once I've more time, I'll back to it.
Support / Re: Normal attack?
November 21, 2011, 05:55:04 AM
Ah retard checks are quite easy to implement there, anyone - even a software there can see that you're a retard..
Support / Re: Normal attack?
November 20, 2011, 11:51:08 AM
Nah alexandrreonly, I've explained it to you over hunder times and you just ask this for asking, and we've just added retard checks in, the server will catch you and refuse to work for you.
General / Re: Diablo 3 Server Emulation progress
November 17, 2011, 08:05:14 AM
a quick update; we've figured the encryption stuff ongoing in 7728-bnet and called a feature-freeze on master tree. We're actively working 7728 right now and will be merging it to master once it's done.
General / Re: Diablo 3 Server Emulation progress
November 04, 2011, 10:04:09 AM
okay  alexandreonly, why don't u stop bitching like a kid and start coding your own emulator with the features u want there? I've already asked you for that and seems you still doing nothing but bitching.

Oh i guess u miss coding skills and own uber-bitching ones? Too bad for you..
General / Re: Diablo 3 Server Emulation progress
October 26, 2011, 03:48:53 AM
Quote from: alexandreonly on October 25, 2011, 06:27:07 PM
This project is dead, i can see it clearly. I know that they're making those secondary stuff like chat and other sh*** because they're stuck with things they can't implement, like real status, combat, hit effects, physics...

Okay why don't u start a new project then and implement those "real status, combat, hit effects, physics" with your superior knowledge instead of bitching here like a kid?

I already explained there chat/channel/party stuff is not a secondary stuff but a core-part, but then I can clearly see you're a retard who can't read.
General / Re: Diablo 3 Server Emulation progress
October 22, 2011, 05:31:56 AM
Quote from: alexandreonly on October 21, 2011, 06:10:49 PM
If you have the same mind as these guys, you should make acessories, neon, nitro packs, appareance customizations and a chat first. Racing and drive mechanics come last.

Yet again, you have no fucking idea there. In d3, ingame/party/game creation stuff is all tied to chat & channels - without it you can't get proper game-play aside then hardcoding 'a level 2, ingame Monk'.

So for your knowledge, d3 has chat/channels as a part of your fucking racing/drive mechanics.

Given that we're able to implement an d3 emulator to some extend - we have fucking superior knowledge-base compared  to your shit - which eventually means that we can figure out which features we need to get in and their priotry better then you.
General / Re: Diablo 3 Server Emulation progress
October 22, 2011, 05:26:27 AM
Quote from: alexandreonly on October 15, 2011, 03:47:51 PM
Right, the characters and combat must be priority. Mess around with friends in multiplayer, chating, spawning zombies and doing click-9001 damage is not what some people are looking for.

And please don't try to prioritize things for us when you have no fucking idea on how things work there..
General / Re: Diablo 3 Server Emulation progress
October 22, 2011, 05:23:37 AM
Quote from: Espionage724 on October 13, 2011, 09:50:55 PM
Hmm, the only thing I question is, why is multiplayer being worked on, when spells don't even work? I mean I'm not ungrateful or anything (really, any work done is awesome :p), but, wouldn't it be better to have working spells and kill-able creatures first then, just being able to walk around with friends?

(if spells and monster events work, then disregard my fail :p)

Okay it's time to clarify things a bit. First, spells are being worked on.

For the multiplayer stuff, the reason is that - before I've introduced all that multiplayer-support, most of the features that were being implemented as 'singleplayer'-minded (not by intention but core was missing multiplayer API instead).

We've decided that if we further progress with that singleplayer-minded way, it'd be harder for us to get-in multiplayer in the future which would require us to fix all that previous code written as singleplayer-minded.

Eventually I've pushed multiplayer-support so the devs can now also test their stuff within a multiplayer environment which is the case for latest commits.

Oh and we're not trying to make you walk with friends, don't even count on features of an emulator which has not even got into alpha stage.

(That's the similar case for portals too - after our big-refactor on core, the old portal & waypoint code was broken, which we will be fixing soon as we get the mpq-reading support in)
News / Re: mooege is here..
September 29, 2011, 04:51:15 PM
try if you having problems with compiling on your own..