mmm, okay so I hope this is going to the right place... and will make sense to someone out there... Lets try...
A game I've been playing has finally shut down. I'm looking to create a private version that will connect to my IP and make my own little world. I've done this before with other mmos but the clients were already set up... Buuuut seeing as though not many people ever seemed to get into this game no one ever bothered to make private servers(or publish information on it perhaps?)...
I'm not sure what files need to be edited in order to tell the client where to connect. I've been scanning google... and lines of code... aaaand folders... for a few days and I'm stumped. I'm pretty much out of phrases to search for (lol ;[). So I'm hoping someone here can give me a nudge in the right direction... Things to google or tuts that give information on client editing...
Oh yea, It's not illegal to host private servers as long as you're not making money and you're not sharing it with others, correct? If it is let me know please ;x
OH! I also don't have much experience writing computer languages so if that is going to be necessary can anyone give me some good books to learn.
So yea, thanks for reading. ;)
Editing game client to connect?
Started by mewkips, Aug 08 2008 06:04 PM
6 replies to this topic
#1
Posted 08 August 2008 - 06:04 PM
#2
Posted 08 August 2008 - 06:25 PM
I'm a little confused. Is this an open-source game? Do you have a copy of the server program you can run locally? Without it, editing the client is pretty pointless...
reedbeta.com - developer blog, OpenGL demos, and other projects
#3
Posted 08 August 2008 - 06:40 PM
Reedbeta said:
I'm a little confused. Is this an open-source game? Do you have a copy of the server program you can run locally? Without it, editing the client is pretty pointless...
Open source, don't believe so... and no, I don't have the program yet, I haven't gotten there. Thats why I ask what I should be looking for. I've been wasting time looking up things that don't apply.
**does it help if I tell you the game is Sims Online? (looks at feet in shame)
#4
Posted 08 August 2008 - 08:24 PM
Well, how are you planning to get a copy of the server program? I doubt they're just giving it out. 
As for the client, if the server address is stored in a config file someplace you should be able to find it and get at it. If it's stored in a binary (.exe, .dll, etc.) you're looking at using a hex editor, which would be trickier. In any case, if you at least know the domain name of the server the game connects to, you should be able to search all the game files for that string to find where it's stored; that would at least put you on the right track.
As for the client, if the server address is stored in a config file someplace you should be able to find it and get at it. If it's stored in a binary (.exe, .dll, etc.) you're looking at using a hex editor, which would be trickier. In any case, if you at least know the domain name of the server the game connects to, you should be able to search all the game files for that string to find where it's stored; that would at least put you on the right track.
reedbeta.com - developer blog, OpenGL demos, and other projects
#5
Posted 09 August 2008 - 03:55 AM
Quote
It's not illegal to host private servers as long as you're not making money and you're not sharing it with others, correct?
Quote
OH! I also don't have much experience writing computer languages
1) Pray to a deity of your choice that the authors did not implement an encrypted protocol.
2) If they didn't, download and install a program like Wireshark (previous Ethereal) or Packey Spy (my own protocol analyzer ;)
3) Use the software in 2) to analyze packets. Start it up and run the game. Dissect ONE problem at a time.
a) Found out what protocols and ports they are using. Document it.
b) Find out how connections / handshakes are made. Document it.
c) Find out how account sessions are done. Document it.
d) Do this for every element in the game. DOCUMENT it.
4) Once the network protocol is analyzed and mapped out, start writing your own server.
5) One that's done, start focusing on everything else. Since at this point the network protocol is done, the rest is up to you. Implement AI how you want it, game mechanics how you want it, etc... No more reverse engineering at this stage.
http://www.nutty.ca - Being a nut has its advantages.
#6
Posted 09 August 2008 - 08:26 AM
Hahahaha, wow, thanks for all that. As soon as I started posting this thread I had a feeling this was going to be a huge undertaking... but that is HUGE... I reckon I better put this is on hold until I get some schooling under my belt, eh?
(looks at her feet again and kicks dirt)
Thats alright. I'll start studying...and praying lol... This is important to me so I'm extremely grateful for any reply I got and they're all saved... I'm determined to figure this out... mmm, I might even get decent at these things...
By the time I'm 30(long time) I will have resurrected TSO, count on it. Nostalgia here I cooooome...
Wish me luck! ;}
(looks at her feet again and kicks dirt)
Thats alright. I'll start studying...and praying lol... This is important to me so I'm extremely grateful for any reply I got and they're all saved... I'm determined to figure this out... mmm, I might even get decent at these things...
By the time I'm 30(long time) I will have resurrected TSO, count on it. Nostalgia here I cooooome...
Wish me luck! ;}
#7
Posted 09 August 2008 - 11:33 AM
It would probably be easier to wait for this game instead http://www.tirnua.com
As I understand it, it's done by some of the same people who made Sims Online, and is pretty similar
As I understand it, it's done by some of the same people who made Sims Online, and is pretty similar
- www.mattiasgustavsson.com - My blog and current projects
- www.rivtind.com - My Fantasy world and isometric RPG engine
- www.pixieuniversity.com - My Software 2D Game Engine
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