The Brain on 4/1/2008 at 13:48
If you are interested to do some dissassembling, then check this link out: (
http://www.nynaeve.net/?p=116) http://www.nynaeve.net/?p=116.
That article cointains many tools for reverse engineering, but you probably only need the free version of IDA Pro. There is link for it in linked article.
sNeaksieGarrett on 4/1/2008 at 16:15
Quote Posted by Tos
I have a feeling some of these problems could be fixed or at least worked around through DromEd. I'm still considering just releasing what I have and letting the community have a go at fixing some of these things, though I'm not sure how much interest there would be in doing so.
I'm itching for a release, but to be honest, I'd rather you kept working on it and do the best you can do before releasing anything. What you might do is do a closed testing team in the editor's guild. Get a couple dromeders to help you if need be, and only let them have copies of all your material. Then maybe search for some more programming muscle. Seems like a lot of work for one man!:o Would be good to get help from the TTLG goers here.:) Well whatever you decide, good luck and thanks for all your effort.:thumb:
[edit]
A cookie to you Tos!
Inline Image:
http://img179.imageshack.us/img179/5705/cookieue8.gif
Thief13x on 4/1/2008 at 16:33
Quote Posted by The Brain
If you are interested to do some dissassembling, then check this link out: (
http://www.nynaeve.net/?p=116) http://www.nynaeve.net/?p=116.
That article cointains many tools for reverse engineering, but you probably only need the free version of IDA Pro. There is link for it in linked article.
Thanks...I didn't realise until doing some searching last night that it is impossible to get the original source code back written C/C++, it's just raw assembly code. I did just finish a class last semester in assembly language, so if you need any help, toc, i'll be happy to take a look at it. For the most part, reverse engineering isn't really my forte though.
vort on 4/1/2008 at 21:17
Hi, I've been helping Tos with this a little and I was wondering if anyone here had ever messed with DromEd's networking properties in SS2? I have figured out what most of them do but not heartbeat; It's applied to just about everything in SS2 with a value of 1000 or 0, but seems to do absolutely nothing when I add it to stuff in Thief. I was guessing it might be some kind of update frequency or delay in mp.
The reason I started looking into this is that when a player is not hosting an NPC in Thief (such as a guard) their movements lag really bad in comparison to hybrids in SS2.
Take patrolling for example: guards seem to move fine for exactly two seconds, then their movement animation stops for another two, and they just slide in the direction they were heading before. The whole process seems to repeat itself over and over. I thought this might be related to an update rate of some sort, but we're unable to find anything in DromEd or a function in the game's code that might handle that...
Yandros on 4/1/2008 at 23:25
Nameless Voice might have some insight, he's worked some in this area in both Dromed and Shocked.
Nameless Voice on 4/1/2008 at 23:31
I'm afraid I never really looked into how the multiplayer propeties worked, though.
I just went by the "copy the values Irrational / Looking Glass used" method.
vort on 6/1/2008 at 06:38
Update: We managed to fix the bug with clients not hearing the majority of sounds made by AI and other players. Also, every weapon other than the blackjack seems to work just fine now. You can even see other players' arrows in flight.
edit: guards can now hear sounds clients make, so it's a lot more fun for non-hosts
Yandros on 6/1/2008 at 13:45
Those sound like some major advances! Keep it up!
sNeaksieGarrett on 9/1/2008 at 06:15
I don't know if you have a copy of thief gold Tos, but I checked the thief.exe with a hex editor, and it appears to have some net code in there.:eek: Maybe you could take a look if you have thief gold?:cheeky: I also noticed a "netplay.str" file in one of the crf files. I think "intrface" The .str is easily opened through notepad - Of course, focus on thief 2 and get that done, but I was wondering (if thief gold's code proves enough to be usable) if this multiplayer capability would be done for thief gold as well eventually.:sly:
well I can wish right?:cheeky:
muncadunc on 9/1/2008 at 21:16
Wow. I'm impressed with the progress.
That said, I'm intrigued by the use of the SS2 binary to implement Thief 1 multiplayer. Could the SS2 EXE be used with the Thief 1 OSMs to implement knockouts, etc?
Even better, could it be used to implement (potentially multiplayer) a multi-level FM, in which the player can cross back and forth between levels a la SS2?
it's a long shot, I know.