Skill level info, requirements, conditions, etc are all included in the client (eg. I think the menu only appears in-game if you force sv_cheats 1. There's a debug/developer menu with buttons that correspond to commands inside a script included in the client files. It might still be possible to do so, as I probably wasn't going about it the right way. Attempting to change the region of the client from non-developer to developer inside the executable or DLLs does not seem to enable the commands. The developer version likely has the commands enabled. There is a developer version of the game that is distributed to GMs and developers from a protected Nexon server. I think the functionality of the developer commands was removed from the public engine.dll. There's a developer mode and various commands that are developer-locked. It'd probably be very helpful for creating a server. There's a console hack that lists console feedback information. There seems to be an exception where a very bad connection will cause everyone connected to the server to jerk horribly. For example, others watching a lagging player will hear/see the enemy hit the lagging player character, but after a second or two, the player character will dodge without taking damage. For example, if there is significant lag between server and client, the client will still often be able to see things happen and react in real-time on their side. I don't quite understand how this works, but the game seems to rely heavily on the client. I think things like new skills do rely on the engine.dll, so even if you try create new skills, they need to be defined in there or they won't work. The engine.dll also works together with client.dll and server.dll, meaning the game tends to not work if you try mixing different versions of those files.Īll the costume data is handled client-side, and does not rely on engine.dll. new enemies, skills, cutscenes, etc) will not work on the client (ie. I believe the game's script data is compiled in the engine.dll, and that needs to be kept up to date or various newer functions (eg. Nexon Game Messaging Service or something along those lines. If I recall correctly, there's a separate server for the in-game chat that you can IP block/delete the files of. There's a text file in the main folder that you can edit to redirect the game to check for updates at whatever address you like. There's a database in the files with lots of information, but I don't know if it's outdated or if the server itself uses the same database. You'd need to look into them with the appropriate tools. I think there are various scripts inside the maps and the actionscript files that tell the game what to ask or expect from the server. I think the reference codes are listed in the files, but I don't remember clearly. The client won't do anything story or quest-related until the server sends the references for the client to look things up. The story script, item descriptions, item/skill/enemy names, etc. The game seems to rely on feedback from the server on what options are available when in a room (eg. The client tells the server when they're changing map by using Source Engine commands (eg. They are teleported back when the cutscene ends.Įntering town rooms or new areas (fading in and out, teleporting) are defined in the maps. I think some music triggers are also handled by the server.ĭuring some cutscenes, players are transported to a "safe" empty area where they won't be able to move or interfere with the cutscene. nothing drops if the server does not tell the client that there is a drop. Item drops are also handled by the server, ie. The actual enemy spawns are handled by the server, meaning that even if you set off the triggers, nothing will happen until the server sends the info on the enemy spawn. Triggers for cutscenes, enemy spawns, zone walls and the like are in the map data. I'm just going to list stuff as I remember, so this is going to be a mess. It's also old information, as I don't know what's changed because I haven't played for a long time. I'm not sure how much of this is useful for making a private server. If anyone else is interested in helping me and they have knowledge of C# and Packets, please post here. I have no idea what the server structure of Vindictus is, though I'm guessing it's something along the lines of. I am in no means a pro at C# either though. I'd like to start this Project in C#, although it makes more sense to do it in C++ since Source Engine is C++, but I have no C++ knowledge (and I don't like C++ Syntax) but I am capable of translating code from C++ over to C#. I searched around a bit and found that Dawson already did the Encryption Scheme and found the nmconew Packet Format. Well, after reading through some posts, I'd say that Vindictus is probably one of the easiest games out there to Emulate right now, since it uses and it's Encryption is ProudNet.
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