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  #1  
Old 01-11-2006, 01:48 AM
nemious
Fire Beetle
 
Join Date: Mar 2003
Posts: 10
Default a Question

Hello all yes saidly I am back. Well anyways here is what I was wanting to ask you guys. I was thinking about decompileing my eq client and attempting to get source. I was woundering if anyone would be intrested in helping with this. I think that if I had source code I could possabuly write my owne eq client. Another thing I wanted to ask is if anyone has tryed this before ? please excuse the spelling I have been up all night.
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  #2  
Old 01-11-2006, 02:55 AM
fathernitwit
Developer
 
Join Date: Jul 2004
Posts: 773
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many people have tried, and theres really not a chance in hell of getting a decompiler advanced enough to be useful. It is complicated C++, and nothing can really do a good job.

Writting a client is a monumental task, and decompiling sony's crap prolly isnt gunna help much... it will prolly be needed at time on certain pieces, but is not a way to get a head start.
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  #3  
Old 01-11-2006, 04:36 AM
Windcatcher
Demi-God
 
Join Date: Jan 2002
Posts: 1,175
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You'd be much better off porting parts of the OpenZone source. It can already write client data files (and it technically has the code to read them, though that code isn't called). I would recommend porting S3D.pas and EQWldData.pas, which would get you a good start (and Ethernet.pas, which S3D.pas requires, but that's trivial). Then bolt it to any good 3D engine (e.g. OGRE), and write a little bit of netcode (you could borrow heavily from the EQEmu source for this). FNW is right in that writing a client is a monumental task for one person, but one thing you can do is design and submit some code that would at least lower the bar towards that.
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