Things necessary for EQLive's client:
#1 - Networking code that handles the new compression, encryption, condensed, and implicit bits on the opcode. See ShowEQ's LibEQ.cpp for a sample implementation. Please don't ask me for this - if you're wanting this code, you should probably be searching for the Developer Recruiting post in another forum.
#2 - Figuring out CRC algorithm used on certain packets. The one that is currently blocking me is the packet that sends ServerZoneEntry_Struct. All of the other CRC algorithms we have used do not work... In fact, the CRC algorithm used in the packet immediately prior to this packet does not work.
If you want to help on this step, PM me and I'll explain further how you can help. If you don't know how Microsoft OS's work at a pretty low level, you likely won't be able to help.
#3 - Login protocol definition. I have an excel spreadsheet of several EQLive login sequences. Using actual packets captured from EQLive (bypassing the need for a CRC algorithm), the client still won't login. I've tried to duplicate what I see in the spreadsheet, with no luck. I can make it about halfway to zone entry before it stops.
#4 - Once #2 and #3 above are hammered out, we have to go through everything in the game and verify new opcodes and, in some cases, new structs. This will involve a hefty amount of changes to code and database.
#5 - Once #4 is hammered out, we'll need to merge the fixes with all of the code changes for the last 6 months.
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