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about merger wpe free


kangfredy

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guys when we can merger with hercules maybe this is usefull if we implement this

 

http://hercules.ws/board/topic/1105-hercules-wpe-free-june-14th-patch/

 

wpe free...so player can't use wpe....

Edited by kangfredy
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yes... this is a very good thing made. can rA devs please implement this in rA please?

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It's been discussed and most of the developers are in favor of porting this modification over.  Since it was planned to also do multi-client support in the future, this has been put on hold until a resolution is found.I have re-opened discussion on this to other developers and will post any updates.

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It's been discussed and most of the developers are in favor of porting this modification over.  Since it was planned to also do multi-client support in the future, this has been put on hold until a resolution is found.I have re-opened discussion on this to other developers and will post any updates.

 

yes tq akinari :) i'm waiting for this

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Any new infos?

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Any new infos?

nothing
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I'll be waiting for this modification.


Interesting!!  /slur 


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so whats going on now? can we expect this to be implemented soon enough?

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the most recent staff messge redirects to this topic o.O

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Look at the quote >_<;

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Please implement

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xD more then 6 month, without any news. Cool community:) 

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It's been discussed and most of the developers are in favor of porting this modification over.  Since it was planned to also do multi-client support in the future, this has been put on hold until a resolution is found.I have re-opened discussion on this to other developers and will post any updates.

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It's been discussed and most of the developers are in favor of porting this modification over.  Since it was planned to also do multi-client support in the future, this has been put on hold until a resolution is found.I have re-opened discussion on this to other developers and will post any updates.

 

 

We are nothing without people around.

Developing community wont be need when RO will dead. 

 

Summary online of first 10 pages at RMS from different servers around the world, much more in thouthens times then official server online.

Most of them using eathena based emulator for sure.

 

That mean, whole Ragnarok Online community in rAthena, hercules, brAthena hands. 

It's a huge responsibility to the whole Ragnarok Online.

 

I request for the brain of rAthena development team, cause there is no 2006 right now out the window, and RO community mostly by cheats, bots decreased very well by last 2-3 years. Without basic protection agains current software what manipulate by packets with server-side like it want, rAthena will be nothing.

 

Harmony is dead.

There is no more alternative to protect RO against first wave of cheaters. 

 

Please, we need a plan i guess, how it possible to protect server-side from some famous hacks, tricks.

 

The first thing, i guess must be encrypting headers of packets between server/client, like it work at Hercules.

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It's been discussed and most of the developers are in favor of porting this modification over.  Since it was planned to also do multi-client support in the future, this has been put on hold until a resolution is found.I have re-opened discussion on this to other developers and will post any updates.

 

 

We are nothing without people around.

Developing community wont be need when RO will dead. 

 

Summary online of first 10 pages at RMS from different servers around the world, much more in thouthens times then official server online.

Most of them using eathena based emulator for sure.

 

That mean, whole Ragnarok Online community in rAthena, hercules, brAthena hands. 

It's a huge responsibility to the whole Ragnarok Online.

 

I request for the brain of rAthena development team, cause there is no 2006 right now out the window, and RO community mostly by cheats, bots decreased very well by last 2-3 years. Without basic protection agains current software what manipulate by packets with server-side like it want, rAthena will be nothing.

 

Harmony is dead.

There is no more alternative to protect RO against first wave of cheaters. 

 

Please, we need a plan i guess, how it possible to protect server-side from some famous hacks, tricks.

 

The first thing, i guess must be encrypting headers of packets between server/client, like it work at Hercules.

 

 

There's more than just WPE that can be used to cheat, and Harmony wasn't exactly groundbreaking protection either. Even so, there are multiple different ways to detect and prevent cheating, a lot of which can be done through scripting alone. To say it's the responsibility of rAthena, Hercules, or any RO emulation project to provide anti-cheat protection is a bit absurd; even some of the best anti-cheat systems are vulnerable to being bypassed.

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It's been discussed and most of the developers are in favor of porting this modification over.  Since it was planned to also do multi-client support in the future, this has been put on hold until a resolution is found.I have re-opened discussion on this to other developers and will post any updates.

 

 

We are nothing without people around.

Developing community wont be need when RO will dead. 

 

Summary online of first 10 pages at RMS from different servers around the world, much more in thouthens times then official server online.

Most of them using eathena based emulator for sure.

 

That mean, whole Ragnarok Online community in rAthena, hercules, brAthena hands. 

It's a huge responsibility to the whole Ragnarok Online.

 

I request for the brain of rAthena development team, cause there is no 2006 right now out the window, and RO community mostly by cheats, bots decreased very well by last 2-3 years. Without basic protection agains current software what manipulate by packets with server-side like it want, rAthena will be nothing.

 

Harmony is dead.

There is no more alternative to protect RO against first wave of cheaters. 

 

Please, we need a plan i guess, how it possible to protect server-side from some famous hacks, tricks.

 

The first thing, i guess must be encrypting headers of packets between server/client, like it work at Hercules.

 

 

There's more than just WPE that can be used to cheat, and Harmony wasn't exactly groundbreaking protection either. Even so, there are multiple different ways to detect and prevent cheating, a lot of which can be done through scripting alone. To say it's the responsibility of rAthena, Hercules, or any RO emulation project to provide anti-cheat protection is a bit absurd; even some of the best anti-cheat systems are vulnerable to being bypassed.

 

 

Man, there is 3 types of cheaters:

  1. noobs who using public software
  2. advanced users who can write own macro/dll/bypass way
  3. pro who can write software.

 

First type of cheaters > 95% of all players.

Easy and stupud blocking popular software, and make this software unusable  = big win.

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So, some news?

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Let this discussion be revive!

 

any news with this? 

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+1

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????

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It has been over a year, and, I presume, it's still on hold. It would be really great if there's an update regarding this new upcoming feature of rAthena. Any way the community can help to speed up the process?

 

Also, is it possible to develop this feature without looking into multi-client support? I mean, why is it so important to put the development on hold because of multi-client support? I genuinely don't know what I'm talking about, so please do enlighten me.

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Any news???

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the good news @Napster has the working diff for rA (just a quick adaptation from Herc).

the bad news, we (different "we" with the first time) have little conversation with different matter (not as multi-client as an excuse).

and for me, call it "WPE Free" is superlative.

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is it possible to develop this feature without looking into multi-client support?

Yes, but the main reason why it wasn't done like this is because when we do half support about something is not sure when we will come back to make it tidy and clean. So most of time it's stay still and becoming a nightmare later on...

 

Now just to try to explain the multiclient issue. The way it's currently working it's that your client have a keys and your server as well. The packet are encrypted and decrypted with those keys which are constatly updated. (To prevent packet duplication).

So unlike Hercule where you build your emulator to support only 1 specific client at the time we would need to support a list of keys and encode/decode depending on the client version connected.

 

Another reason was that it was planned to remove lot of those supported clients from the release. (They could still be arround as an archive or simply with git history but we don't really need to support 20 differents client like now).

So all in all is not very tought just long (mainly du to tests)

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