GuildWiki has been locked down: anonymous editing and account creation are disabled. Current registered users are unaffected. Leave any comments on the Community Portal.
The Guild Wars LAN Project[edit | edit source]
For those of you who don't know, there was a project started some time back (with ANet's consent) for a Guild Wars server emulation project. For those of you who wish to show your approval for such a project (imagine playing GW freeshards!), you can copy the userbox from my (RavynousHunter's) userpage onto your own and show your support!!
If you're interesting in helping this project out, you can goto the following site: clicky
GWLP: Revived now has a SourceForge page! here
UPDATE[edit | edit source]
I've been patient for a very, very long time, waiting for the GWLP forums to go back up, and they haven't. I am assuming the original project is dead. I will be setting up a new forum and SourceForge page within the next few days. Seeing as the only living bit of the source is now gone due to an unexpected HDD failure, I will restart the project from scratch. Here's what I'm looking for:
- People who know about client/server architecture and can program in C#.
- People who are willing to look into the GW program itself to elucidate its method(s) of client-server communication and any possible encryption methods used.
- People who are willing to use packet capturing software to further elucidate the way in which the GW client communicates with the server and acquires required data therein.
- People who are willing to work within the original stipulations given to the original project:
- We must include a method of authentication with the primary (ANet) servers.
- This means that those wishing to log in to any public (non-ANet) server must prove that they have bought, and registered with, the primary GW servers.
- This is to assure that we don't get legally reamed by ANet for allowing people to join servers who have not actually purchased the game and registered it with the primary servers.
Anyone willing to help should inquire in either the talkpage, or in the (upcoming) forums. Any and all help is appreciated. -- talk
Neuausgabe[edit | edit source]
I've lost my original C# source for GWLP:R (GWLP: Revived) after a HDD crash some time ago... I am ashamed to say that I completely forgot about this page for quite a while, as I've been distracted by other projects and gaming.
Since the original source has gone the way of the dodo, I have decided to restart from scratch. Here's some basics:
- Will be made in C++ instead of C#, for easier portability and less overhead.
- GWLP: Revived will use a frontend designed entirely in Qt4, as it will allow us the advantages of a graphical UI and comes out-of-the-box with network libraries. Qt also has the advantage of easy portability, which should allow us to reach a wider audience.
The original stipulations of ANet server authentication still apply.
Update 01:56, December 7, 2009 (UTC)[edit | edit source]
Begun work on a basic logging system. I have decided to go the route of making it it's own class (or, in this case, set of classes). I have three main reasons for doing this:
- It keeps main.cpp tidier by encapsulating the necessary data in one package.
- It allows us to expand upon it without having to change too much in the main area of the frontend.
- It makes things much easier to read code-wise, which is good no matter how you slice it.
Of course, the system itself is still a work-in-progress, and is still very bare-bones basic in terms of the data it contains and how it is represented. I do intend to expand upon it as time goes by, allowing it to become more flexible, easier to work with, and capable of containing more data in a single, small (as possible) package.
Update 09:06, January 15, 2010 (UTC)[edit | edit source]
Updated logging system to include a (de)serialization mechanism. Serialization is still in the works, but you can see the basic skeleton in the SVN. I'll update it later when I have more time.