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  1. #11
    Senior Member Rambo's Avatar
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    Jun 2009
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    Re: Open Sauce Ideas thread

    What I have to say is a rather lengthy post but what I feel is a worthwhile one to read, so please, listen up.

    I know why the client/server syncing isn't working, guys.

    Do you remember way-back-when, when there was a patch to remedy the problem pertaining to "false" data being injected into the data stream causing a server to crash if a malevolent attempt at hacking were to succeed? I believe it was Version 1.07 that addressed this bug, maybe 1.06. Along with that bug also came a slew of other fixes, including the demolishment of the old sightJacker and other programs being broken.

    But that isn't the point here.

    Anyway, The resulting "solution" involved servers rejecting clients from connecting to the server if they sent a "false" packet or received one. the client would either say, "Network connection lost" or "Unable to join game server."

    where I'm going with this is simply this. Kornman00 based his Open Sauce Yellow code off of a patch that was based off of a so-called bugfix patch. He may or may not have been aware of this bug when he designed the d3d9.dll file in the first place, let alone its code. We are this close to a solution to the Server and Client Upgrades. I am aware that Kornman00 tested the functions such as doors syncing and the result was any client that received the data was booted from the server. Why is this? it all goes back to that pesky "security fix" that spawned a slew of "white hat problems", including the device syncing.

    It is my wish and desire that somebody out here that knows what they are doing can identify with what I'm saying, look into the issue, and come up with an "unsupported fix" in the form of a new d3d9.dll file that will address this problem.

    An easy way to find the problem is to create a PPF file containing the differences between the two versions (source version wihout the problem and destination version with the problem). Another easy solution is to "downgrade" Yellow Open Sauce to support 1.04 or 1.05 Halo CE so that, in the right testing environment, this could be confirmed or disregarded as the problem we've been having. Once it has been determined that the problem does in fact reside in the fix for the hacker problem, we can then create a solution to the problem.

    I fully feel that this can be done, guys. I am confident that someone out there will at least consider my thoughts and perhaps investigate them. please, I urge someone to at least look into this issue and help solve a long-standing gripe in the Halo CE community. Thanks.

    Sincerely

    ~Rambo

    EDIT: Chaos and I are currently looking into the issue by attempting to downgrade Yellow Battery to a prior version of Halo CE. We are taking it upon ourselves to come up with a test environment for all of you to use to resolve this problem with the device syncing.

    EDIT 2: The attempt at modifying the source code failed. We were, however, able to remove the version check; however, we don't know where the DirectX proticols are and how they mask the real DirectX to interface with the Halo CE Executable that is 1.08 so we can make it run on the stock Halo CE framework. Even if we could get a 1.03 or 1.04 build working with d3d9.dll, it would be a blessing. Kornman00, would you please help us, or if not, would someone help us make this work on a early framework? We don't care if it's stable. We just want to test the netcode.
    Last edited by Rambo; November 5th, 2009 at 03:41 AM.
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