Jump to content
TrinityCore

Leaderboard

Popular Content

Showing content with the highest reputation on 10/19/16 in all areas

  1. There are multiple open source sniffs for multiple wow builds. And worldserver can also create .pkt files (https://github.com/TrinityCore/TrinityCore/blob/3.3.5/src/server/worldserver/worldserver.conf.dist#L519) https://github.com/DrEhsan/Whiff https://github.com/Anubisss/SzimatSzatyor
    1 point
  2. So, okay. (I did it that way) I got offsets form "Clasic wow 1.12 5875" So I start to see how the addresses are stored, where are stored. From "5875" to "5.1.0 16357" It was easy to find out and match them. (It take me 2 days LoL ) But after that I found that (I'm big noob at that ): The offsets for 'lang' is placed only at audioLocale (I named the addres "GetLocaleClient" is the offset who i need) http://imgur.com/a/XH0Yd You have to play some time with IDA to understand it. It's easy just do it. PS. See in old client where is those and than Try in actual version. Have fun : http://pastebin.com/NJYgw8h4
    1 point
  3. We have programs, that implements WoW protocol. SimpleWoW/MangosClient from different developers (forks, Aokromes's fork is tested by me). But we need to use UTF-8 (or CP1251). PseuWoW from different developers (forks). Compilation not working on my laptop. Clientless (I forgot developer). Auth works, but not detects character(s). And maybe other. It is open source. We can write simple GUI and use client parts from another open source games like Ryzom (another 3D MMORPG). Then, we can add latest parts, for example, jumps. Tools for open MPQ/DBC/other Blizzard files are already developed. We can include this tools in client. Noggit (editor for WoW) is open source, too.
    1 point
×
×
  • Create New...