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Topic: Reverse Engineer for other games

A game's master server has recently been shutdown - due to company financial problems.
The game is SOS Classic, which is written in Unreal 4.
Am impressed with bnetd & pvpgn reverse engineering for battle.net & westwood games.
So am wondering, how hard would it be to recreate the SOS Classic master servers?
What tools did you use to monitor the network packets?

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Re: Reverse Engineer for other games

This is painstaking work to capture traffic of a game to/from an official server, classification of each packet, and then implement the same behavior on your server emulator.
If there are no online servers then you can only send packets but not receive. The only way is a reverse engeneering of the game in this case. But this is much more complicated than interpretate only network traffic.

Wireshark can be used to capture traffic. May be someone already did research of a traffic for that game, firstly try find some stuff for the game over the internet to make sure there is no yet such data.

Do not ask for support in PM.

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Re: Reverse Engineer for other games

Currently the game does load up. But crashes whenever we try to create a custom server (which I believe is hosted on their master server side).

I was looking into Unreal4 parameters to maybe start the application in LAN mode or some listen server mode...

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Re: Reverse Engineer for other games

Any updates? I recently got an alpha build for SOS. It can do listen servers, but none of my friends can join sadly. I've never used PVPGN but I would love to for a UE4 game. Thanks a bunch!

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forums.pvpgn.pro → [EN] Research & Development → Reverse Engineer for other games