Extending the Life of Halo Modding

Everything about HD, MD, and their mods.

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nil
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Re: Extending the Life of Halo Modding

Post by nil » Tue Jan 17, 2012 6:06 pm

Monoman wrote:nil, if you flesh out the server enough for testing and have it working Linux and not just Mac. I can throw it on the server I have Minecraft running for you guys to do some better testing.
Yeah, the server doesn't have to be a GUI or anything (it would seem overkill). I assume a Ruby or Python script, or a C command line tool with a Makefile will work.
I am no longer active to Halo or MGM, and don't guarantee a response on the forums or through email. I will however linger around the discord room for general chatting. It's been fun!

Monoman
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Re: Extending the Life of Halo Modding

Post by Monoman » Thu Jan 19, 2012 12:11 am

Yea, no GUI is needed. I command line everything on the server. Language is up to you. I already have Python and C compilers on the server and it would be no problem adding Ruby to it if needed.
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Sparky
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Re: Extending the Life of Halo Modding

Post by Sparky » Thu Jan 19, 2012 6:14 am

If you want to use HDM, that server supports whatever also.
Either you are groping for answers, or you are asking God and listening to Jesus.

nil
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Re: Extending the Life of Halo Modding

Post by nil » Sat Jan 21, 2012 2:38 pm

I wrote the server end and PMed it to Monoman for real testing (I've already done local testing though). After that gets hooked up, I'd have to see about implementing the launcher/client side of things. I feel uneasy about supporting anything less than os x 10.6 though, but I'll see.
I am no longer active to Halo or MGM, and don't guarantee a response on the forums or through email. I will however linger around the discord room for general chatting. It's been fun!

Dirk Gently
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Re: Extending the Life of Halo Modding

Post by Dirk Gently » Sun Jan 22, 2012 5:53 am

I don't understand why you would not, I am not aware of any significant changes in networking protocols or APIs that have happened between 10.5 and 10.6. I do agree that 10.4 is an entirely separate matter and should not be supported.

nil
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Re: Extending the Life of Halo Modding

Post by nil » Sun Jan 22, 2012 11:26 am

Dirk Gently wrote:I don't understand why you would not, I am not aware of any significant changes in networking protocols or APIs that have happened between 10.5 and 10.6. I do agree that 10.4 is an entirely separate matter and should not be supported.
Something along the lines of can't be bothered to install 10.5 SDK, I'd have to find testers who actually run 10.5, PPC is not going to be supported anyway due to the hack being x86 dependent, 10.5 is less 64-bit capable but you can work around that, 10.6 APIs are generally nicer and makes threading nicer if I need it. Networking APIs are basically just BSD sockets, which probably haven't changed since the dawn of time. Still though, I could try supporting 10.5 but it'd be nice if anyone existed that has a 10.5 intel machine around.
I am no longer active to Halo or MGM, and don't guarantee a response on the forums or through email. I will however linger around the discord room for general chatting. It's been fun!

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Re: Extending the Life of Halo Modding

Post by TaxiService » Sun Jan 22, 2012 10:15 pm

*checks computers*

Nope. :-\ The only 10.5 machine i have access to is an old PPC MBP. And i won't be able to test on it for 10-13 days.

If really needed i could downgrade one of my computers, i guess? But I won't really have the time to test seriously until after june. :-\
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Sparky
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Re: Extending the Life of Halo Modding

Post by Sparky » Mon Jan 23, 2012 6:04 am

I got lost when the topic moved from apache server to mac operating system.
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nil
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Re: Extending the Life of Halo Modding

Post by nil » Mon Jan 23, 2012 1:39 pm

I *think* I seem to have issues with connecting to MGM server in my home area but not outside of it. Grrr. Will have to verify later.

Really though, it ought to be possible in Halo just to find the code that receives a particular message (from recvfrom) involving CD key validation and completely ignore it. It's just a puzzle finding. It's called not only when the game is being started, but also when any player joins the game.

[EDIT]: Nevermind. I don't think that would actually work. If it were that simple, I could just forward packets to the gamespy server with my script but I'm pretty certain I've tried that before.
I am no longer active to Halo or MGM, and don't guarantee a response on the forums or through email. I will however linger around the discord room for general chatting. It's been fun!

Sparky
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Re: Extending the Life of Halo Modding

Post by Sparky » Tue Jan 24, 2012 6:12 am

the gamespy server data is encrypted, right? but your data should be sent in plain text.
Either you are groping for answers, or you are asking God and listening to Jesus.

nil
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Re: Extending the Life of Halo Modding

Post by nil » Fri Jan 27, 2012 9:29 pm

Sparky wrote:the gamespy server data is encrypted, right? but your data should be sent in plain text.
More or less, yes.

I got the launcher mostly implemented.. But I think Monoman's server has just been failing for me :|. I'm not sure if UDP packets are being intercepted correctly.
I am no longer active to Halo or MGM, and don't guarantee a response on the forums or through email. I will however linger around the discord room for general chatting. It's been fun!

Gogeta ;)

Re: Extending the Life of Halo Modding

Post by Gogeta ;) » Mon Feb 20, 2012 1:18 pm

nil wrote:...10.6 APIs are generally nicer...
That's true, but the 10.7 APIs are amazing, and they make everything easier. The threading tools you can find for Lion are absolutely stunning.

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