Decompilated Code of Client and Server

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longbyte1
Deuced Up
Posts: 336
Joined: Sun Jul 21, 2013 7:27 pm


Edgamer63 wrote:
uh, great! :D ... so, i have another thing that can help to get the base code :D (to give it to Ben Aksoy)... There is a lost .lib in AoS... that have functions of the DLL "zlib1.dll" (i think xD)... there is the link: https://mega.nz/#!QsUiGBTA!Kif3f01gawU6 ... 8PR4uHQnQ0
Please look up zlib and come right back. Hint: it's open source.

You're welcome.

LESS RUDE EXPLANATION: zlib is an open source compression library that is used in certain sections of map loading. Since it's open source we already know that part of the code, so knowing anything about zlib1.dll is not important to us, except perhaps the version of the library and any exploits we can throw at that specific version.
ByteBit
Build and Shoot's 1st Birthday
Build and Shoot's 1st Birthday
Posts: 141
Joined: Sun Mar 24, 2013 12:08 pm


I stopped messing with the client's diassembly long time ago, cuz it just wasn't worth it. I was able to find crucial things like the network handler, drawing routines, key binding stuff etc, but the interesting parts are gun and object physics anyways and those are in the pyspades source already. In the end its just simpler to recode everthing yourself.
17 posts Page 2 of 2 First unread post
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