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#1
Diablo / Re: Forum Rage - lol
Last post by Sixen - June 14, 2012, 04:58 PM
lol...
#2
Diablo / Forum Rage - lol
Last post by Invert - June 13, 2012, 06:38 PM
I had to take a screen shot of this :)

http://imgur.com/z5t6L
#3
Thing-O-Rama ™ / Re: Tell us now!
Last post by disco - June 12, 2012, 09:27 AM
Hey, he's still got it!
#4
There's nothing hard to trace about it... The message ID is always the second byte, and seeing the flow from there should be a simple matter.
#5
Battle.net Bot Development / What is W3GS packet flow for c...
Last post by deadlock - June 09, 2012, 11:40 AM
Hello,

I am writing a chat bot. It should capture CHAT_FROM_HOST and CHAT_TO_HOST packets and display it along with the nickname. For this to work, I need to know the packet flow of warcraft because I find it hard to trace. For example, the CTH and CFH packets do not contain any information about the user except his player id. how can I get his nickname from his id? you may tell me get it from W3GS_PLAYERINFO. What I need to know, is what packets are sent first and what packets should I consider to get all the information I need?
#6
Diablo / Re: Diablo 1 in Private Channe...
Last post by RealityRipple - June 03, 2012, 12:17 AM
Alright, I've just updated this to add backward compatibility with classic D1 players using a second D1 connection. Works pretty well, I must say.
#7
Diablo / Re: Battletag List
Last post by Intangir - May 29, 2012, 02:17 AM
Intangir#1263

can't believe you newbs are still playing diablo ;)
#8
Battle.net / Battle.net 1.0 Server Updates
Last post by Sixen - May 25, 2012, 03:55 PM
Thought this post might be of interest to some of you... Or not.
QuoteOur legacy Battle.net team is in the process of upgrading the hardware that runs StarCraft, Warcraft II, Warcraft III, and Diablo II. The new servers are of similar specification and ability, but running on a smaller form factor, and modern and more maintainable hardware. Before we roll these out we'll first be testing the new hardware on a Public Test Realm (PTR) called Stratholme in Warcraft III, and US Test in all other titles. To ensure the latest data is available on the PTR to facilitate testing, we'll be copying data from Azeroth/USEast which will mean an approximate four hour downtime the morning of May 29.

~9:30 a.m. PDT, May 29 – Azeroth/USEast unavailable for four hours to copy data to PTR
~1:00 p.m. PDT, May 29 – Azeroth/USEast returns, and Stratholme/US Test becomes available for testing with copied data

We anticipate an approximate one to two week testing period of the new hardware, and appreciate your assistance in logging in, playing a bit, and letting us know how it goes. We'll be creating a new PTR Feedback forum (http://forums.battle.net/index.html?sid=3000) shortly before maintenance on May 29.

We'll be rolling out the new hardware to Azeroth/USEast first, and will provide further information once we're ready to begin transitioning over.
#9
General Discussion / Somebody on the Internet was w...
Last post by iago - May 25, 2012, 10:29 AM
Naturally, I had to correct them:
http://www.skullsecurity.org/blog/2012/battle-net-authentication-misconceptions

It's been awhile, was fun to dig up my old code and remember how stuff worked. :)
#10
Battle.net Bot Development / Warcraft III Peer to Peer prot...
Last post by ccherng - May 21, 2012, 04:09 AM
An old post indicated that
custom games are player<->player
ladder games are player<->game server<->
http://forum.valhallalegends.com/index.php?topic=10902.0

My experience with Warcraft 3 is that in custom games the creator of the game has much better input latency than other people in the game. How is this so if the network model is peer to peer with lockstepping. Is there information about the protocol used for custom games?