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Re: DNAS forever - important

Posted: Sun Jan 22, 2017 11:12 am
by no23
The DNAS replacement server is currently running on a VPS on internet. It has 3 IPs (one for each gateway). System is a current Debian Linux, just that I enabled the old ciphers for Apache2.

Re: DNAS forever - important

Posted: Sun Jan 22, 2017 9:46 pm
by Hunk91
no23 wrote:The DNAS replacement server is currently running on a VPS on internet. It has 3 IPs (one for each gateway). System is a current Debian Linux, just that I enabled the old ciphers for Apache2.
Hi No23 , thanks you for your answer!

Do you think it would be possible to get a backup image of your vps hard drive ? Liek this, it should be easier to recreate 1 as you already set everything.

Best regards

Re: DNAS forever - important

Posted: Tue Feb 07, 2017 2:04 am
by Vedita BR
I'm trying to setup the DNAS PAL server, but i'm stuck at this...

dnas access log

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192.168.1.120 - - [08/Feb/2017:17:41:01 -0200] "POST /eu-gw/v2.5_i-connect HTTP/1.0" 403 1060 "-" "open sesame asdfjkl"
 
dnas error log

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[Wed Feb 08 17:41:01.710636 2017] [authz_core:error] [pid 944:tid 1916] [client 192.168.1.120:1458] AH01630: client denied by server configuration: D:/Servers/dnas/eu-gw/v2.5_i-connect

Re: DNAS forever - important

Posted: Thu Feb 09, 2017 1:28 pm
by EPiKDJ <3 TSFP
Hey, this may be random because a new user is joining in on this thread, I've actually been eying this site since 2011 (LazyHoboGuy is how I came here that long ago). I have a question in regards to TSFP, now I'm a usual 19 year old who is open to learning iT, how would I be of assistance to creating (or just lending a hand) a server for said game.

As a child all I did was play games and TSFP was my favorite, I had a PC and internet but never played any games online because it was never brought to my attention, so far as even neglecting the "network" mode. I totally missed out when this game was still live and well. Yes there is a fan remake "TimeSplitters Rewind" and yes there is Xlink Kai which my YT clearly shows I'm apart of. I would love to do anything I possibly could to set things up for TSFP. When I saw TSFP on the list I clapped my hands and yelled "YES" I know there is an obvious catch and that's why I'm here

Feel free to judge my childish attitude

Re: DNAS forever - important

Posted: Thu Feb 09, 2017 6:34 pm
by Viscosity
DNAS is just used to check if the game is legit (this got cracked anyway). While TimeSplitters is supported on the list, all this means is that it can get past the check. The hard part is reverse engineering a server that works with TimeSplitters. It is doable but there is no progress on one as far as I'm aware.

Re: DNAS forever - important

Posted: Fri Feb 10, 2017 1:56 am
by EPiKDJ <3 TSFP
So how would it become doable. What needs to be done

Re: DNAS forever - important

Posted: Fri Feb 10, 2017 2:09 am
by EPiKDJ <3 TSFP
I read somewhere that you would need pre-logged data packets of everything in the network mode including Ui. If that is correct it seems impossible due to no one (at least that we know of) saved the data sent between TSFP and the EA servers

Re: DNAS forever - important

Posted: Fri Feb 10, 2017 4:34 am
by carcass64
Having the server packets would definitely be a big help to anyone trying to make their own servers. You would need to have data packets that was collected for every functionality done in the game when it was online (Online modes, Setting up a game, character selection, map maker maps, etc) Who knows if someone had Wireshark back then when the game was online.

Re: DNAS forever - important

Posted: Sun Feb 19, 2017 12:32 am
by DJPlace
carcass64 wrote:Having the server packets would definitely be a big help to anyone trying to make their own servers. You would need to have data packets that was collected for every functionality done in the game when it was online (Online modes, Setting up a game, character selection, map maker maps, etc) Who knows if someone had Wireshark back then when the game was online.
not even going online for a quick second with a packet capture would help?

Re: DNAS forever - important

Posted: Sun Feb 19, 2017 6:24 am
by carcass64
DJPlace wrote:
carcass64 wrote:Having the server packets would definitely be a big help to anyone trying to make their own servers. You would need to have data packets that was collected for every functionality done in the game when it was online (Online modes, Setting up a game, character selection, map maker maps, etc) Who knows if someone had Wireshark back then when the game was online.
not even going online for a quick second with a packet capture would help?
Any packet capture would help the cause.