Talk about stuff, and if you must, about Xenimus
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PostPosted: 01 Apr 2017 02:43 
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Joined: 30 Apr 2013 00:03
Posts: 221
So ive been away from xenimus for quite awhile. I only just learned about 2.0 coming out today because a group chat i was in for xenimus when i played just randomly gave me a notification on my phone, and they mentioned that 2.0 was about to come out.

Anyways, played for about 10 minutes before i got bored. Its pretty much the exact same game except slightly better rendering? Dont really know if i should say better graphics as it looks about the same, but the way they are rendered maybe? I dont know, i just know its different to an extent. Honestly cant believe it took him this long to produce a game that looks nearly identical to the original, makes me wonder why he didnt just update the original and keep it going? Oh well.

So of course the one thing i was interested in was mods and whatnot. A quick look over with ollydbg shows that there appear to be the same type of encrypt/decrypt functions as before. I guess it makes sense if all he was focused on has been graphics? But with those 2 functions there, and easy to find, that just leaves the door open for easy hooking like before. I didnt go into any depth of actually trying to hook the game since i dont have any of that code on my system anymore, but i might look over everything again tomorrow and see if he has the same packet structures as before (which my guess is they are going to be very similar).

I then wanted to see if there was anything i could do about the map files. I managed to find my code from back whenever that would decrypt the map file to the different layers, and then i had another program that would interpret the various values to a color on an image, thus making a map. But when i picked one of the random .map files in the Maps/ directory all the program did was end up creating a very large file that was clearly wrong. I then looked at the actual content of the map files, and despite a couple of them, most of them appear to be unencrypted. Infact, they might ALL be unencrypted. I think that the different numbers at the end of the file names are the map layers. So before, each map file had 4 layers and they were all packed together. He might of added a few more layers and didnt bother putting them all together yet.

Also, when trying to play with the map files for a few minutes, i noticed my old code had the xenimus 1 file encryption key in it:
static uint8 filecryptkey[] = {
   0x0b, 0xb3, 0x49, 0x4c, 0xa7, 0x53, 0x44, 0x09, 0xaa, 0xe4, 0x0a, 0x8d, 0xd9, 0x5d, 0xc5, 0x28,
   0xda, 0x25, 0x4f, 0x25, 0xa0, 0xe2, 0x67, 0x69, 0x61, 0x73, 0x84, 0xea, 0x97, 0xe2, 0x41, 0xd5,
   0xb6, 0x28, 0xc6, 0x7d, 0x53, 0xd5, 0x73, 0x98, 0x12, 0x9f, 0x80, 0xb0, 0x5a, 0xa1, 0x29, 0xe7,
   0x5e, 0xd0, 0x2a, 0x7f, 0x09, 0xbf, 0xd6, 0x4b, 0x6b, 0x83, 0x01, 0xaa, 0x7b, 0x67, 0x1b, 0x0d,
   0xbc, 0x0e, 0x26, 0x2e, 0xd5, 0x8f, 0x7e, 0xce, 0x33, 0xf2, 0x1c, 0xd8, 0xad, 0x03, 0xb4, 0xfc,
   0x40, 0x8d, 0x0b, 0xd0, 0x78, 0x01, 0x60, 0x26, 0xbb, 0x38, 0x36, 0x52, 0x6c, 0xbd, 0x1e, 0x6f,
   0xd2, 0x92, 0xc4, 0x4b, 0xfa, 0x25, 0x30, 0xde, 0x16, 0x98, 0xc0, 0xaa, 0x79, 0x56, 0x10, 0x61,
   0xa1, 0x39, 0x9e, 0x57, 0x23, 0xcc, 0xd5, 0x19, 0x2a, 0xa7, 0xf4, 0x2a, 0xe3, 0x9c, 0xf5, 0xcf,
   0x3d, 0xf0, 0x12, 0x6a, 0xdd, 0x01, 0x49, 0xd0, 0xce, 0x02, 0x0a, 0x7d, 0x10, 0x2d, 0x47, 0x11,
   0x15, 0xd7, 0x54, 0xfa, 0x63, 0x07, 0xb3, 0x58, 0x1e, 0xa6, 0xb0, 0x14, 0x0e, 0xa1, 0x93, 0x28,
   0xfe, 0x12, 0x3c, 0x02, 0x94, 0x1e, 0xee, 0xa7, 0xaf, 0xed, 0x63, 0xde, 0x8a, 0x1d, 0xd6, 0xc1,
   0x68, 0x34, 0xbf, 0xc0, 0x1e, 0x7b, 0x2c, 0x31, 0x86, 0x49, 0xe9, 0xc0, 0xc5, 0x06, 0x8b, 0x9a,
   0x3a, 0xe2, 0x85, 0x36, 0x10, 0xab, 0x8a, 0x47, 0x0d, 0xe6, 0xfc, 0x43, 0x8a, 0x57, 0x36, 0x33,
   0x21, 0x9a, 0x95, 0xdb, 0x16, 0x33, 0xa2, 0x75, 0x49, 0xd5, 0x4e, 0xf8, 0x65, 0xca, 0xcd, 0x9b,
   0x5b, 0x95, 0xa8, 0x95, 0x0f, 0xd6, 0x0f, 0x27, 0x51, 0x6f, 0x6c, 0xda, 0x0e, 0xe5, 0x3d, 0x0d,
   0xc7, 0x09, 0x23, 0xab, 0x43, 0xd7, 0x36, 0x3a, 0x81, 0x9e, 0x9b, 0x1a, 0xf0, 0x62, 0x59, 0x0a,
   0xe3, 0x7e, 0x68, 0xed, 0x6a, 0x89, 0xa7, 0x4d, 0x08, 0xc8, 0x32, 0x9e, 0xe7, 0xd2, 0x00, 0x00

I decided to just do a quick search of the xenimus 2 client using a hex editor (i know, nothing too fancy, i didnt feel like putting any effort into this)...i managed to find the exact same block of data in the new client. This either means he randomly brought that data over from the original.....or he is still using the same exact encryption key lol.

Anyways, just wondering if anyone else has played around with it yet? I saw andy post on the main xen forums about it a little as well, and i made a small post over there but didnt want to say too much otherwise it'd probably get deleted.

PostPosted: 01 Apr 2017 17:11 

Joined: 05 Nov 2007 11:14
Posts: 107
I logged on for about 10 minutes, wasn't too impressed. The white pearl effect now lights up characters, wohoo. That's about it.

I mentioned in the other thread about vertex normals and getting up onto fences. It actually looks like it looks at where your next step is on the server for moving the character, and does a raycast from a high point to the ground to get ground height, then if the difference is within a certain parameter it lets you move. It always lets you move if the new Z is lower than the old Z.

Its a crap implementation if this is the case, and it looks to be so. Looks like if you hit objects/fences at certain angles you can just walk through them because of the implementation.

PostPosted: 03 Apr 2017 13:02 
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Joined: 30 Apr 2013 00:03
Posts: 221
Yeah i couldnt play for more then 10 minutes, it was just shit. And he has done nothing to better anything other then the graphics.

Like for example, WHY ISNT IT f- TCP YET! Good god he is stupid to keep using udp. I know that when he first made xenimus it was back when people had dial up and whatnot, so sending small packets over udp was kind of a smart move back then. But now that everyone has plenty of bandwidth to play a game it makes no sense to keep it udp over tcp.

Im really just blown away he took this long to release a game that seems to be 99% the same and 1% better graphics. Eh, maybe in another year it will start to get better lol

PostPosted: 12 Apr 2017 02:09 

Joined: 07 Nov 2007 00:19
Posts: 1
Character(s): Neorift
The man refuses to learn new techniques. I wonder if he uses version control. I remember this was a foreign concept to him 10 years ago.

PostPosted: 16 Apr 2017 05:18 

Joined: 05 Nov 2007 11:14
Posts: 107
What I don't understand is why didn't he convert the map to the new engine and start redoing the map with the new features.

It makes 0 sense that it's taken like years of work to make 1-20 in the new engine. If he converted everything over, for example, the fence moves to same position as last time, gets a fake collision block on it to recreate the old tile collision so the gameplay doesn't change.

This would give him 1-70 content immediately on the new engine, let him start moving the map over to the new features, or make new endgame features that slowly unlock so people don't get bored. It lets people keep their characters too and progress them.

At current rate there is 0 point playing xenimus for the next 6 years, when it will be possible to get to 70 again.

PostPosted: 30 Apr 2017 13:52 

Joined: 17 Mar 2016 20:33
Posts: 28
I've scanned the map and haven't found anything we don't know about already in the game. I honestly was hoping there was some unexpected content, but no. There isn't.

The movement implementation discussed above for movement has hilarious consequences. This game is utterly broken.

The map is split into a "void" area (like ds or the inside of mountains in x1) and the map with the skybox.

https://i.gyazo.com/06e2d167f03dde3730e ... f515bd.png

There's a few unfinished/test areas that are worthless.

https://i.gyazo.com/5db6563c95f592d72a3 ... af9ac0.png

Unfinished boss area?
https://i.gyazo.com/d7c014b022e135e165c ... cd7545.png

Void corner by the imp dungeon ~512,3070

Skybox corner

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