Anonymous
ChildrenOfTheGrave - Old League of Legends Restoration Project 03/23/26(Mon)18:12:17 No. 2306516
ChildrenOfTheGrave - Old League of Legends Restoration Project 03/23/26(Mon)18:12:17 No. 2306516
ChildrenOfTheGrave - Old League of Legends Restoration Project Anonymous
03/23/26(Mon)18:12:17
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2306516
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File: Annie_GothSkin_old.jpg (126.6 KB)
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Showing all 92 replies.
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File: XQCAmKL.png (1.0 MB)
Decompanon with an update. The project was rebooted like 4 times until I got the right foundation right but it's been stable for 11 days now. Slow progress, learning, improving. I've never done any serious decomp work like this in the past so I'm basically using the power of love, my engineering fundamentals and $1000/month in LLM costs.
You can get in touch with me in this address: riotzed (at) horsefucker.org. Send me an email with whatever but especially if you:
- Have debug builds that are not available in the internet, I know some of you hoarders have them and are afraid of Riot. Just send them to me using a burner account ffs
- You know a bit how to decompile x86 and Mac binaries in particular. I could use the help
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File: help.png (67.0 KB)
In advance I know I am retarded.
Downloaded the gofile as well as the dotnet files. Extracted to the C drive. Ran the Setup_wheel file. Error cant find 7zip. Downloaded and installed 7zip to C drive. Ran setup_wheel file again. Now it cant find the gofile WT token. Now i am stuck again.
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>>2312234
Well if the retarded OP stopped being childish and promote Fishbones instead we wouldnt deal with the outdated simpleanon installer.
Also 5-6 months in and still 0 core loop work, infinite particles, dynamic fps, 0 insights on throttiling minion state updates, 0 fixes on EndCast-IssueDelayOrder race conditions, 0 fixes and advancements on incorrect behaviour not matching replays, shit will be completed in 10 years
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>>2312442
Wouldn’t it be better to just help the decompanon finish his decomp of the client? I feel like a lot of the problems we’re currently dealing with would be solved by that. Or at least, we’d find out how to fix minion pathing.
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>>2312234
ok I am back. I looked through previous posts and it seems simpleanon installer doesn't work for anyone so I wont use it. I did find the fishbones thing you mentioned here. https://github.com/DaughterOfZaun/Fishbones/releases
I was able to load up a game with bots. I wouldn't consider this playable but I was able to play most of a game. The enemy nexus was invulnerable to all attacks to I had to just quit at the end. Aside from a ton of bugs this is 90% working for anyone who really wants to mess around with some games.
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File: 1517901139322.png (374.1 KB)
I just found out about this by sheer chance so im obviously thrilled to jump in, however i got a couple of questions.
When i run the simpleanon install, i get "Failed to download client" error and the downloads links in the OP lead to non existant downloads, so where do i grab the client? Second of all, is this in an working state where matches can actually take place, and if so, is there also working matchmaking or do i have to look around or post here for games?
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>>2312442
You are welcome to submit merge requests and take the time out of your day to resolve these issues you have :) Or test and confirm open MRs that may be trying to resolve these already!
Oh wait, all you useless and whiny niggers in the thread do is complain. I forgot.
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File: suke-bc6b97a1ceae47f282289f08db284ded.jpg (858.2 KB)
>>2306516
OP, next time please update the main post with current information.
This information is entirely outdated, and no longer helps users. None of these launchers have been maintained since creation, and the server has been updated to use .NET 10.
I have provided an updated version of the OP paste here: https://pastebin.com/emmgYWEn
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>>2336445
Slow progress but steady. About 20% done. It's expensive to run frontier models though so I'm working as fast as I can.
It's very hard and the binary is huge. It's going to take a while. The binary is optimized as fuck so the assembly is not trivial to match in many many functions.
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File: 60c-2607782296.png (591.5 KB)
>>2336849
how is it going to work exactly, if you are decompiling the client how will this help with creating server code?
like for example pathfinding is running on the server right? so will you have to create a custom implementation or is the code somehow also present in the client?
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>>2337108
The client code contains a ton of server-related code. The most important part is the Navigation code. If I decompile that and you backport it to CotG then the desync issues, performance issues and other stuff would be fixed overnight. The client contains all the pathfinding code and other stuff because the client has client-side prediction.
What we won't get is the character scripts or other stuff. But that's how it is.
This is my roadmap:
1. Bytematch the 4.17 client, get the source code with 100% accuracy (can reproduce the binary 1:1 from source)
2. Use this to evolve / create from scratch a p server for said client
3. Port the characters from the 1.0.0.131 lua scripts forward to 4.17, disable the characters that do not have scripts (reworked chars will work pre-rework)
4. Now that we have source code for a client + pserver with no issues we can just fork it and add whatever we want to it. The sky is the limit
does that make sense?
if I crack the navigation code I'll psot it here, no need to wait for 100% project completion, that one is useful for the multiple pservers that are being developed I'm sure
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>>2337382
Using scripts from 131 and client from 417, you will face the same problem as the developers of Chronobreak, because the scripts expect specific data from the client: particles, spells, etc. Therefore, it would be good if someone ported assets from 131 to 417 by the time you finish. I will experiment with porting from 131 to 420 (which I hope is close enough) this weekend.
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File: 7S7jyAY.png (864.5 KB)
>>2338134
I mean, yeah. But I have the client source code, we can make it fit. It will not be 4.17 or 131, It'll be it's own new thing.
>>2338078
Thanks anon.
Posting current progress. Changed color legend to only count functions at 100% match so it looks 'worse' but actually a ton of progress has been made.
About ~19% done. And 40% if you count all the matched bytes (non-100% included in this calculation)
Total spent in tooling: about $1600 so far.
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>>2354067
If you mean the points they use for pathing through lanes, each one of them is actually mapobject/"building".
You can find them in LEVELS/MapX/Scene, they're all the files that have the __NAV_ suffix. They have the side of the map they belong to (L, C or R) and then their index in their name
I've been reworking/reverse engineering map loading and have tackled with them a little if you wanna have some idea.
Keep in mind it's still a WIP and that it is for 1.0.0.126, not sure how different it could be for 4.17
https://gitgud.io/IceCreamMan/CoTG/-/blob/r3dMesh/ChildrenOfTheGraveLi brary/GameObjects/AttackableUnits/B uildings/NavPoint.cs?ref_type=heads
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Hey I found my old league client (latam). IIRC the last time It was updated was when they changed the old client around 2021/22 to the first soulless login screen, is there anything there you may find useful or do I just get rid of it ?
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File: phf2sNq.png (50.2 KB)
>>2354067
I'm still working through the Navigation module, it's quite tough to match those functions for some reason they're turbo optimized by the compiler.
This is what I currently know: the actual waypoint coordinates aren't hardcoded in C++. They're loaded at runtime from map scene objects named __NAV_C<n>, __NAV_L<n>, __NAV_R<n> (for Center/Left/Right lanes) placed in the level data
so you need to go to the inis and stuff, should be pretty easy
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>>2359233
the tooling is there, as better models are released i'll just continue
but i'm optimistic: out of 16k functions I already have 10k at 100% and close to 50% in total bytes matched overall. It's not as far away as it seems
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>>2368036
to expand a bit on this: the hard part is pushing those pesky functions at 90% match to 100% match, which is hard because the compiler optimizations make it messy as fuck, but I'm hopeful that smarter models could break through that barrier
it's also why I wanted to consult with someone expert on x86, because I might be missing some critical information
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File: sqRBwia.png (77.3 KB)
>>2387367
Just crossed 50% progress. Shit is expensive to run.
Once I've done a first pass on every function (about 1500 left to implement) I'll try compiling it and testing it in runtime with a Replay file.
I've bought a Mac Pro 5.1 from that client's era to reproduce the exact environment the devs used (OS, SDK, XCode, everything). And I can run the recompiled client (crashes almost immediately) there to test
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>>2391410
>>2392811
>>2388750
Thank you anons.
The progress is slowing down because (logically) knocked out the easiest wins first. Now it's just a matter of grinding the rest of the stuff slowly.
But the tooling is all there, if faster/cheaper/better AI models get released the progress will speed up significantly.
Or if someone with RE experience eventually comes along and helps me, we will probably get it done much faster.
It's just a matter of time at this point. And don't worry: if I ever get bored or can't continue I'll document and release everything to pass the torch.
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>>2393807
He's not going to get us season 4, LOL. It's just the client. It'll be like, 3 years minimum before we get season 4, maybe more. Also I think the game peaked in late season 5, although they had already accumulated several stupid decisions by that point.
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>>2393991
Yeah, the Sion rework and map change are two of the several stupid decisions I was referring to. Thank god 4.17 is just before Sion rework because it wouldn't really be "Old League" without him.
At the same time, it sucks that by 4.17, several other dumb reworks had already happened. Like Soraka and Viktor, and Skarner. Wish people could just agree to a custom patch that has the best version of everything instead of only wanting a patch with all the good AND bad parts.
Also, yeah. That's why I said three years MINIMUM. Like, that's the best case scenario. Worst case scenario is like, 8 years or something. God I might not even be fucking alive by then.
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>>2395943
Did it happen to occur to you that the reason this thread is slow is that the project is not in a perfectly playable state yet or perhaps that the project is (purposely) so under wraps that only like 5 people work on it so progress is inevitably slow? But by all means, completely disregard all that and shitpost about "the lack of interest" im sure Riot will compensate you with half an RP point and nerfs to your favorite champion.
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>>2395943
chronoshit had over 10k people in their server before riot shut them down, and it wasn't well known either.
the /v/ threads got to the reply limit twice a day before the gay mods started deleting them
its just that /vm/ is completely dead, nobody comes here.
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>>2428708
It's going alright.
I'm focusing on doing a first-pass to every single symbol in the code. Even If can't get a 100% byte match I can get a good honest attempt. This would probably unlock most of the headers and other stuff, would probably allow me to compile+link the binary.
We're so lucky because LoL doesn't really need a server to test the client with, I have replays :-)
Of 16.5k symbols I still have about 2k to go before I can say that I've attempted every single one. It's going to be a while, but I'll keep chugging.
Also I might stop posting on 4chan from now on, I'm fucking tired of the captchas and I can't verify my email so... fuck this shit. It's a huge waste of my time.
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>>2431711
Not the person who asked you but very valid, lol. Posting on 4chan is annoying as fuck, especially if/when it temporarily blocks your IP randomly. Thanks for all the hard work you’ve done and all the hard work you’ve still yet to do. I have no doubt you’re gonna greatly accelerate the speed in which fully playable private servers become a reality. I hope the mythical “decompanon guy” is written down somewhere in the history books for all time.
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File: leagueoflegends_character_caitlyn_by_eduardo_gonzalez.jpg (474.6 KB)
Hello users. This website keeps randomly blocking my IP range, so communication outside of the repository has been quite slim.
Rest assured that work continues and development is still ongoing. I'd advise keeping an eye on the repository rather than here, as who knows when I'll be able to make another update post.
Some of the most notable changes of late have been getting inhibitors to respawn appropriately, many fixes and overhauls to how Cooldowns are handled, corrections for spell casting distances, and Bots now correctly appearing on the loadscreen!
The largest change merged in at the present time is a refactoring of the Replication system, entirely reverse engineered from the client and integrated into the server directly. The Replication system keeps track of data such as stats and stat changes, and handles how and when to send or update that data to suitable clients.
This is one of the largest system overhauls done in brokenwings to date, so it'd be much appreciated if we can get a few end users to give the game a couple of matches and a bit of a test. I ran a few matches to completion for testing and it was working pretty well, but more eyes are as always necessary and much appreciated.
Big thanks to ICM for the bulk of the improvements made, and thank you to the other contributors who have been donating their time to help improve the server: memiczny, Derepote, and longjohnson.
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File: kVpKNdK.jpg (305.7 KB)
This will be my final post in 4chan about the decomp project.
I've moved everything to https://riotzed.lol/ and made it public.
I'll continue developing in the open. I'm behind 7 proxies, the project is hosted in russia with a provider that ignores DMCA and that's just a proxy to the actual host so good luck Riot.
Everything is anonymized and will stay that way. If anyone wants to contribute they can do so anonymously, too.
I'm open to criticism of my decomp approach or whatever you find in the repo that loooks wrong, we can chat about it on SimpleX or in the repo issues.
Feel free to post the link in the Jinx discord or wherever you want.
See you on the other side anons.
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>>2487522
decompanon here again for the last time, last time , final_v2
I've moved from shitty SimpleX to the matrix network through Element. I've updated the page with the information if you want to reach me there, it'll work better
it has a central server but you can register with an email only and hopefully Riot won't be able to shut it down or whatever
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>>2306516
>1.0.0.16
Wait. Are you serious? I've been working on a reverse engineering project for this EXACT thing for a few weeks and have it semi-working... I'm currently stuck on why it's an insatnt loss-condition when I log into the game server.
Please repost Nexus launcher and launcers if you can.
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>>2516329
at this point both launcher in the op are completely outdated
you best bet is the discordtranny's launcherhttps://github.com/DaughterOfZaun/Fishbones
if you REALLY want the other launchers as well I still have the files but again they are very much unfinished
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This is amazing, however it's too good to be true.
Rito is gonna attack sooner or later, besides, normies will not install it... too much steps for their simple minds.
Decompanon, i suggest you give up so you don't spend more time (and money) on the project...
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