Thread #2306516
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 No.2306516 [Reply]▶
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Goth Annie Edition
DL ANYTHING IN THIS THREAD AT YOUR OWN RISK!
>Launchers
https://gofile.io/d/jc1KpP (Complete self-install by simpleanon)
>How to run
Requires .NET from this link: https://dotnet.microsoft.com/en-us/download/dotnet/thank-you/sdk-9.0.3 05-windows-x64-installer
Then just run the setup_wheel.bat.
If it doesn't work, download these C++ tools from this link: https://visualstudio.microsoft.com/visual-cpp-build-tools/
https://gofile.io/d/55IBnj (Nexus launcher by retardanon)
If you are on Windows, ensure client and server files are installed on the C:/ drive, or the game will crash.
>Git Repo + How to run the source
https://gitgud.io/skelsoft/brokenwings
Instructions for Windows and Linux systems are included.
>Latest Additional Content Patch:
https://gofile.io/d/PHZxx0
>Includes additional champions Shyvana, Fizz, Volibear and Ahri from post-1.0.0.126
>End of Season 1 gameplay, server-side emulator for version 1.0.0.126 clients, based on logic derived from the original server-side scripts from 1.0.0.131
>75+ champs working; rest playable with minor quirks
>additional champs from up until 1.0.0.131 are in the process of being included for play, such as Volibear and Sejuani
>dominion and twisted treeline are back
>real bots + AI manager; missions/roles/items/laning from BTs
>same original logic reversed from the included lua files, like Chronoshift
>full modding support: custom champs/spells/buffs/maps/mutators/gamemodes
>working server-side replay support
>years of reverse engineer research of Riot's stuff
OG Downloads: >>/v/721860998
Previous Thread: >>2027576
OP Pastebin: https://pastebin.com/Bea3PuVF
34 RepliesView Thread
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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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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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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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Ok, i kinda rushed posting >>2313538 because i was caught up with the previous thread and not this. I did grab the Fishbones launcher this time but im getting pic related.
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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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>>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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Can't wait for old school league kino
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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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>>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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>>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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>>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