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Jedi Knight II & Jedi Academy NoCD/Fixed Exe's
Jedi Knight 2 & Jedi Academy Multiplayer NoCD/Fixed Exe's..
They all miss an important factor and therefore should be nuked. The multiplayer binarys (jamp.exe/jk2mp.exe) contain a custom protection which checks its data at runtime and computes a 4byte checksum. The game compares it to the original checksum. If the checksum is incorrect the client will recieve a CL_ParsePacketEntity() error midgame (based on a random timer). I have checked all the NoCD/Fixed exe's on GameCopyWorld for both games and none of them circumvent the protection. Heres some proof of the protection: jkajk2protsw0.jpg Heres a list of the releases on GCW that dont bypass the protection in jedi knight 2/jedi academy multiplayer.. * Jedi Academy v1.01 MP [ENGLISH] No-CD/Fixed EXE * Jedi Academy v1.0 MP [FRENCH] No-CD/Fixed EXE * Jedi Academy v1.0 [ALL] No-CD Patch * Jedi Knight 2 v1.04 [ENGLISH] No-CD/Fixed Update The rest appear to be single player fixes with loaders for multiplayer so im assuming they work providing they dont patch the memory before the CRC is done. --eVc Last edited by eVc; 09-11-2008 at 15:16. |
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cl_parsepacketentities, error, jedi knight, nocd, star wars |
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