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DotA Client 1.8 Released!

Dota Client 1.8 has been released to the public, you can download it here.

Dota Client (aka "DC") is a 3rd party application that runs alongside WC3. It has many features, but its main directive is to prevent WC3 users from hacking. Most information you need to learn about Dota Client can be found at www.dotaclient.com. In this post I have included some extra-information to help you play DC sanctioned games in DXD with ease.

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Basics of using Dota Client in DXD games
  • Dota Client is REQUIRED to play DXD games. This is the only reliable away to prevent hacking.
  • Start DC before you start WC3. Optionally you can start it after WC3 is opened, however, if you are going to host a game, it must be started before creating the game.
  • Make sure the server points to DXD for DXD games. Consequently if you are using DC for non-DXD games, use the DGN server (or whatever else is appropriate).
  • If you are hosting using DC (not LC), make sure the latency setting is set correctly before creating the game.
  • Before the game begins you can press F8 or F9 to obtain information about how DC is syncing up with the game.
  • The host should type !setmatch <gamename> before starting the game. If you are in a non-dxd game, try something like !setmatch none, or !setmatch TDA (for tda games)
  • As the host you are responsible to see that all players are DC sanctioned before starting. Starting a game without this can result in warns and/or the loss of your hosting privileges.
  • Do not close DC while in a game, as this will elicit a desync violation on your part. 2 of these will get you banned. This measure is here to prevent players from just closing DC to run their hacks.
  • If you are having trouble with DC or getting sanctioned, try restarting it and make sure you are on the same server as the host. Also check below.
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DotA Client FAQ
Found at dotaclient.com, here
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Appealing DXD-DC bans
Post in the Dota Client Ban Appeals forum. For more information read this.
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Originally Posted by tofu_chu
East Asian Language Solution (better)
If you have read the post "East Asian Language Solution", you would know that changing the non-unicode language to english would enable you to turn on Dota Client. However, I am sure most of you are experiencing difficulties with this non-unicode setting because I know I have.

Some of the problems I've had,
1. I could not run any files on my desktop, because the folder name of my desktop is in Korean and it gave me error each time I tried to run a file from desktop. This included vent, CDspace, etc etc. To fix this, I had to move every single files to a different folder other than my desktop. Shortcuts work fine.
2. I could not run my program which I use to extract .zip (and etc) files. The program was a korean one, but I had no idea why it didn't work, and I'm sure some other korean programs wouldn't have worked.
3. I was unable to type in Korean font in Battle.net chat. Never found out how to fix this, it was so annoying.

Basically, this solution is NOT the best solution as you are clearly witnessing a person suffering from numerous problems such as the ones listed above. But don't you worry, because chu has found a very simple program which will let you run DC with whatever language your windows is running. There is a program called "Applocale" provided by Microsoft. Read these cheesy sentences provided from Microsoft wetsite.
Need to run legacy (code-page based) applications on your Windows XP or Server 2003, but don't want to change the system locale? Here's a new utility that saves you a reboot: introducing the Microsoft AppLocale utility!

The Microsoft AppLocale (or Application Locale) utility is a temporary solution to these limitations caused by non-Unicode applications running on the Unicode (UTF-16) based Windows XP. AppLocale detects the language of the legacy application and simulates a corresponding system locale for code-page to/from Unicode conversions.
To download it, you can do it in the Microsoft website, but you have to go through some bullshit like validating shit, so I wouldn't recommend that. Just google in the word 'Applocale' and go to the third link that comes up. Its this link, http://www.freefunfiles.com/software...e-utility.html

Make sure to set the language to eesti, the one above english, for Dota client.
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Originally Posted by falltime
!maccheck feature - no more screen shots
Since release of DotA Client 1.7, there is no longer a need for OS X screen shots.

There are two different places to submit a Mac OSX Verification depending on which DGN server the host registered on the game with.

DXD/BFTT DGN Server (default):
http://www.dotaclient.com/maccheck

DGN Prime:
http://www.dotasecureserver.com/maccheck

If the host creates on the game on the DXD DGN server then only submit your Mac OSX verification on dotaclient.com. If it is on DGN prime, submit it on dotasecureserver.com.

The protocol is rather simple:
- When a Mac user joins a game, he must wait at least one minute before submitting an OS X verification - the !maccheck function will only work on players who have been in the game for at least one minute.
- Once the Mac user submits his OS X verification, he has exactly ONE minute to have any DC user (sanctioned) in the game other than the host type !maccheck macusername. If he does not get someone to !maccheck him within one minute, he must re-submit the OS X verification. Please do not spam the submission.
- DSS will automatically compare strict, unique client information to determine if the person in the game is the same person who submit the OS X verification. If it determines that it is, the user will be auto-sanctioned.
- Generally, the sanctioned mac player will be on a short query delay. All players must wait until F9 reveals him as sanctioned.

This of course eliminates the need for screen shots and it also eliminates the potential for spoofing, lying or cheating.

Since Mac players aren't able to use DC to record their stats, their stats are recorded for them by every other player in the game - all pertinent DotA information BUT the hero name/level is recorded. You must have your own DC running to record hero name/level information.
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Originally Posted by k9burn
Facts about hosting games (LC vs DC)
Here is a quote from Tennis (aka Wuffle) from TDA forums about listchecker and changing latency in WC3 games:

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Warcraft III LAN does not use UDP for in-game packets. Warcraft III LAN games are played exactly the same way that Warcraft III Battle.net games are played with the exception of initially finding and joining the game.

WC3 LAN uses a UDP broadcast to request all games on the local network and it uses UDP to request the information on individual games and announce that a game has been hosted. Once that information is received, the client opens a TCP connection with the host of the game and joins in exactly the same way that he would connect to a Battle.net hosted game. The only exception is that, for LAN games, the game has a unique 32-bit value that the host sends to the client in the UDP packet describing the game, but for Battle.net games, this value is set to zero.

The only thing at all different is simple: the Warcraft III client uses 100 ms time slots for LAN games and 250 ms time slots for Battle.net games. Since Listchecker tricks the game into thinking that you're hosting a LAN game, it uses 100 ms time slots instead of 250 ms time slots.

When a client issues an order, he requests that order to the host. The host then adds it to the next available time slot after the next one. This means that with 250 ms time slots, if I issue an order, it is guaranteed to take at least 250 ms for the order to go through, plus the time remaining (0-250 ms) before it sends the next time slot, plus the time that it takes for the request to actually arrive at the host. This results in somewhere between 250 and 500 ms delay for all players in the game for every order no matter how good their ping is.

This is both a good and a bad thing. This means that every client is seeing the game from the host's point of view, but 250 ms delayed. This means that every client in the game has a 250 ms buffer for which he can wait for the time slot packet to arrive. If a packet is dropped, there's more time for it to be resent, and if the packet is late (under 250 ms), it has absolutely no effect (so long as the next packets arrive on time). However, this is a bad thing because every client has 250 ms of (usually) unnecessary delay!

The problem with this scheme and with DotA is that the host's orders are not delayed this way! When the host issues an order, it's added to the next time slot. The host sees the game 250 ms before all of the other players. That's a full quarter of a second advantage that the host has against other players. Blizzard, during the game's production, could have easily changed it so that the host saw exactly what the other players saw (minus the ping) and delayed his actions just as much.

When you reduce the time slots to 100 ms, you see several significant changes. The host's advantage drops to 100 ms and the necessary delay drops to 100 ms. However, the buffer for which a packet could be dropped or could be late without greatly affecting the client becomes significantly less. This is made much worse by that 2.5 times more packets are sent by the host, leaving much more room for some of them to be dropped. This method definitely has its advantages. But is it worth it? A lot of people seem to think so...
The link to this thread (assuming you have tda forum account) is:

http://forums.dota-allstars.com/inde...st=0&p=1918905

I have personally run Wireshark (aka Ethereal) and observed the packets in normal battlenet games vs LC vs DC. Once the game is started they all use TCP. There should be no difference between LC or DC both using 100ms latency. NONE whatsoever. Anything you perceive different is just a myth.

18 February, 2008

DotA Client 1.8 has been released. You may view the changelog here.











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