Would be interesing a MU OFFLINE Project?

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  1. #1
    Member Necrosummon is offline
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    Would be interesing a MU OFFLINE Project?

    MU is considered a MMORPG, by obvious reasons, but the first time i saw MU (0.97) i thought: "This is Diablo 2 but with a lot of people".

    Diablo 2 was and is a EPIC game, he survive thanks to PvP, and for a lot of people, MU is another PK game, so PvE part don't is important to this type of people, but there is people that only want to do PvE, kill and farm items, here enter the "offline" part.

    I think this game has a BIG POTENTIAL to be a great ARPG, making changes to the game for the "single player experience". Like Diablo 2 has single player mode, i think in make a MU single player game, with changes like more density (more mobs in maps), new experience table, some changes in skills (reducing costs in Mana/AG, in some cases, increasing area (a bit) in Twisting Slash) etc...

    In short, this MU is equal to kill a lot of enemies in short time, like a ARPG, and not to stay in a spot hunting 3-6 mobs every 3-4 seconds.

    And how the topic title says, would be interesting a MU Offline Project?


  2. #2
    Developer nevS is online now
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    Re: Would be interesing a MU OFFLINE Project?

    Yeah, I had a similar idea, too. I could put a whole OpenMU server into a client launcher and start it together with the client.
    Instead of spots I would remove respawning from some maps/areas completely - when an area is cleaned it could stay clean. Of course, exp rates etc. need to be properly adjusted, more quests are needed etc...

    Btw, if someone knows how to skip the login screen that would be great: [Client] Skipping login screen?
    Last edited by nevS; 09-09-18 at 10:05 PM.
    Do not follow where the path may lead. Go, instead, where there is no path and leave a trail. ~Ralph Waldo Emerson

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  3. #3
    Member Necrosummon is offline
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    Re: Would be interesing a MU OFFLINE Project?

    Nice! Mu Offline can be a good project!

    I thought in this to "simulate" Single player game:

    - If possible to change database system? MSSQL to SQLite. SQLite is a DB file without need install SQL Server for example. For access to this DB you only need add to database like "muonline.db", you don't need add user, pass etc.... more easy.

    - And after that, in the client, "simulate" a packet with predeterminate account info (user/pass) when you start the client. Making a muonline.db with one account (test/test for example), the client send to loginserver when this starts a packet with logging info with account and pass test/test, in this form, if the login server and game server is online, the client "auto" connect to the characters.

    If the server is offline, the client autosend you a UI with "you're disconnected from the server", if the server is online, him send you to the login UI. This part can be modified like, if the server is online, send the info previously mencionated? (send a packet with predeterminated account for autologin to the character UI, simulating a "local savedata"?)

    I don't know if this is possible, so is just a idea.

    Greetings!
    Last edited by Necrosummon; 09-09-18 at 11:46 PM.
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  4. #4
    Developer nevS is online now
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    Re: Would be interesing a MU OFFLINE Project?

    Well, skipping the login screen is not that simple. I think it can be done with sending keystrokes to the game process, or by modifying the binary. I would like to have a pure packet-based solution as it would be the easiest and most reliable to implement.

    About the database I'm even thinking about a more simple way: Just using json files as savegames. And to select a savegame, the player could select it in the launcher, for example ;-) Or more funny... in the server select screen, showing entries like:
    - New game
    - 'your savegame name'
    - 'your other savegame name'
    This would mean the launcher has to modify the game server list (based on available savegames) before the game starts. Shouldn't be too hard.
    Do not follow where the path may lead. Go, instead, where there is no path and leave a trail. ~Ralph Waldo Emerson

    OpenMU Project: Blog - GitHub

  5. #5

    Re: Would be interesing a MU OFFLINE Project?

    I also thought about this very long time ago. It is a great idea!
    But the only thing that will be super challenging and missing is PVP with other Real Human players. Which is something that is impossile to program (sure u can do auto characters bots bla bla) but they are computers... there is no challenge in learning to pvp,using the wasd , combo, being fast with mouse etc and learning tricks with other characters to fight.. u know what i mean :)

    sure better than nothing tho! it could be a movie! and story as a single player game.

  6. #6
    Member Necrosummon is offline
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    Re: Would be interesing a MU OFFLINE Project?

    We can give ideas about this. I want to do this in some way. Mu Single player game, PVE game? yep, if i want to do pvp, i can play in online servers, like Diablo if you want to do pvp play in closed battle.net servers, if you want to play solo and kill a lot of enemies, play Single Player xD.

    If the game is called Mu Online, how would do you call the offline version? Mu (only Mu)? Mu Offline sounds "weird" xD

    I hear you guys about this project!
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  7. #7

    Re: Would be interesing a MU OFFLINE Project?

    Quote Originally Posted by Necrosummon View Post
    If the game is called Mu Online, how would do you call the offline version? Mu (only Mu)? Mu Offline sounds "weird" xD

    I hear you guys about this project!
    just Mu is good too but Lost Continent of Mu would be better ^^

  8. #8
    Member Necrosummon is offline
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    Re: Would be interesing a MU OFFLINE Project?

    Here i put my ideas (sorry for the english xD)

    [Game]
    - Main change: More enemies in maps and not spot zones. In a ARPG, we want to kill a lot of enemies in short time and loot items!.
    - NO MU HELPER, we want PLAY, NOT BOTTING.
    - Increased experience like x10-x15 respect to GlobalMU.

    [Characters]
    - The eight characters unlocked since level 1 (not unlockeables).
    - Some changes in skills for adapt them to ARPG style (like mana cost, AG in Twisting Slash in low level etc...)
    - NO RESET SYSTEM.
    - You will can reset stats/tree with the respective items.
    - Characters will can expand his inventory with the quests.

    [Maps]
    - More enemies expanded in entire map.
    - Custom Warp Points for travel into maps more "factible" (like D2 waypoint system).

    [Enemies]
    - Some enemies will have especific drops, and not zone drops.
    - The drop of jewels will be increasing depending to the monster level. Not is the same kill a Death Knight that Tantalos.

    [Items]
    - The high zone levels will have better drop chance and items.
    - The premium items (Shop items like exp pets, buffs etc...) will be obtainables ingame with points or killing determinated enemies.
    - The item obtenation will be by: Drop, quest, shops or gambling.
    - Stash will have 255 pages for save items, with the command /ware <page number> and with the stash UI closed for change the page.

    [Quests]
    - More kill quests in the Shadow Hunter for explore maps.
    - Custom quests in Shadow Hunter for get Sets for all classes.

    [Events]
    - Events focused in online mode will be disabled.
    - Golden invasions and invasions will be more frecuently in single player.

    [Misc]
    - Guild creation disabled (is Single Player).
    - Gens and Duprians disabled (the same).
    - Battlesoccer, Arkawar etc.... disabled.
    - Shadow Hunter doesn't will give buff (MU OLD TIMES BOYZ)
    - PC Points will be used in special shops for something.

    [Some Shadow Hunter custom quest for sets]
    Rage Fighter: Sacred Fire +7 and +8, with Sacred gloves +7 / +8.
    Dark Lord: Adamantine +7/+8. Weapon not decided yet.
    Grow Lancer: Princie +7 /+8.
    Magic Gladiator: Storm Crow +7/+8.

    This items will be obtainables when the main characters can get Ashcrow/Iris/Eclipse

    [Gambling System]
    - There is a gambling system in Elbeland but only for weapons, this system also add the posibility to get armor, jewels, wings and jewelry! Is based in Chaos Card system, you buy this cards in a NPC (Zen sink) and use them in Chaos Card NPC, will custom loot table, you will can get exc items, wings, jewels etc..... but with low chance, magic items and base items will be more frecuently.
    Last edited by Necrosummon; 19-09-18 at 08:51 PM.
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  9. #9
    0x4D696E68 myheart is offline
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    Re: Would be interesing a MU OFFLINE Project?

    Quote Originally Posted by nevS View Post
    Yeah, I had a similar idea, too. I could put a whole OpenMU server into a client launcher and start it together with the client.
    Instead of spots I would remove respawning from some maps/areas completely - when an area is cleaned it could stay clean. Of course, exp rates etc. need to be properly adjusted, more quests are needed etc...

    Btw, if someone knows how to skip the login screen that would be great: [Client] Skipping login screen?
    as i said, you can skip login screen easy by send some packet.




    tested on igcn file

    Code:
    select server
    
         BYTE SelectServer0[6] = { 0xC1, 0x06, 0xF4, 0x03, 0x00, 0x00 };
    
         send(*g_MuSocket, (const char*)SelectServer0, sizeof(SelectServer0), 0);
    Code:
    Procotol.cpp
    case 0xF4:
    	{
    switch (((lpMsg[0] == 0xC1) ? lpMsg[3] : lpMsg[4]))
      {
      case 0x03:
    
       ((void(__cdecl*)(BYTE * a1)) 0x63B850)(lpMsg);
    
       CGLoginRequest("admin", "1234");
    
       return 1;
      }
    
    }
    'Love' never die's

  10. #10
    Developer nevS is online now
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    Re: Would be interesing a MU OFFLINE Project?

    Thanks, I will try that.
    Are you sure the game works normally after that? I mean, you don't send a 'F1 00' packet (contains own player id) to the client, or did I miss something?
    Do not follow where the path may lead. Go, instead, where there is no path and leave a trail. ~Ralph Waldo Emerson

    OpenMU Project: Blog - GitHub

  11. #11
    Member stinkyfax is offline
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    Re: Would be interesing a MU OFFLINE Project?

    Main reason I play MU is communicating, competing, cooperating. Offline makes this kind of impossible.



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