- Joined
- May 18, 2005
- Messages
- 109
- Reaction score
- 50
Hello guys
MU1 game client is getting older and older. MU Legends is entirely different game concept which does not appeal to old MU Online audience. So it seems that technically, we won't see any significant improvement to MU gameplay.
The server side projects seem to be very active and provide a lot of content for the users. The problem is with the client tho. There is a very limited amount of things that can be done or it's very troublesome to develop - take for example that most custom features on private servers do not have GUI elements. Not to mention huge lags or massive CPU consumption.
There were several project to recreate MU Online client in Unity or Unreal Engine. Most of them were just educational projects, other died naturally because they were developed by one person.
So what I was thinking about is a concept for another MU online client recreation. But this time, as Ragezone community which used to be very strong.
I myself have a software engineering background, but I do not have too much experience in game networking - would be nice if someone experienced would give an input here.
So here is a concept on how I would think we could make this work as a community:
There is plenty of people here who have a lot of assets that could be really helpful (exported MU Online models and animation to FBX), prepared scenes in Unity with 1 to 1 recreation of MU online maps. All this content could be assembled to create the most basic version of revitalized client.
Still a lot of work to do, but with little support I would be able to start things off and then we would see where does it take us.
Is anyone here who could explain basic packet structure and networking principles happening in MU? Which protocol should be used as it seems there is plenty of these.
The client recreation would give private server owners much better control over added features to the game. It would be easy to add any GUI element into the game. Modify anything the client does. Make the game better visually and more optimized. Want to make that stats go over gazillion? No problem. Want to get rid of speed bug? No problem. Want to make the game run in 60 FPS? No problem. Plenty of possibilities, but a lot of work to do before.
MU1 game client is getting older and older. MU Legends is entirely different game concept which does not appeal to old MU Online audience. So it seems that technically, we won't see any significant improvement to MU gameplay.
The server side projects seem to be very active and provide a lot of content for the users. The problem is with the client tho. There is a very limited amount of things that can be done or it's very troublesome to develop - take for example that most custom features on private servers do not have GUI elements. Not to mention huge lags or massive CPU consumption.
There were several project to recreate MU Online client in Unity or Unreal Engine. Most of them were just educational projects, other died naturally because they were developed by one person.
So what I was thinking about is a concept for another MU online client recreation. But this time, as Ragezone community which used to be very strong.
I myself have a software engineering background, but I do not have too much experience in game networking - would be nice if someone experienced would give an input here.
So here is a concept on how I would think we could make this work as a community:
- An Open Source GitHub repo with moderation.
- High quality commits will make it to the main branch
- The client should recreate the functionality of normal MU online client and be compatible with MU online network protocol.
- No customs in the main branch
- Same outdated game mechanics
There is plenty of people here who have a lot of assets that could be really helpful (exported MU Online models and animation to FBX), prepared scenes in Unity with 1 to 1 recreation of MU online maps. All this content could be assembled to create the most basic version of revitalized client.
Still a lot of work to do, but with little support I would be able to start things off and then we would see where does it take us.
Is anyone here who could explain basic packet structure and networking principles happening in MU? Which protocol should be used as it seems there is plenty of these.
The client recreation would give private server owners much better control over added features to the game. It would be easy to add any GUI element into the game. Modify anything the client does. Make the game better visually and more optimized. Want to make that stats go over gazillion? No problem. Want to get rid of speed bug? No problem. Want to make the game run in 60 FPS? No problem. Plenty of possibilities, but a lot of work to do before.