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Should i Release RoseOnline Official Source Code ?

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Hello rose online lovers my last release here in this section was an emulator source code that i was have it and i was like to help the section and some members came up like that member
MeGaMaX - Should i Release RoseOnline Official Source Code ? - RaGEZONE Forums

told me that someone called deebee or w/e will not allow that the source code to be released and this world is now only money hungers, so today i'm posting discussion about if there is anyone still interesting into roseonline development, so should i release source code ?

#Note: Source code is 100% Official.

#Edit

Part of zz_interface.cpp

Code:
/** 
 * @file zz_interface.cpp
 * @brief znzin external interface class 
 * @author Jiho Choi (zho@korea.com)
 *
 * $Header: /engine/src/zz_interface.cpp 288   07-04-06 9:17p Choo0219 $
 */

//-----------------------------------------------------------------------------------------------
//#define FORCE_LOGGING
//#define PROFILE_INTERFACE // activate this, if you want to log interface profiling information
//#define LOG_SWAPTIME
//#define PROFILE_NORMAL
//-----------------------------------------------------------------------------------------------

#include "zz_tier0.h"
#include "zz_algebra.h"
#include "zz_system.h"
#include "zz_motion.h"
#include "zz_motion_tool.h"
#include "zz_model.h"
#include "zz_camera_follow.h"
#include "zz_render_state.h"
#include "zz_ik_limb.h"
#include "zz_visible.h"
#include "zz_bvolume.h"
#include "zz_script_simple.h"
#include "zz_skeleton.h"
#include "zz_gamma.h"
#include "zz_terrain_block.h"
#include "zz_ocean_block.h"
#include "zz_morpher.h"
#include "zz_sky.h"
#include "zz_profiler.h"
#include "zz_particle_emitter.h"
#include "zz_trail.h"
#include "zz_texture.h"
#include "zz_material_ocean.h"
#include "zz_material_colormap.h"
#include "zz_material_terrain.h"
#include "zz_material_sky.h"
#include "zz_os.h"
#include "zz_vfs.h"
#include "zz_vfs_pkg.h"
#include "zz_vfs_local.h"
#include "zz_vfs_mem.h"
#include "zz_manager.h"
#include "zz_font.h"
#include "zz_font_d3d.h"
#include "zz_renderer.h"
#include "zz_renderer_d3d.h"
#include "zz_script_lua.h"
#include "zz_view.h"
#include "zz_light_direct.h"
#include "zz_light_point.h"
#include "zz_interface.h"
#include "zz_bone.h"
#include "zz_shader.h"
#include "zz_mesh.h"
#include "zz_mesh_terrain.h"
#include "zz_mesh_ocean.h"
#include "zz_mesh_tool.h"
#include "zz_manager_sound.h"
#include "zz_manager_font.h"
#include "zz_sound.h"
#include "zz_path.h"
#include "zz_vfs_thread.h"
#include "zz_sfx.h"
#include "zz_channel_position.h"
#include "zz_channel_rotation.h"
#include "zz_channel_xy.h"
#include "zz_channel_x.h"
#include "zz_assert.h"
#include "zz_dx_version.h"
#include "zz_cursor.h"
#include "zz_primitive.h"

#include <stdarg.h>
#include <algorithm> // checkThreadTextures

#define ISTRUE(int_val) (int_val != 0)

#pragma warning(disable : 4312) // to disable warning reinterpret_cast HNODE to greater size
#pragma warning(disable : 4311) // to disable pointer truncation

#ifdef PROFILE_INTERFACE
#define CHECK_INTERFACE(interface_name) ZZ_PROFILER_INSTALL(interface_name)
#else
#define CHECK_INTERFACE(interface_name)
#endif

#ifdef PROFILE_MATERIAL
#define CHECK_INTERFACE_MATERIAL(interface_name) CHECK_INTERFACE(interface_name)
#else
#define CHECK_INTERFACE_MATERIAL(interface_name)
#endif

#ifdef PROFILE_FONT
#define CHECK_INTERFACE_FONT(interface_name) CHECK_INTERFACE(interface_name)
#else
#define CHECK_INTERFACE_FONT(interface_name)
#endif

#ifdef PROFILE_SPRITE
#define CHECK_INTERFACE_SPRITE(interface_name) CHECK_INTERFACE(interface_name)
#else
#define CHECK_INTERFACE_SPRITE(interface_name)
#endif

#define CHECK_INTERFACE_FORCE(interface_name) ZZ_PROFILER_INSTALL(interface_name)

//=================================
// system global variables setting
//=================================

#define MAX_FLOAT_ARRAY 256
#define ZZ_INFINITE (999999999.f)

#define FLOAT3_TO_VEC3(PFLT) (*(reinterpret_cast<vec3*>( PFLT )))

#define SPECULAR_SPHEREMAP_PATH "etc/specular_spheremap.dds"

float float_array[MAX_FLOAT_ARRAY];

long frame_count = 0; // debugging frame count. increased by swapbuffer

// for intersect query
// first test *include* and, then *exclude*
//int include_classes = 
//    ZZ_TYPE_VISIBLE | ZZ_TYPE_ANIMATABLE
//    | ZZ_TYPE_MORPHER | ZZ_TYPE_SKELETON | ZZ_TYPE_MODEL
//    | ZZ_TYPE_PARTICLE | ZZ_TYPE_TRAIL | ZZ_TYPE_TERRAIN; // initially include all classes
int include_classes = ZZ_TYPE_TERRAIN; // initially include all classes
int exclude_classes = ZZ_TYPE_NONE; // initially exclude all classes

bool save_screenshot_once = false; // for save screenshot

zz_render_state * state = NULL;

#ifdef _WIN32
extern HINSTANCE g_hinstDLL;
void setWindowInstance ( HINSTANCE hInstance )
{
    g_hinstDLL = hInstance;
}
#endif

ZZ_SCRIPT
int setScreen ( int Width, int Height, int Depth, int bUseFullScreen )
{
    CHECK_INTERFACE(setScreen);

    state->screen_width = Width;
    state->screen_height = Height;
    state->screen_depth = Depth;

    state->buffer_width = Width;
    state->buffer_height = Height;
    state->buffer_depth = Depth;

    state->use_fullscreen = ISTRUE(bUseFullScreen);
    znzin->view->set_depth(Depth);
    znzin->view->set_fullscreen(ISTRUE(bUseFullScreen));
    znzin->view->set_width(Width);
    znzin->view->set_height(Height);
    return 1;
}

ZZ_SCRIPT
void setBuffer ( int Width, int Height, int Depth )
{
    CHECK_INTERFACE(setBuffer);

    state->buffer_width = Width;
    state->buffer_height = Height;
    state->buffer_depth = Depth;
}

ZZ_SCRIPT
int useHardwareVertexProcessing ( int bUse )
{
    CHECK_INTERFACE(useHardwareVertexProcessing);
    state->use_hw_vertex_processing_support = ISTRUE(bUse);
    return 0;
}

Source Codes:-

Here is it new links

and the 1st post edited in the thread

IRose 2 SRCS:

TWRose SRC:

i forgot to tell you guys use RAR5 xD

#Edit

Password: MeGaMaX

again forgot something xD -.-

Greetings MeGaMaX.
 
Last edited:
Experienced Elementalist
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Release it if you want to. but some dudes will react again here. you know what i mean. the ones who "DONT WANT FILES TO BE RELEASED" EHEM

FLAME! they wll flame you
 
Experienced Elementalist
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to what version.

evo or i-rose..... both would be great
 
Experienced Elementalist
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The source revive that area, which to me is only serving to unnecessary posts and requests for re-leveling the link that will not do, the source would call more interested to ROSE and certainly bring interest to developers emulator OsiRose

(My opinion)
 
Experienced Elementalist
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Well it says emulator at top...
yet official source below... confusing...

anyway i hope its i-rose to be honest... i fecking hate evo..
then again... i can still use evo and re-invent the game with it soo who cares i guess.


JUST to note... ALL the official tool source that was "Around" are more or less incomplete / abandoned cause they was bad... a few the private tools are way better at the moment than official.
 
Last edited:
Experienced Elementalist
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He can only have jumbled, if he put in the post "official"...

@Edit

Alright then
 
Experienced Elementalist
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eh then why not release it.
give me something to mess around with for a while i guess.
 
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