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Full Release Luna 2 (Luna Plus) Server + Client Source Code.

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i hope u can find fifa online 2 server files,,that is from korea,,idk if someone can get it very tough,,impossible for me but for all expert out there it not a problem,,
 
Junior Spellweaver
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If you had converted LARGE vs2003 projects to vs2010, you would know that it's not all as simple as Microsoft would like you to believe.
(I'll address this later, very interesting topic).

Also, the client most likely builds slowly because it doesn't use precompiled headers. Adding support for them isn't too much work.
You need to profile the bottlenecks to gain the best efficiency ratio - if you had something as large as Windows.h,
and you only used a macro from it, the entire header gets pulled into the precompiler. That takes time too, mate!

As for the code itself... It is broken looking at IRIS and Luna. What other company has been hacked into as much as Eyasoft? Their coding and networking practices are very outdated and in need of much improvement. Their games may be "pretty", but under that the code is lacking in structure, security, compatibility, and performance.
I agree. That's where we come in! I don't blame the grunts through (not all companies are altruistic).
They don't have much job assurance:

Do a good job, company no longer needs you, you get the sack (what with the recessions and all).
Do a bad job, poop hits the fan, and then you're fired.
But do a mediocre job, and you hit the sweet spot, baby!
 
Not working on UnitedFlyf
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You need to profile the bottlenecks to gain the best efficiency ratio - if you had something as large as Windows.h,
and you only used a macro from it, the entire header gets pulled into the precompiler. That takes time too, mate!

This is true, although for most cases precompiled headers would lead to quicker compilation time.

I agree. That's where we come in! I don't blame the grunts through (not all companies are altruistic).
They don't have much job assurance:

Do a good job, company no longer needs you, you get the sack (what with the recessions and all).
Do a bad job, poop hits the fan, and then you're fired.
But do a mediocre job, and you hit the sweet spot, baby!

That philosophy focuses more on time rather than quality. I'd rather have a company that does excellent work and takes their time than a company that fucks up and needs to fix it after(both companies would be required to work for about the same amount of time). Letting quality of work slip isn't a good practice no matter how you look at it.
 
Junior Spellweaver
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Precisely.

But in the real world...

People have different ideas of how you should code:
First, you have the "pure C" camp.
Then, you have the "STL C++" camp.
Also, there's the "minimalist subset of C++" camp.
Now, count in the "managed languages are always better" camp.

I truly detest this one: "let's go hybrid! C/C++!" camp.
Macros are sprayed all over the place, and the debugger doesn't show it (compile-time, remember?)
Ideas like this completely undermines the idea of OOP.

Let's top that off with the fact that corporate:
Has to answer to shareholders, deal with licensing issues and isn't very obsessed with staff welfare (except maybe Google).

Then...! There's backwards compatibility to think about.
Don't forget the end-user. People who don't understand the concept of a garbage collector...
They will forever argue your managed program is a memory hog. Then you need to use some ugly hack like reducing the working set to "fix" it.
It only makes it slower. But it makes the customer happy.

All in all, things simply cannot be perfect in the real world, unless you sandbox it.
 
Junior Spellweaver
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@memiko
You could reduce the size by ~8gb or so by deleting "Obj" folder in the root directory.

It's going to be harder than expected. The files target DirectX 8, so it needs some minor porting to work with DirectX 9. Cosmetic stuff.
There's a multitude of old libraries to port over: that's not hard, but the configurations themselves... they need tweaking.
Also, one or two resource and manifest files are missing, but that should be replaceable.

Extract using 7zip. It's only to establish that compiling using VS11 is fine.
I'll get to work reversing what I can from libs such as IndexGenerator.lib tomorrow.
 

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Initiate Mage
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Mirrors:





password: ragezone
Use .
52.73MB Compressed
479.89MB Uncompressed

*Why? I deleted (wich was ~8.20GB and of course was unuseful, since it's created by the compiler to store temporary data, read more by clicking *Thanks to crypticus for the ideea*).
09/27/2011 11:04 PM <DIR> 4DyuchiFilePack
09/27/2011 11:04 PM <DIR> 4DyuchiFileStorage
09/27/2011 11:04 PM <DIR> 4DyuchiGRX_common
09/27/2011 11:04 PM <DIR> 4DyuchiGRX_myself97
09/27/2011 11:04 PM <DIR> 4DyuchiGRX_myself97_util
09/27/2011 11:05 PM <DIR> 4DYUCHIGXEXECUTIVE
09/27/2011 11:05 PM <DIR> 4DYUCHIGXFILEEXTRACTOR
09/27/2011 11:05 PM <DIR> 4DyuchiGXGeometry
09/27/2011 11:05 PM <DIR> 4DyuchiGXGFunc
09/27/2011 11:05 PM <DIR> 4DyuchiGXMapEditor
09/27/2011 11:04 PM <DIR> 4DYUCHIGX_RENDER
09/27/2011 11:05 PM <DIR> 4DyuchiGX_UTIL
09/27/2011 11:05 PM <DIR> 4DYUCHINET_COMMON
09/27/2011 11:05 PM <DIR> 4DyuchiNET_Latest
09/27/2011 11:05 PM <DIR> anmexp
09/27/2011 11:06 PM <DIR> cworking
09/27/2011 11:06 PM <DIR> FileConverter
09/27/2011 11:06 PM <DIR> hseos
09/27/2011 11:06 PM <DIR> lib
09/27/2011 11:06 PM <DIR> LunaGameDataExtracter
09/27/2011 11:06 PM <DIR> maxexp
09/27/2011 11:06 PM <DIR> max_common
09/27/2011 11:06 PM <DIR> ModelView
09/27/2011 11:06 PM <DIR> MtlExp
09/27/2011 11:06 PM <DIR> PackExtract
11/17/2010 06:30 AM 2,477 Recovery.sln
09/27/2011 11:06 PM <DIR> SoundLib
09/27/2011 11:07 PM <DIR> sworking
09/27/2011 11:01 PM <DIR> [CC]BattleSystem
09/27/2011 11:01 PM <DIR> [CC]Header
09/27/2011 11:01 PM <DIR> [CC]Quest
09/27/2011 11:01 PM <DIR> [CC]RecallInfo
09/27/2011 11:01 PM <DIR> [CC]ServerModule
09/27/2011 11:01 PM <DIR> [CC]SiegeDungeon
09/27/2011 11:01 PM <DIR> [CC]Skill
09/27/2011 11:02 PM <DIR> [Client]Launcher
09/27/2011 11:02 PM <DIR> [Client]LogReporter
09/27/2011 11:02 PM <DIR> [Client]LUNA
09/27/2011 11:02 PM <DIR> [Client]LUNALauncher
09/27/2011 11:03 PM <DIR> [Engine]Sln
09/27/2011 11:03 PM <DIR> [Lib]BaseNetwork
09/27/2011 11:03 PM <DIR> [Lib]DBThread
09/27/2011 11:03 PM <DIR> [Lib]HSEL
09/27/2011 11:03 PM <DIR> [Lib]YHLibrary
09/27/2011 11:03 PM <DIR> [Lib]ZipArchive
09/27/2011 11:03 PM <DIR> [Monitoring]Server
09/27/2011 11:03 PM <DIR> [Monitoring]Tool
09/27/2011 11:03 PM <DIR> [Server]Agent
09/27/2011 11:03 PM <DIR> [Server]Distribute
09/27/2011 11:04 PM <DIR> [Server]Map
09/27/2011 11:04 PM <DIR> [Tool]AutoPatchToolWin32
09/27/2011 11:04 PM <DIR> [Tool]Dummy
09/27/2011 11:04 PM <DIR> [Tool]MapEditor
09/27/2011 11:04 PM <DIR> [Tool]NewPackingTool
09/27/2011 11:04 PM <DIR> [Tool]PackingTool
09/27/2011 11:04 PM <DIR> [Tool]Recovery
09/27/2011 11:04 PM <DIR> [Tool]Regen
 
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I aleady compiled all sources successfully.
Client works good and now I'm constructing the server side
There are some errors in Console function
Maybe tomorrow I can enter the game
 
(oO (||||) (||||) Oo)
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I aleady compiled all sources successfully.
Client works good and now I'm constructing the server side
There are some errors in Console function
Maybe tomorrow I can enter the game

Same here. Compiled libs as well as client, but way lazy too do the rest.

If you compiled server and have bin error, refer to file MHFile.cpp line 366
 
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Junior Spellweaver
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General fixes for "LUNA Client" source:

Words you should "replace all" with underscore in front to suppress POSIX warnings:

stricmp
strcmpi
strnicmp
itoa
access(

Words you may need to do manually (because only some are underscored):
cprintf
strupr

If you don't like the deprecated messages; C++ > Preprocessor (All Configurations),
add _CRT_SECURE_NO_WARNINGS; in front, in the box with other macros.


Instead of #define _WIN32_WINNT, IE etc. in stdafx files,
replace with a short and sweet "targetver.h":

Code:
#pragma once

#if 1 //0 - target latest Windows platform
#include <winsdkver.h>
#define _WIN32_WINNT _WIN32_WINNT_WINXP //originally WIN2K, but CLEARTYPE_QUALITY won't work.
#endif

#include <sdkddkver.h>

In their 4yuchi engine, the "WORD not compatible" type should be changed to WCHAR.

For the iterators; I have a few guidelines:

Code:
for (int i = 0; ...)
...
for (i = 0; ...) <- if you see "i" or "j" reset to zero, replace with "int i" or "int j".

When the iterator is something like "cnt" or "count", refer to the previous iterator before it, usually it's WORD type.

Lastly, there's the "pos" and "i" iterator. If you see something like "pos = i" after the "i" loop, it means you need to set it to the following:

Code:
//If "pos" iterator is not declared yet, declare it here, e.g:
POSTYPE pos;
// You may need to completely remove the "i" variable.
for (pos = 0; pos < ...) //follow original structure, don't put dots
...
pos = i; //remove this line
 
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Not working on UnitedFlyf
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@memiko
You could reduce the size by ~8gb or so by deleting "Obj" folder in the root directory.

It's going to be harder than expected. The files target DirectX 8, so it needs some minor porting to work with DirectX 9. Cosmetic stuff.
There's a multitude of old libraries to port over: that's not hard, but the configurations themselves... they need tweaking.
Also, one or two resource and manifest files are missing, but that should be replaceable.

Extract using 7zip. It's only to establish that compiling using VS11 is fine.
I'll get to work reversing what I can from libs such as IndexGenerator.lib tomorrow.

This is correct, when I upgraded another game from DX8 to DX9/10/11, I faced various issues such as floating point exceptions for Windows XP users. Good luck converting though.
 
Experienced Elementalist
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Why not the english server files?
Thanks memiko for release, but there are always leecher ...


Is there now a dev team/project?
If not, I can start a plattform for developer and and and...
 
Not working on UnitedFlyf
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Why not the english server files?
Thanks memiko for release, but there are always leecher ...


Is there now a dev team/project?
If not, I can start a plattform for developer and and and...

You are probably a leecher yourself if you don't know why the server files aren't in English.
 
Junior Spellweaver
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@xLethal
Thanks; but since when could Windows XP run DX10/11?
The last effort I heard was the "Alky Project" and seems bogus, if not, redundant.

@Sanjo
Because you don't always get a choice.
gPotato itself may not have access to the source code; I assume they handle localization of resource files.
For sure, anything that changes gameplay always involves dialogue (red tape) between them and Korean developers.

Note:

If you'd like the password, send a PM - it's to keep out copy-paste leechers.
I'll work on the HackShield library next; originals are old enough to raise SAFESEH errors with the new compiler.

Here's a bonus "DLC" for followers with the password from another thread:
(reversed library that's not present; compiles with VS11 Developer Preview)
 

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Experienced Elementalist
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Why not the english server files?
Thanks memiko for release, but there are always leecher ...


Is there now a dev team/project?
If not, I can start a plattform for developer and and and...

Yes, There are so many leecher but so less of leecher that can compile or dev this file that i share.

And yes, leecher will report some bugs to developer to get this server working and complete.

But it not a problem, Hope ragezoner happy with this.

*Sorry for my broken english ;")
 
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