Hello & Welcome to our community. Is this your first visit? Register

Page 2 of 14 FirstFirst 1234567891012 ... LastLast
Results 16 to 30 of 205
  1. #16
    Ultimate Member Crypticus's Avatar

    Rank
    Member
    Join Date
    Sep 2011
    Location
    ::1
    Posts
    192
    Likes (Received)
    312

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

    I'll see what I can do... it seems to have a nicer file structure; reminds me of Mo Siang online's source code.
    Though I still like QQXY's immersive qualities better ;P

    Summary: it should work with the latest Visual C++ IDE.
    You only need to scrap backwards compatibility with those very old compilers, is all.
    Last edited by Crypticus; 27-09-11 at 11:23 AM.

  2. #17
    Monster Mootie's Avatar

    Rank
    Developer
    Join Date
    Apr 2009
    Posts
    1,527
    Likes (Received)
    563

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

    Quote Originally Posted by Crypticus View Post
    I'll see what I can do... it seems to have a nicer file structure; reminds me of Mo Siang online's source code.
    Though I still like QQXY's immersive qualities better ;P

    Summary: it should work with the latest Visual C++ IDE.
    You only need to scrap backwards compatibility with those very old compilers, is all.
    Wrong, you'll also need to update quite a few of the libs(if you want it to work in vs2010 at least). Still shouldn't be too difficult though. Not really interested in using this now that its public though. Looking through the code, it doesn't look like eyasoft has improved too much since IRIS/Luna1. Oh well, still got a nice hshield lib dated December 2010.

  3. #18
    Haiyore! Nyaruko Memiko's Avatar

    Rank
    True Member
    Join Date
    Nov 2009
    Location
    Nya House!
    Posts
    265
    Likes (Received)
    132

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

    I think it hard to get it work with vs2010 (dunno with vs11), Seem difficult to include libs or other include files that same with xLethal said. I test with vs2010 a few time and still error no such as directory, :"( (I'm noobie)

    For who interestin in vs2011. (find the link by urself)

    [Only registered and activated users can see links. ]

    I'll Download and testing vs2011 now..
    Last edited by Memiko; 27-09-11 at 11:45 AM.
    (ω)
    2013-2014 NPlay.in.th - Nokfire Play.
    2014-....... Freelance

  4. #19
    Ultimate Member Crypticus's Avatar

    Rank
    Member
    Join Date
    Sep 2011
    Location
    ::1
    Posts
    192
    Likes (Received)
    312

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

    Wrong, you'll also need to update quite a few of the libs(if you want it to work in vs2010 at least).
    If you checked the [Only registered and activated users can see links. ]; upgrading is a thing of the past. I wouldn't be too worried unless some project uses VC6.
    But like I said, you'd have to break compatibility with older compilers - very minor edits; e.g, they're assuming the state of iterator 'i' exists out of scope.
    Code:
    if(kind)
    {
      // °°Àº°Ô ÀÖ´ÂÁö ã°í
      for(int i=0; i<pPreLoadInfo->Count[ePreLoad_Monster]; i++)
        if(kind == pPreLoadInfo->Kind[ePreLoad_Monster][i]) break;
    
      // ¾øÀ¸¸é »õ·Î¿î ¸ó½ºÅÍ Ãß°¡
      if(i == pPreLoadInfo->Count[ePreLoad_Monster])
      {
        pPreLoadInfo->Kind[ePreLoad_Monster][i] = kind;
        ++pPreLoadInfo->Count[ePreLoad_Monster];
    
        //
        if(pPreLoadInfo->Count[ePreLoad_Monster] >= MAX_KIND_PERMAP)
          break;
      }
    }
    This was a remnant of ages ago when compilers didn't play nice with standards. Then again, you shouldn't use said compilers.

    Still shouldn't be too difficult though. Not really interested in using this now that its public though. Looking through the code, it doesn't look like eyasoft has improved too much since IRIS/Luna1. Oh well, still got a nice hshield lib dated December 2010.
    Totally agree with that. Then again, if it ain't broke, don't fix it.

    They really should've broken down their client into multiple libraries, since MSBuild can spread the load over separate threads.
    Last edited by Crypticus; 27-09-11 at 11:47 AM.

  5. #20
    Monster Mootie's Avatar

    Rank
    Developer
    Join Date
    Apr 2009
    Posts
    1,527
    Likes (Received)
    563

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

    Quote Originally Posted by Crypticus View Post
    If you checked the [Only registered and activated users can see links. ]; upgrading is a thing of the past. I wouldn't be too worried unless some project uses VC6.
    But like I said, you'd have to break compatibility with older compilers - very minor edits.


    Totally agree with that. Then again, if it ain't broke, don't fix it.

    They really should've broken down their client into multiple libraries, since MSBuild can spread the load over separate threads.
    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.

    Also, the client most likely builds slowly because it doesn't use precompiled headers. Adding support for them isn't too much work.

    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.

  6. #21
    Member

    Rank
    Member
    Join Date
    Jan 2011
    Posts
    90
    Likes (Received)
    7

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

    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,,

  7. #22
    Ultimate Member Crypticus's Avatar

    Rank
    Member
    Join Date
    Sep 2011
    Location
    ::1
    Posts
    192
    Likes (Received)
    312

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

    Quote Originally Posted by xLethal View Post
    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, shit hits the fan, and then you're fired.
    But do a mediocre job, and you hit the sweet spot, baby!

  8. #23
    Monster Mootie's Avatar

    Rank
    Developer
    Join Date
    Apr 2009
    Posts
    1,527
    Likes (Received)
    563

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

    Quote Originally Posted by Crypticus View Post
    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.

    Quote Originally Posted by Crypticus View Post
    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, shit 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.

  9. #24
    Ultimate Member Crypticus's Avatar

    Rank
    Member
    Join Date
    Sep 2011
    Location
    ::1
    Posts
    192
    Likes (Received)
    312

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

    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.

  10. #25
    Veni, Vidi, Vici

    Rank
    Alpha Male
    Join Date
    Jan 2010
    Location
    Delhi, India
    Posts
    1,693
    Likes (Received)
    277

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

    Any mirrors?

  11. #26
    Ultimate Member Crypticus's Avatar

    Rank
    Member
    Join Date
    Sep 2011
    Location
    ::1
    Posts
    192
    Likes (Received)
    312

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

    @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.
    Attached Files Attached Files
    Last edited by Crypticus; 27-09-11 at 07:39 PM.

  12. #27
    Hardcore Member sanders's Avatar

    Rank
    Member
    Join Date
    Aug 2011
    Posts
    107
    Likes (Received)
    84

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

    Mirrors:
    [Only registered and activated users can see links. ]
    [Only registered and activated users can see links. ]
    [Only registered and activated users can see links. ]
    [Only registered and activated users can see links. ]
    [Only registered and activated users can see links. ]
    password: ragezone
    Use [Only registered and activated users can see links. ].
    52.73MB Compressed
    479.89MB Uncompressed

    *Why? I deleted [Only registered and activated users can see links. ] (wich was ~8.20GB and of course was unuseful, since it's created by the compiler to store temporary data, read more by clicking [Only registered and activated users can see links. ] *Thanks to crypticus for the ideea*).

    Spoiler:
    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
    Last edited by sanders; 27-09-11 at 11:23 PM.

  13. #28
    Justice is an Illusion Justice For All's Avatar

    Rank
    Alpha Male
    Join Date
    Aug 2011
    Location
    Watching
    Posts
    2,552
    Likes (Received)
    1965

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

    Finally there is a Mirror lol been waiting hours ._.
    Quote Originally Posted by Madison View Post
    oh you never know what each page will bring in spamzilla...


  14. #29
    Breshit bara Elohim

    Rank
    True Member
    Join Date
    Mar 2007
    Posts
    428
    Likes (Received)
    168

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

    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

  15. #30
    (oO (||||) (||||) Oo) jM2.me's Avatar

    Rank
    Alpha Male
    Join Date
    Aug 2009
    Location
    USA (Fuck Yeah)
    Posts
    2,580
    Likes (Received)
    478

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

    Quote Originally Posted by loveomg View Post
    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
    Last edited by jM2.me; 28-09-11 at 06:03 AM.

 

 
Page 2 of 14 FirstFirst 1234567891012 ... LastLast

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
HostKey
Sponsored by HostKey , secured by Incapsula and mods by DBTech.
All times are GMT +1. The time now is 10:15 AM.
Powered by vBulletin® Copyright , Jelsoft Enterprises Ltd.