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[Github] RaiderZ Alpha to NA Client Source WIP (Merry Early Christmas!)

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Hey fellas

I am glad to announce that I have gotten the Alpha RaiderZ client into a semi-workable state with the latest NA files, and that I will be open-sourcing my effort to you, the community, for free!

You can check out the below link for a Github repo that contains the latest of my work. Some support will be offered but the majority of the work is identical to setting up the RaiderZ Alpha client files. Feel free to post about any issues you guys may have with these files.

This contains:
NA Client Compatible Client Source
ELU format up to v20 (0x5013)
ELU.ANI format up to v11 (0x1011)
Custom Alpha Source UI (has newer talents, char creation screen, etc)
Latest Content (most of it needs severe work)



Huge credit to Jose Lucas for initially doing the NA server source work. Without the work him and his team have done, this wouldn't be largely possible.

If you're interested in trying this out, I will be making a RaiderZ server using this code later next year hosted under the FreeStylers World Network (no ETA on release date, I have a job irl now and it takes up a LOT of my time.)

If you're interested in contributing, the client is open source so feel free to make pull requests. The goal is to have the NA client feature-complete and identical to having used the NA client that was compiled by MAIET in 2015. So if that interests you, go for it.

Feel free to use anything from this repo in your projects. Have a happy holiday season and I hope this sees some use!

-S

 
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Junior Spellweaver
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This looks interesting but what's up with the sand in the second picture? All dirt and grass now?
 
Junior Spellweaver
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Ooooo right! Well I'm downloading as we speak so hopefully i'll be able to contribute!

Really solid effort on how far you've come, that is some seriously impressive work!
 
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Ooooo right! Well I'm downloading as we speak so hopefully i'll be able to contribute!

Really solid effort on how far you've come, that is some seriously impressive work!

Thanks, it's been my weekend warrior project for the last 2 months. I had started on toying around with the idea of it, and just decided to plow through development. I had the 0x5013 ELUs figured out about a year ago, but never did anything with it. Same with the elu.anis. I figured I would put that to use for a community that desperately needs some attention.
 
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SecretsOThePast - [Github] RaiderZ Alpha to NA Client Source WIP (Merry Early Christmas!) - RaGEZONE Forums


Quests are working up until this part of the game so far :)
 
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Yes it's using a dedicated server.

No to-do list yet, though I plan on utilizing the Github issues section.

No, I mean authorative server is server check somethings like movement from player like collision, if can run this positions and another things. Like WoW emulator are authorative server and FlyFF is non-authorative, only send current position to server and server send to others players.

Anyway, what is there to do to finish about archer class in code?
 
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No, I mean authorative server is server check somethings like movement from player like collision, if can run this positions and another things. Like WoW emulator are authorative server and FlyFF is non-authorative, only send current position to server and server send to others players.

Anyway, what is there to do to finish about archer class in code?

The server is c -> s architecture so if you really wanted to, you could restrict and enforce large position changes instead of always trusting the data (which is what I am aiming to do). Nothing is sent from player to player though potentially the netcode is set up to handle both positions. WoW (at least the versions I have seen) use movement prediction and generally trusts the client similar to games like EverQuest. This is how people were able to warp to GM islands in WoW. At least in TBC/Vanilla clients that was the case for WoW. See similar efforts to detect cheating in EQEmulator:

As for the archer, you would need to hook up the animations from the NA client to the code. It's actually a lengthy process, but doable.

hf_arc_bow_cast.elu.ani and related animations should handle animations for bows. Beyond that, you'd need to add the entire talent tree. I am not sure if other versions of RaiderZ have it completed, but the JP last client should be a good starting point to check.

You will also have to edit the UI to support the talent tree, as well as the database. You will additionally have to add the projectile packet support in the client, as I don't think that's working right now with the server code (see: Sorcerer Ice Skill not working in the client right now).

I just pushed an update to Github that adds clickable item support, was a messed up parameter. Still need to add a parser for randombox.xml to load those items when using a random_box item use type. I will have to fix the tooltips for items/talents still, though I believe that to be largely a UI problem for the time being.

I fixed the character selection screen, it now points at the right location on initial camera position.

SecretsOThePast - [Github] RaiderZ Alpha to NA Client Source WIP (Merry Early Christmas!) - RaGEZONE Forums


And lastly there was a bug with the Hellhounds currency items being unique, so I added support for stackable Unique items.

There's a few client mods you'll need beyond the ones in Github as well as a SQL server change I neglected to commit with the latest few commits, as soon as I am feeling better irl (I've been terribly sick the last 3 days) I will be uploading those.



Working tooltips now, hooray!

SecretsOThePast - [Github] RaiderZ Alpha to NA Client Source WIP (Merry Early Christmas!) - RaGEZONE Forums
 
Junior Spellweaver
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We haf a started project with a community but paused the project, we got very high positive response...maybe we will start again to work on this project.
But first, rly nice from you! I hope to see more that we can bring up nice RaiderZ servers
 
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Rather large update this morning. Added support for 'rides' (mounts), their abilities, and additionally added base configuration files needed for the client and server. DLLs are coming for the client in a separate commit.

Note, You will need to take the PhysX libraries out of the bin folder in the SDK, as I would rather not redistribute them on Github



Project now has a discord group.
Click below to join it and chat if you'd like.

 
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I saw in original releases and original database structure is using MSSQL, have some reason why to changed for postSQL?
1. MSSQL server costs much for its license.
2. Their own DB tool, MSSMS, works so slow compared to any other DB tools.
3. MAIET's original RaiderZ DB is bloated with unused tables and stored procedures. I think these are needed to MAIET themselves, but not for us.
4. There are some useful comments written in DB (which is what MAIET is left) but all are korean. We still can't understand how the DB is designed.


A simple solution for this was = rebuild DB structure on another DBMS.
 
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SecretsOThePast - [Github] RaiderZ Alpha to NA Client Source WIP (Merry Early Christmas!) - RaGEZONE Forums


i already compiled but getting error??
how to fix it bro?
 
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