JourneyClient is a custom made-from-scratch game client. It is currently compatible with version 83 servers and it uses v83 game files, except for the UI file which has to be v154+.
Current features:
- Login procedure and Character creation
- Map rendering
- Spawning of Npcs, Mobs, Pets and other Players
- Different UIs, such as Inventories and Npc Shops
- Basic Combat, Regular Attacks and some Skills
- Seeing other players, their movements and their attacks
Screenshots:
Video:
Acknowledgements:
The client uses the nolifenx library and .nx format by retep998.
Most recent build:
Github:
How to compile:
Current features:
- Login procedure and Character creation
- Map rendering
- Spawning of Npcs, Mobs, Pets and other Players
- Different UIs, such as Inventories and Npc Shops
- Basic Combat, Regular Attacks and some Skills
- Seeing other players, their movements and their attacks
Screenshots:
You must be registered to see links
Video:
Acknowledgements:
The client uses the nolifenx library and .nx format by retep998.
Most recent build:
You must be registered to see links
Github:
You must be registered to see links
You must be registered to see links
How to compile:
Initial project:
1. Make a new empty project in Visual Studio and add all files.
2. In your project settings, make sure you target 64-bit. Also make sure that your working directory is set to the same directory which contains the .nx files.
Dependencies:
Assuming you use Visual Studio:
1. Go through the links on the github page and download all files.
2. To add them to the project, you will need the .h files and the .lib files for each dependency. I'd recommend you make two new folders in your project dir, one for includes and one for libs.
3. Go to your project settings, first to c/c++ -> additional include directories and add your new folder.
4. Got to project settings -> linker -> additional library directories and add your new folder.
5. Now for each dependency what you have to do is different based on how they distribute their projects. In general, header files are always in the download but .libs often are not. I would check if there is a .lib already. If there is no lib, you need to compile the project yourself.
6. For this you should make an empty project and add all the files belonging to the library. Then, go to the project settings, and change the target platform to 64-bit. Next, change the configuration from producing an .exe to producing a .lib. You should do this once for debug mode and once for release mode. Call the .lib made from debug "something"-d and the release one "something". Then add the libs in your library folder.
One dependency that is different is bass. It comes with a dynamic library so you can just put the .dll in your working directory.
For NoLifeNx, make sure you also add lz4 to your project before compiling.
7. Now list all the .libs in project settings -> linker -> input. It should look like this (debug):
bass.lib
NoLifeNx-d.lib
glew32.lib
glfw3.lib
opengl32.lib
freetype263d.lib
1. Make a new empty project in Visual Studio and add all files.
2. In your project settings, make sure you target 64-bit. Also make sure that your working directory is set to the same directory which contains the .nx files.
Dependencies:
Assuming you use Visual Studio:
1. Go through the links on the github page and download all files.
2. To add them to the project, you will need the .h files and the .lib files for each dependency. I'd recommend you make two new folders in your project dir, one for includes and one for libs.
3. Go to your project settings, first to c/c++ -> additional include directories and add your new folder.
4. Got to project settings -> linker -> additional library directories and add your new folder.
5. Now for each dependency what you have to do is different based on how they distribute their projects. In general, header files are always in the download but .libs often are not. I would check if there is a .lib already. If there is no lib, you need to compile the project yourself.
6. For this you should make an empty project and add all the files belonging to the library. Then, go to the project settings, and change the target platform to 64-bit. Next, change the configuration from producing an .exe to producing a .lib. You should do this once for debug mode and once for release mode. Call the .lib made from debug "something"-d and the release one "something". Then add the libs in your library folder.
One dependency that is different is bass. It comes with a dynamic library so you can just put the .dll in your working directory.
For NoLifeNx, make sure you also add lz4 to your project before compiling.
7. Now list all the .libs in project settings -> linker -> input. It should look like this (debug):
bass.lib
NoLifeNx-d.lib
glew32.lib
glfw3.lib
opengl32.lib
freetype263d.lib
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