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[RELEASE] Devil Hunters Source code

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Experienced Elementalist
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Well by the way, the official site of the game isn't working, has the game shut down?
 
Newbie Spellweaver
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awesome, thanks for the release.


ogre rendering engine? nice,

but, did not see any engine tools ie: level editor, model import, and editors? packer etc...
are these included?

no docs ,
any quick getting started tuts? or compiling instructions?

any sort of literature?


how about an unpacker for client .pak files?


if not then we have to trial and err.

any info will be greatly appreciated
thanks again
 
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yes ogre rendering engine))))

all tools included. need compiling.

If you do not understand the programming that this release you do not need. It is for developers with experience of at least several years. I will say that I compiled all the files in this release



I have to say that you have to work a lot, because it is an alpha version of the files. And download a new client will not help you connect to the server.
 
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well , programming experience is the least of my worries,
with 20 years c++ exp.

what am concern is the tools included which i must of missed since am not familiar with ogre, nor with this game or its networking engine which seems to be raknet?

but a packed client is what am affraid will drain my time trying to reverse unpack to even modify the game a little, since client side game logic scripts seems to be there?

damit, i hate not being familiar with ogre since i may be searching in the wrong area.

but client source just is the rendering side and not client game logic.
so was hoping for a quick get up to speed getting started ,
that was all, but seems to be null,

anyw啊ys, thanks again.
 
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I'm stuck on the client starts, he's not ready. I do play the second day with my friend, but as long as the result of a slow, if you want, you can do with the project, as they say, two heads are better than one.



RakNet include.I have all the necessary libraries and files, but on my computer. And what a file is needed I can give.
 
Newbie Spellweaver
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well i may be wrong here,

but having a packed client will not do anygood, unluss you want to play the default client packed logic.

meaning, you wont be able to add or modify the client gameplay logic.
even tho there is client/rendering engine and server source and server side scrpts logic, the client seems to be sealed unfoetunately.
i may be wrong, but seems that way.

good luck.
 
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Code:
# Devil Hunters (PAK format)
# 
# Written by Ekey (h4x0r)
# 
# script for QuickBMS [url]http://quickbms.aluigi.org[/url]

#debug

goto -0x8
get FILETABLE long
get STRTABLE long
math STRTABLE += 1 // ???

goto FILETABLE
get FILES long
get DUMMY long
get DUMMY long
get DUMMY long
savepos TEMP

goto STRTABLE

for i = 0 < FILES
    get NAME string
    putarray 0 i NAME
next i

goto TEMP

for i = 0 < FILES
    get SIZE long
    get ZSIZE long
    get OFFSET long
    get UNKN long
    get DUMMY long
    get DUMMY long
    get DUMMY long
    savepos ETEMP
	
    getarray NAME 0 i
	
    if SIZE == ZSIZE
        log NAME OFFSET SIZE
    else
        math OFFSET += 8
        clog NAME OFFSET ZSIZE SIZE
    endif
next i


In any case, my friend h4x0r wrote a script unpacking client data)
 
Divine Celestial
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Complete source, all files are compilable.

It uses MongoDB, so don't say that it doesn't have database. The files are scalable and I think it **MAY** run on linux with Mono or Wine



1. You need to remove version check and recompile client.
2. Recreate Settings.xml
 
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any1 successfully unpacked client packs?

if so, post tut pls.
 
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Just do:

<Settings>
</Settings>

will work.

plugins_release.cfg:
# Defines plugins to load

# Define plugin folder
PluginFolder=.

# Define plugins
Plugin=RenderSystem_Direct3D9
# Plugin=RenderSystem_Direct3D10
# Plugin=RenderSystem_Direct3D11
# Plugin=RenderSystem_GL
# Plugin=RenderSystem_GLES
Plugin=Plugin_ParticleFX
Plugin=Plugin_OctreeSceneManager

ogre.cfg:
Render System=Direct3D9 Rendering Subsystem

[Direct3D9 Rendering Subsystem]
Allow NVPerfHUD=Yes
#Anti aliasing=None
Floating-point mode=Fastest
Full Screen=No
VSync=Yes
Video Mode=1024 x 768 @ 32-bit colour

only crash at octree scene manager.. (Line 1715 OgreWrapper.cpp)

I'll look after my class.
 
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Newbie Spellweaver
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yes indeed, was reading the header of the script posted and just found out about quickbms,
interesting, i wonder if this does the trick.

will give it a try. thanks.
 
Divine Celestial
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D:\DevilHunters_ADastMIN_scr\Bin\client>DevilHunter
Time lapse: 0 Millisecond. Describe: ConsoleParse
../script/log.lua:2: module 'logconfig' not found:
no field package.preload['logconfig']
no file './logconfig.lua'
no file './script/logconfig.lua'
no file './Data/Config/logconfig.lua'
no file '../script/logconfig.lua'
no file './script/declare/logconfig.lua'
no file '../script/declare/logconfig.lua'
no file './data/config/logconfig.lua'
no file './logconfig.dll'
no file './script/logconfig.dll'
no file '../script/logconfig.dll'

rip lol

#EDIT
Added the file it still crash, is it related to OgreWrapper.cpp GigaToni ? I mean are u at the same spot now



yyQlM8M - [RELEASE] Devil Hunters Source code - RaGEZONE Forums


lmao



Crashing lines:
1715 and 1319
 

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Newbie Spellweaver
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dont tell me you hit a showstopper/brickwall?

i am just trying to setup all the dev environment , installing vs2008, unpacking client to get started lol.

is it the case so i wont even bother?
please advice. thanks
 
Newbie Spellweaver
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Like we understood anything from first sentence. No offense.
non taken,
maybe this is a western slang, thought it was obvious.

"dont tell me you hit a showstopper/brickwall?"

meaning if your crashes or errors made while trying to run the app with this game came to a halt, dead end, hit a wall, where nothing further could be done
leaving it all to an unusuable state.

capichi? :)
 
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