C# Mu Online framework

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  1. #31

    Re: C# Mu Online framework

    what about you make the game in Single User Player mode without having to install server side but just like a normal game you install the client and rush in and level up till 400 and do play alone xD then you can put some bots so the single player can have some pvp fun with bots or make it multiplayer mode too, i dont know another crazy 99% impossible idea on the air.

  2. #32
    Don't be afraid to ask! RevolGaming is offline
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    Re: C# Mu Online framework

    Its funny, 1st we talked about C# muonline and now we are talking about bots :D

  3. #33
    #ChangeBrazil SmileYzn is offline
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    Re: C# Mu Online framework

    Quote Originally Posted by RevolGaming View Post
    Its funny, 1st we talked about C# muonline and now we are talking about bots :D
    It's his goal, do not matter if made in assembly.

  4. #34
    Enthusiast vankyy26 is offline
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    Mar 2010 Join Date
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    Re: C# Mu Online framework

    Well it's pain in the ass. In the past i started several C# projects with goal to rewrite the server side. Most time took me to reverse the protocol, without the client is hard. I can give you some insights :

    1. Get a network sniffer
    2. Setup a GameServer for which you have the source or at least .pdb
    3. Create simple packets decryptor to be able to decrypt the game packets

    Then next thing will be to start collecting packets and mapping them with the correct structs (Here source code of the GS will help a lot). Once you figure out the packets you will be able to start building your bot. Of course some of the packets will contain hardcoded values. Plus as a note - there is difference between the C++ and the C# structs, you must figure out that too. There is way to make the C# structs native with Marshal and some attributes if i remember right. In C++ will be easier to create it but there building the GUI is the pain, as my opinion nothing can beat WPF's XAML UI. I can help you more if you find me in skype :)

  5. #35
    DarkMu wolfulus is offline
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    Re: C# Mu Online framework

    for those claiming "recreating the server is a waste of time"... I'm sorry for you, but you know nothing jon snow :P

    - It's poorly written.
    - The structure is a real mess
    - It doesn't scale
    - It doesn't play well with "cloud" philosophy
    - It can't be easily managed/replicated if needed
    - High cost maintenance

    Learn about microservices, cloud, scalability and maintenance - you'll change your opinion :)
    Last edited by wolfulus; 23-12-16 at 01:07 PM.

  6. #36
    Developer nevS is offline
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    Aug 2005 Join Date
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    Re: C# Mu Online framework

    Quote Originally Posted by Chern0byl View Post
    Mu Online section is full of c++ sources, and that's really cool... but I didn't see any good c# framework for basic stuff like networking (with packet encryption/decryption routines and so on). Ofcourse, networking is just one of things that could be made simple by making a good class library which could be used even by beginners. This would bring even more developers to this section.

    If there are people who would like to contribute (give information/ideas, write code) - feel free to PM me here, on RZ, or even better - add me on one of my skype accounts: cherno0x33@gmail.com (live:cherno0x33) or jahtemg.

    Thanks for your time reading this.

    Regards, Chernobyl. :)
    You may want to have a look here for network and enc/decryption stuff: https://github.com/MUnique/OpenMU/tr...er/src/Network



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