[Development] Mu Online Client/Server remake project

Page 8 of 12 FirstFirst 123456789101112 LastLast
Results 106 to 120 of 167
  1. #106
    Enthusiast supron is offline
    MemberRank
    Aug 2006 Join Date
    POLAND <3Location
    39Posts

    re: [Development] Mu Online Client/Server remake project

    Wow. I remember times when everyone was coding GS emulators. Now its client time! This is how our community can be stronger than rich company like webzen!
    I'm also coding my client (in unity3d) for 8 months. My goal is to make client compatible with old maps format and S8 GS protocol. I'm very close to finish my project and it should take about 1-2 months to prepare public test server. All maps are loaded from old mu format, and everything is loaded dynamically. It is compatible with S8 protocol (im using igcn files) only attack protocol is different (to avoid cheating).
    Here you have some screens:
    http://www.screencast.com/t/Bn0BmImX3
    http://www.screencast.com/t/VsSHFPnqo

    I don't have any videos, because my computer works like shit, and i have 5fps while recording xD.

    Good luck guys with your projects! I hope everyone will finish their project soon, and we will play on new amazing game clients.

  2. #107
    el gordito tetas caidas GM-Andromeda is offline
    MemberRank
    Jun 2006 Join Date
    Complex plane.Location
    202Posts

    re: [Development] Mu Online Client/Server remake project

    Quote Originally Posted by supron View Post
    Wow. I remember times when everyone was coding GS emulators. Now its client time! This is how our community can be stronger than rich company like webzen!
    I'm also coding my client (in unity3d) for 8 months. My goal is to make client compatible with old maps format and S8 GS protocol. I'm very close to finish my project and it should take about 1-2 months to prepare public test server. All maps are loaded from old mu format, and everything is loaded dynamically. It is compatible with S8 protocol (im using igcn files) only attack protocol is different (to avoid cheating).
    Here you have some screens:
    http://www.screencast.com/t/Bn0BmImX3
    http://www.screencast.com/t/VsSHFPnqo

    I don't have any videos, because my computer works like shit, and i have 5fps while recording xD.

    Good luck guys with your projects! I hope everyone will finish their project soon, and we will play on new amazing game clients.
    LOL, i have to say that your project is amazing, of course, using unity is "the best" option when u need to do something fast and easy, without knowing what is really going on down there. I used unity 2 days and i did more than using my game engine in 2 weeks.

    this is probably the best remake so far, because i think nobody really used the original data folder "as is", so, this is a real remake :P

    edit: i would love to see the actual performance of unity...
    the original mu client is the worst shit ever, i does not batch materials and animations interpolation is really bad.
    MU has a "fixed" 25 fps, is forced "no to draw" more than 25 times per second, however, drawing a simple player and 10 monster around in 25 fps cost like 70% of the main loop thread consumption, this is bad, really bad
    i can make my game engine in the same situation using a simple shader one weight per bone and batching monsters materials, draw the entire scene up to 1k fps...
    i could even draw the entire map and 30 monsters and it would be do it faster than the original client...
    and of course, i could bet... unity can do that even better! (without post rendering and smooth shadow textures of course :) )
    Last edited by GM-Andromeda; 30-08-14 at 01:52 PM.

  3. #108
    Enthusiast supron is offline
    MemberRank
    Aug 2006 Join Date
    POLAND <3Location
    39Posts

    re: [Development] Mu Online Client/Server remake project

    Quote Originally Posted by GM-Andromeda View Post
    LOL, i have to say that your project is amazing, of course, using unity is "the best" option when u need to do something fast and easy, without knowing what is really going on down there. I used unity 2 days and i did more than using my game engine in 2 weeks.
    I was coding my own engine. It took me a year and I had only maps with character animation... My friend told me "you should use unity", and I did the same things in one day! All i have to code now is game mechanics, network and interface. Today I have ~190 C# files and it grows everyday.
    Quote Originally Posted by GM-Andromeda View Post
    edit: i would love to see the actual performance of unity...
    the original mu client is the worst shit ever, i does not batch materials and animations interpolation is really bad.
    MU has a "fixed" 25 fps, is forced "no to draw" more than 25 times per second, however, drawing a simple player and 10 monster around in 25 fps cost like 70% of the main loop thread consumption, this is bad, really bad
    i can make my game engine in the same situation using a simple shader one weight per bone and batching monsters materials, draw the entire scene up to 1k fps...
    i could even draw the entire map and 30 monsters and it would be do it faster than the original client...
    and of course, i could bet... unity can do that even better! (without post rendering and smooth shadow textures of course :) )
    On my laptop intel i3, geforce gt520m I have ~80 fps without shadows and 50-70 with shadows (in game scene with interface, monsters and players). On shitty PC I have ~100-120 fps, so performance compared to old client is amazing. I cant even imagine how fast it can be on faster PCs. It uses 1gb ram, because all items are loaded at start.

    btw. Im not using original mu data folder, but all I have to do is convert textures, and pack original map folder to assets bundle, so my client structure looks like:
    Data\
    Devias.pak
    Noria.pak
    Items.pak
    Monsters.pak
    etc.
    I have even "one click" converter to do that :D.

    @Down:
    Im using C# sockets. I have network thread where i can receive and decode packets, then I put every decoded packet in queue. Im reading packets from queue in Update() function in main unity thread. I have to process packets in main thread because unity is not thread safe, and don't allow engine functions from another thread.
    Last edited by supron; 30-08-14 at 04:14 PM.

  4. #109
    Viserion is online now
    MemberRank
    Jan 2009 Join Date
    1,108Posts

    re: [Development] Mu Online Client/Server remake project

    @supron
    You are using your own framework network? Or you are using Photon or own framework from Unity?

  5. #110
    Member pcdubaum is offline
    MemberRank
    Jul 2007 Join Date
    BrazilLocation
    57Posts

    re: [Development] Mu Online Client/Server remake project

    I'm jealous.

    http://i61.tinypic.com/28kkfp5.jpg
    http://i61.tinypic.com/2eg4fnr.jpg
    http://i59.tinypic.com/2hd4rcp.jpg

    This is no more a MU remake, But a new Mu/Diablo based game.

  6. #111
    el gordito tetas caidas GM-Andromeda is offline
    MemberRank
    Jun 2006 Join Date
    Complex plane.Location
    202Posts

    re: [Development] Mu Online Client/Server remake project

    Quote Originally Posted by pcdubaum View Post
    I'm jealous.

    http://i61.tinypic.com/28kkfp5.jpg
    http://i61.tinypic.com/2eg4fnr.jpg
    http://i59.tinypic.com/2hd4rcp.jpg

    This is no more a MU remake, But a new Mu/Diablo based game.
    is that xna?

  7. #112
    Member pcdubaum is offline
    MemberRank
    Jul 2007 Join Date
    BrazilLocation
    57Posts

    re: [Development] Mu Online Client/Server remake project

    Quote Originally Posted by GM-Andromeda View Post
    is that xna?
    No, C++/CX and DirectX. (Windows 8.1, phone and tablet)
    XAML for the UI.

    in Data\World1:
    TerrainHeigth to get the Heigth and create a non-flat terrain.
    TerrainLight to get the original ilumination and create a dark and old-fashion lorencia.

  8. #113
    Account Upgraded | Title Enabled! trhero is offline
    MemberRank
    Jul 2008 Join Date
    TurkeyLocation
    243Posts

    re: [Development] Mu Online Client/Server remake project

    Quote Originally Posted by newpsp View Post
    very good!.
    so here my project remake Mu. with gameserver, client ,

    it can play on mobile ios, android ! . but i need time to complete, 70% for done!.
    this remake was awesome :D

  9. #114
    Proficient Member xom1b is offline
    MemberRank
    Aug 2006 Join Date
    VietnamLocation
    197Posts

    re: [Development] Mu Online Client/Server remake project

    Quote Originally Posted by supron View Post
    Wow. I remember times when everyone was coding GS emulators. Now its client time! This is how our community can be stronger than rich company like webzen!
    I'm also coding my client (in unity3d) for 8 months. My goal is to make client compatible with old maps format and S8 GS protocol. I'm very close to finish my project and it should take about 1-2 months to prepare public test server. All maps are loaded from old mu format, and everything is loaded dynamically. It is compatible with S8 protocol (im using igcn files) only attack protocol is different (to avoid cheating).
    Here you have some screens:
    http://www.screencast.com/t/Bn0BmImX3
    http://www.screencast.com/t/VsSHFPnqo

    I don't have any videos, because my computer works like shit, and i have 5fps while recording xD.

    Good luck guys with your projects! I hope everyone will finish their project soon, and we will play on new amazing game clients.
    is it's Unity engine ???

  10. #115

    re: [Development] Mu Online Client/Server remake project

    Official Blog of the Revolt project is located at: http://community.igcn.mu/blog/8-revo...ent-dev-unity/

  11. #116
    Enthusiast wFX is offline
    MemberRank
    Sep 2014 Join Date
    37Posts

    re: [Development] Mu Online Client/Server remake project

    Quote Originally Posted by GM-Andromeda View Post
    is that xna?
    Your HD textures for maps and items can be ported to original mu format?

    It'll be awesome to use your textures like a HD Texture pack for old clients..

  12. #117
    el gordito tetas caidas GM-Andromeda is offline
    MemberRank
    Jun 2006 Join Date
    Complex plane.Location
    202Posts

    re: [Development] Mu Online Client/Server remake project

    Quote Originally Posted by wFX View Post
    Your HD textures for maps and items can be ported to original mu format?

    It'll be awesome to use your textures like a HD Texture pack for old clients..
    no, they are from google.

  13. #118
    Enthusiast wFX is offline
    MemberRank
    Sep 2014 Join Date
    37Posts

    re: [Development] Mu Online Client/Server remake project

    Quote Originally Posted by GM-Andromeda View Post
    no, they are from google.
    :( ty anyway ^^

    and great project you have there =]

    hope you can find time or team to finish.

    all the best!

  14. #119
    el gordito tetas caidas GM-Andromeda is offline
    MemberRank
    Jun 2006 Join Date
    Complex plane.Location
    202Posts

    re: [Development] Mu Online Client/Server remake project

    i did some progress this weekend, but like i said, i coded my own server and client, now it's pure C++ client (before was 70% C#).

    edit: anyway, there are many projects here, i think they should create their own thread, they are all very different, using different game engines and even oriented to the web !

  15. #120
    el gordito tetas caidas GM-Andromeda is offline
    MemberRank
    Jun 2006 Join Date
    Complex plane.Location
    202Posts

    re: [Development] Mu Online Client/Server remake project

    Quote Originally Posted by wFX View Post
    :( ty anyway ^^

    and great project you have there =]

    hope you can find time or team to finish.

    all the best!
    sorry, i didn't got you.

    http://i.imgur.com/LzCpLEf.jpg

    this is lorencia ground texture. is this what u want?

    https://mega.co.nz/#!EcdlEDKD!ByVm0w...4CEVc4wcI5uXQA

    i think i got those from cgtextures.com, but i really dont remember



Advertisement