Hi again, this was the first thread I created a while ago, http://forum.ragezone.com/f508/mu-on...remake-988861/
FAQ:
Q: What is this?
A: This is an open source project, it tries to recreate the basic aspect and mechanics used in the original game.
Q: Why is it open source?
A: Why not?
Q: Is it going to be finished some day?
A: I don't know, I'm not going to do it but someone could...
Q: Can i use just the client with the original mu server?
A: since i haven't created a mu before, I decided not to implement the same protocol. i'm kind of familiar with it, I reversed it years ago just for fun, but i have never had a server in my life (Don't even care...),
so the answer is no, you can't.
Q: What can i do with this?
A: Since ALL the dependencies are open source, there is no limit...
Well, just one, your imagination.
Q: Got any videos?
A: this was the last one:
Spoiler:
Q: Was this the original project?
A: Nope, I had to create a new small and robust graphic engine oriented to directcompute integration for image processing and signal analysis, I used ogre source as base and I built the game using that. But it was bad as hell, performance was quite bad, and I had to create a lot of shaders (DirectX 11 can't use the fixed pipeline so...), and I don't have time to create shaders :/
So, I decided to use Ogre (Directx 9.0c) instead, and, since Ogre has MIT licence, so should the client!
That's why it is open source!
Q: How long did it take?
A: Using the Ogre engine, from august until today, 1 hour a day average.
Q: Why did you make the server in C# and the client in C++?
A: Why not?
Q: Finally, is this an alpha release?
A: not even alpha...
Now, what you want:
Spoiler:
and now, what you need:
Spoiler:
Requisites: There are no requisites, you can take this code and use it the way you want. However, you should add the OGRE logo, for example, in the credits.
Spoiler:
Acknowledgements: Karli, he spent some time on this too
If you have questions:
http://www.ogre3d.org/docs/manual/
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