MicroVolts Server Emulator (Cross Platform) + Client + Updater + DB + Tools + Documentation + Automatic Linux Deployment Source 

- Added weapon repair & damage system
- Added support for ai battle mode
- Introducing the gambling system again (updating required client for it soon)
- Bunch of exploit fixes
- Bunch of capsule fixes related to lucky spins
- New commands: converting RT to coupons & disabling votekick system for abusers
- New RT reward system, new event missions and more

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- Added Boss Battle mode
- Added new command: can now send participation rewards to a whole room
- Reduced some branches & made some code refactoring
- Boss battle now requires full basic weapons to work
- Lucky boxes are now implemented
- Improved farming prevention
- General coupon item / coupon shop additions & fixes
 
- Fixed a very subtle server issue where database queries would be overwritten by other database queries
- Fixed some bugs related to MP removal on match leave while in observer mode
- Boss battle now fully working, fixed a few issues related to boss battle actions & npcs dying
- Added more consistency checks for the trade system to avoid issues with full inventories
- Fixed an issue related to endmatch playtime update
 
wait this game remind me Avatar star online ...
the server run on linux VPS?
 
wait this game remind me Avatar star online ...
the server run on linux VPS?
Linux support isn't yet added. May be in the future, but I need to refactor the project towards cross compatibility first.
 
It used to, but I deleted it since most users had no programming knowledge. But if there's interest I may open a new one perhaps
im trying to set it up and im on client part the mediafire is 404 and google drive is saying the file is on trash there no download button :cat:
 
File: MicroVolts_OB_Client_0.8.4.3
date: 30/05/2011
link:
password: ragezone

make mirrors. I will not have this file anymore
 
Huge improvement on the CastServer: Multiple player positions are now batched in a single packet, and the batched packet is now sent to each client for positional updates each 50ms.

Before:
- Each client sends 10 positions per second to the server. The server immediately broadcasts the position to other clients in the same room.
- This means that for 16 players, there's 160 positions per second are broadcast to each client in the room from the server.

After:
- Each client still sends 10 positions per second to the server. Each position is added into a single packet.
- Each 50ms, the server sends this packet to each client in the room.
- This means that for any number of players in the room (even 16), only 20 packets per second are broadcast to each client in the room from the server.

In the worst case (assuming full room + full observers):
- Before: 260 position packets / second broadcast from the server to each client.
- After: 20 position packets / second broadcast from the server to each client.

This means that now, the client has to process 87.5% fewer position-related packets than before (per second) in a full room (16 players), which is huge!
 
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The game itself isn't interesting. But for the efforts, time and patience, I definitely respect you.
Thanks! If you never played it before it's definitely weird. Most of the players are old ones since it's pretty old anyway.
 
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