- Joined
- Aug 11, 2022
- Messages
- 123
- Reaction score
- 414
Kinda got it running on the latest client from the oldschoolrivals site:
The server builds in OldSchoolRivals_Release win32 configuration after rebuilding ZipArchive on latest VS2022
The client builds in OldSchoolRivals_Release in both Win32 and x64 on latest VS2022
1. It didn't launch until I've changed the line 594 in LocalizationDefineCommon.h to this:
#define SCADMINTOOL_CONNECTABLE_PREFIX_IP1 "0.0.0.0"
Else it complained about admin tool ip
2. The NPC server crashes if I put client's Res-Obj folder into the server's map folder. However it seem to launch without the Res-Obj folder just fine
3. I also had to unpack the client's quest.tex and put its contents into the server's config/quest folder because the default quest config crashed the field server
So if you were wondering whether the files are complete enough to be playable - they are. Not sure what % of it works as I've spent very little time with these files.
The custom stuff and the optimization are incredibly impressive
The server builds in OldSchoolRivals_Release win32 configuration after rebuilding ZipArchive on latest VS2022
The client builds in OldSchoolRivals_Release in both Win32 and x64 on latest VS2022
1. It didn't launch until I've changed the line 594 in LocalizationDefineCommon.h to this:
#define SCADMINTOOL_CONNECTABLE_PREFIX_IP1 "0.0.0.0"
Else it complained about admin tool ip
2. The NPC server crashes if I put client's Res-Obj folder into the server's map folder. However it seem to launch without the Res-Obj folder just fine
3. I also had to unpack the client's quest.tex and put its contents into the server's config/quest folder because the default quest config crashed the field server
So if you were wondering whether the files are complete enough to be playable - they are. Not sure what % of it works as I've spent very little time with these files.
The custom stuff and the optimization are incredibly impressive

