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Recent content by nevS

  1. nevS

    [Development] MUnique OpenMU C# open source server project - MIT License

    The delay for a specific attack speed is implemented on the client side. It's at ZzzCharacter.cpp (method SetAttackSpeed) of the client source. If you look at that, it's skill dependent and also if the character is on a mount, etc.
  2. nevS

    [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    May be possible that YolaxD released something - idk. I completely implemented it myself, since I didn't find any available source.
  3. nevS

    Extract (non)walkable tiles from .map

    Enc1.dat and Dec2.dat are for the network traffic (SimpleModulus keys)
  4. nevS

    Extract (non)walkable tiles from .map

    I just know about older mu versions, but there you'd need the att-files. There is defined, which coordinate is walkable, and which not. map-files just contain information about the textures of a coordinate. Some sources: - You must be registered for see element. - You must be registered for see...
  5. nevS

    Formulas for attack rate, defense rate and defense

    Look here: You must be registered for see element. 1. Function GetHitChanceTo 2. Function CalculateDamageAsync
  6. nevS

    [Development] Cloud Mu Online (Browser game)

    nice one! Just one thing: these creative commons licenses are not really suitable for (open source) software. With your license, I'm not even allowed to fork, change and contribute back to your project.
  7. nevS

    Mana Potion W position bug

    The player can define on its own which key triggers which potion. Hover with the mouse cursor over a potion in the inventory and press Ctrl+W or similar. Then change character or exit the game (not with Alt+F4 or closing the window) and the setting should be saved on the server.
  8. nevS

    [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    You must be registered for see element. this one has 60+ fps with fixed speeds of (almost) all animations.
  9. nevS

    Mu Connection Algorythm

    This may be helpful for you: Network packet descriptions -> You must be registered for see element. Algorithms etc. -> You must be registered for see element. But VB6, seriously...? And the sources you have found are really that bad, they were not made worse on purpose šŸ¤£
  10. nevS

    [Development] Emoji/Emoticon System, and some others toys...

    A source is released on another forum... just google for "muonline emoji system" ;) I'm also working on something similar, but with unicode characters... I'll probably render emojis with the direct2d windows functions.
  11. nevS

    MuOnline today

    earth19 check my signature ;) But yeah, it's pretty frustrating that the community is so fragmented and doesn't work on maybe a handful of central repositories. The released binaries/repacks are pretty useless - if you run into a bug you need fixed, good luck with that. Another point is that...
  12. nevS

    65k health/damage visual bug? + other bugs

    The actual maximum value of a 16 bit integer is 65535. It's not a bug, it's a limitation of the network protocol. I guess either server or client side added a limit of 65000. You need to change client and server sources to extend these damage fields to more bits, e.g. a 32 bit integer.
  13. nevS

    [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    hendrix1 Go to Admin Panel -> Game Configuration -> System, set Resolve IP setting to Loopback. As server address, set 127.127.127.127 in the client source.
  14. nevS

    newbie at building mu s6 ep3

    If you want it way easier, you may want to take a look at the OpenMU project (link in signature) :)
  15. nevS

    The End of MU - A new beginning

    Hey, we probably were in the same alliance xD For me, when they began with the mu helper, the game lost the rest of still active players. Before, it always had some players around at gates, or people making events. After that, everyone was just AFK. Additionally, Webzen failed hard by not...
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