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Recent content by wolfulus

  1. wolfulus

    [Development] MuServer on Node.js

    Don't get me wrong, but I don't get the point of comparing that to humans - anything in a computer is magnitudes faster than what a human can do, I think it's not the point here. Python or JS will only hurt depending on how you are doing things. Python for example, even though it has support...
  2. wolfulus

    [Development] MuServer on Node.js

    I did this 8 years ago, perhaps these might help you: You must be registered for see element. (define structures for parsing and serialization) You must be registered for see element. helpers for reading/writing into a binary buffer You must be registered for see element. old native enc/dec...
  3. wolfulus

    MU Online Client revitalization

    haven't logged in for years here, but I had to now just to say a huge good job ;)
  4. wolfulus

    C# Mu Online framework

    for those claiming "recreating the server is a waste of time"... I'm sorry for you, but you know nothing jon snow :P - It's poorly written. - The structure is a real mess - It doesn't scale - It doesn't play well with "cloud" philosophy - It can't be easily managed/replicated if needed - High...
  5. wolfulus

    Yet Another Unity Client Remake (Based on 97d)

    simple shader that distorts the texture over time solves the water thing tho. I'm curious about the lighting
  6. wolfulus

    Server 97d + 1.0 premium

    that's not his project. he's just probably trying to find someone to remove the "credits" (red stripes) and then vanish in the shadows :P @ontopic anyways... that's probably hardcoded inside a dll, you won't be able to remove/edit without proper debugging
  7. wolfulus

    MU Online Engine limitations.

    you're pretty limited here. there's a limit of 32767 verts per model (based on file format, which is an int16) I don't know much about newer versions tho, might have changed... but on these older versions, the limit is what I've said. Texture names also have a limit of 31 characters. Objects...
  8. wolfulus

    Yet Another Unity Client Remake (Based on 97d)

    It wasn't supposed to be exactly the same. Remakes are supposed to be better than originals :P And... I tried the "original way", but since I wanted to use unity physics and a good performance, it wasn't an option. Even with Unity terrain, it got pretty close to the original, but without...
  9. wolfulus

    Yet Another Unity Client Remake (Based on 97d)

    that one was done inside unity with its own terrain system. it's not an fbx. lighting is just a projector (terrainlight) pointed down, filling the whole terrain (horrible way to do it btw)
  10. wolfulus

    GameServer.exe Crashes

    the .dmp in in conjunction with the .pdb file can be used to find exactly where it is breaking. you just need need the exact copy of the source code that the gs was compiled with. without the source code, you'll need some deep analysis with ollydbg or some other debugger. also, OP needs to...
  11. wolfulus

    MU Online C# Emulator

    I'd love to do some PRs there ;) It's probably not that hard, just need the new version's structures and algorithms... I just have old ones.
  12. wolfulus

    MU Online C# Emulator

    You need one instance for encoding and one instance for decoding. And I've added embedded keys on the static variables (I didn't want to load .dat files) var encoder = new Modulus(); var decoder = new Modulus(); // For client encoder.SetEncryptionKey(Modulus.ClientEncryptionKeys)...
  13. wolfulus

    MU Online C# Emulator

    won't work on newer versions since the protocol encryption changed, but I don't know exactly when it changed (which version)
  14. wolfulus

    MU Online C# Emulator

    seems like you had a really bad experience with C#, but I must totally disagree, C# can be as performant as C++ and it's not the language that makes something unstable, it's how you actually write the code. @OP: You must be registered for see element. Also for networking: You must be...
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