[Source] PWI Server files Source code up to 1.5.3

Is this 100% working source code for server 1.5.2? Are there loopholes and backdoors? Source client is not interested
Thanks
How do I install it?
Client and server should be fully stable yes. Here is another link:





Credits to a narrow engineer and one other guy who probably doesn't wanna be named!
 
You will have to source your own stock 1.5.2 client though
I went through my old laptop and found my install of official PWI from around then.

My elements.data was last modified 2-11-15 (Fed 2nd 2015).

1.5.2 officially was released 12-16-14 per the wiki. and Riptide (star charts) was 8-18-15.

So does that count as a stock client? or do I need to find one exactly from 2-11-15, or 8-18-15? or am i entirely wrong about what "stock client" means?

Been learning on 434's package, but trying to branch out now, so still need to learn what matters for sourcing old clients.
 
I went through my old laptop and found my install of official PWI from around then.

My elements.data was last modified 2-11-15 (Fed 2nd 2015).

1.5.2 officially was released 12-16-14 per the wiki. and Riptide (star charts) was 8-18-15.

So does that count as a stock client? or do I need to find one exactly from 2-11-15, or 8-18-15? or am i entirely wrong about what "stock client" means?

Been learning on 434's package, but trying to branch out now, so still need to learn what matters for sourcing old clients.
I am referring to the ElementClient Source Code 1.5.2 in C++/C.
 
I went through my old laptop and found my install of official PWI from around then.

My elements.data was last modified 2-11-15 (Fed 2nd 2015).

1.5.2 officially was released 12-16-14 per the wiki. and Riptide (star charts) was 8-18-15.

So does that count as a stock client? or do I need to find one exactly from 2-11-15, or 8-18-15? or am i entirely wrong about what "stock client" means?

Been learning on 434's package, but trying to branch out now, so still need to learn what matters for sourcing old clients.
I'm not sure if I understand correctly, but it seems like you want to know which official client is compatible with the source code. The source code is compatible with the Chinese client.
w2i_client_v1663, you'll need to manually update with ec_patch_1663-1757.cup.

After installing the patch you have the

elements.data = v127 (get version in source in ExpTypes.h)
Tasks.data = v121 (get version in source in TaskTempl.cpp)

Making it compatible with the C/C++ source code

From there you can use another client to translate for language you want, but be careful with the interfaces.pck, interface errors do not appear in the log.
 
I'm not sure if I understand correctly, but it seems like you want to know which official client is compatible with the source code. The source code is compatible with the Chinese client.
w2i_client_v1663, you'll need to manually update with ec_patch_1663-1757.cup.

After installing the patch you have the

elements.data = v127 (get version in source in ExpTypes.h)
Tasks.data = v121 (get version in source in TaskTempl.cpp)

Making it compatible with the C/C++ source code

From there you can use another client to translate for language you want, but be careful with the interfaces.pck, interface errors do not appear in the log.
Gotcha, i understand now (I think.)

Thank you very much for the info and instructions. time to start tracking down a copy of that client and patch!
 
Well, time to break down and ask for more help.

I'm unable to find a copy of either file (likely due to my own failings at searching), the one source i thought might have them won't send a confirmation email so no ability to download.

If anyone has a copy of the w2i_client_v1663 client and the 1663-1757.cup or can point me in the right direction to grab them, I'd be deeply appreciative.
 
Well, time to break down and ask for more help.

I'm unable to find a copy of either file (likely due to my own failings at searching), the one source i thought might have them won't send a confirmation email so no ability to download.

If anyone has a copy of the w2i_client_v1663 client and the 1663-1757.cup or can point me in the right direction to grab them, I'd be deeply appreciative.
 
I'm not sure if I understand correctly, but it seems like you want to know which official client is compatible with the source code. The source code is compatible with the Chinese client.
w2i_client_v1663, you'll need to manually update with ec_patch_1663-1757.cup.

After installing the patch you have the

elements.data = v127 (get version in source in ExpTypes.h)
Tasks.data = v121 (get version in source in TaskTempl.cpp)

Making it compatible with the C/C++ source code

From there you can use another client to translate for language you want, but be careful with the interfaces.pck, interface errors do not appear in the log.
I am talking about the official unmodified ElementClient.exe source code repository leaked from OFFICIAL WANMEI and nothing more no modifications completely original with bugs fixed 1.5.2 which I posted.
 
TYVM!, got the patch now. Unfortunately, PWDEV is what i found, but can't register an account for, as the confirm account email never sends (despite trying two separate email providers in case it was proton filtering out the incoming message. Any tips on how to actually get signed up so i can click the download link (or a mirror link) would be a huge help.

I am talking about the official unmodified ElementClient.exe source code repository leaked from OFFICIAL WANMEI and nothing more no modifications completely original with bugs fixed 1.5.2 which I posted.

Right, and i did snag that. but unless i am entirely misunderstanding your post here: (which to be fair, is entirely possible)
Anyway since you wanted a senior C++ developer to fix these things, here is a fully stock 1.5.2 that compiles but has only a few remaining bugs to fix once the client is launched. Me and others have already fixed these minor bugs, however having a running working client and server example with only a few client bugs can prove as a good exercise to further learn the codebase and it's structure. Here you go, just ping me if we end up needing mirrors:
Baseline 1.5.2 client and server, with only a couple of noted UI related bugs that do not crash the client:
let me know if yall have any questions!



You will have to source your own stock 1.5.2 client though however, I think...

Let me go see if I have one
You're saying a person after downloading that still needs to get their hands on a clean 1.5.2 client to actually make use of said package. and that's what I'm trying to get / understand how that works.
 
TYVM!, got the patch now. Unfortunately, PWDEV is what i found, but can't register an account for, as the confirm account email never sends (despite trying two separate email providers in case it was proton filtering out the incoming message. Any tips on how to actually get signed up so i can click the download link (or a mirror link) would be a huge help.


Pass: PWDev.org
 
jv90 If I downloaded post #73 do I need to DL post #81
er
if I downloaded #81 do I need to DL #73?

Are they the same?
Are they different?

Mainly for my archival purposes (at least for now)... .. .
 
jv90 If I downloaded post #73 do I need to DL post #81
er
if I downloaded #81 do I need to DL #73?

Are they the same?
Are they different?

Mainly for my archival purposes (at least for now)... .. .
It's a mirror incase the drive link gets DMCA.

I have more source code builds client and server than just this now though.
 
  • Heart
Reactions: 343
Yeah, ultimately I would really love to find/have a true . Before Genies, before auto-path...! To me, this would definitely be the true "CLASSIC" version. No genies, no auto pathing (no TB)... But was when they introduced OHT and 79/100 skills! (true classic)!

Although I do have to admit (as much as I hate the "fishies") 1.4.2 did have some AWESOME updates. <TAB> ing to monsters/targets. Daily marriage quests. Key binding... I probably would like a 1.4.2 with TB and genies "removed" LOL

Genesis in between didn't really do much (not really counting ANOTHER new race/classes) but the guild hall I guess...

I can also admit to positive changes up till 1.4.5 ~ when they increased the party limit to TEN instead of SIX... Morai and everything it entails (orders more new skills ETC)...,

But it was DEFINITELY after 1.4.5 where they really started to do GHEY sh^t with the game. Even 1.4.6, I would probably like the whole nation wars thing but even in 1.4.6 was when they introduced STUPID sh^t like meridian, Titles system, but yet it did introduce nation wars and the ability for the player to 'lock' their skill bars...

The next one, 1.5.1 "new horizons" it COMPLETELY went OFF TRACK. Re-birth bullsh^t, "war avatar", "cultivation assistant", "boundary", IDK I have ZERO interest in 1.5.1 or anything higher, that's for sure.

And since we already have all that anyway. I already have 146, 145, 144, 142. All I am missing is 141, and 139!

I (highly) appreciate you looking!
 
Yeah, ultimately I would really love to find/have a true . Before Genies, before auto-path...! To me, this would definitely be the true "CLASSIC" version. No genies, no auto pathing (no TB)... But was when they introduced OHT and 79/100 skills! (true classic)!

Although I do have to admit (as much as I hate the "fishies") 1.4.2 did have some AWESOME updates. <TAB> ing to monsters/targets. Daily marriage quests. Key binding... I probably would like a 1.4.2 with TB and genies "removed" LOL

Genesis in between didn't really do much (not really counting ANOTHER new race/classes) but the guild hall I guess...

I can also admit to positive changes up till 1.4.5 ~ when they increased the party limit to TEN instead of SIX... Morai and everything it entails (orders more new skills ETC)...,

But it was DEFINITELY after 1.4.5 where they really started to do GHEY sh^t with the game. Even 1.4.6, I would probably like the whole nation wars thing but even in 1.4.6 was when they introduced STUPID sh^t like meridian, Titles system, but yet it did introduce nation wars and the ability for the player to 'lock' their skill bars...

The next one, 1.5.1 "new horizons" it COMPLETELY went OFF TRACK. Re-birth bullsh^t, "war avatar", "cultivation assistant", "boundary", IDK I have ZERO interest in 1.5.1 or anything higher, that's for sure.

And since we already have all that anyway. I already have 146, 145, 144, 142. All I am missing is 141, and 139!

I (highly) appreciate you looking!
Technically if 1.3.8 Client and Server source code is provided you can just grab the skill stubs, filters, filter C++ logic, and defintions for everything it uses which may not already be native to 1.3.8 and just make them exist and work in 1.3.8 without even needing 1.3.9 files in particular but that does require effort.
 
Technically if 1.3.8 Client and Server source code is provided you can just grab the skill stubs, filters, filter C++ logic, and defintions for everything it uses which may not already be native to 1.3.8 and just make them exist and work in 1.3.8 without even needing 1.3.9 files in particular but that does require effort.

You can downgrade server sources to use with any client you want.
 
Last edited:
Hi folks,

I took a decently long break from any "real" pw development (prior to the releases of src) and I'm finally taking a crack at building these files, starting with the clean 1.5.2 package that jv90 so kindly made available here. Silly of me to think I was ready to dive headfirst into C++ game and game engine compilation from mostly working with lua scripts and writing python-based tools for narrow-scoped modifications for xml, but I figured I'd just see how far I could get through the compilation process... To my surprise, I got pretty far (I think?) through building the client, but I think that I'm finally stumped now.. So I'm, reluctantly, here to ask for a bit of a point in the right direction... or at least just some direction towards that general vicinity.

Following the included instructions, I was able to successfully perform all build stages for Angelica2, and I was able to do the same for Common up until the EditorRelease build of the whole solution. At this point, it throws a linker error at some point during the build of APhysXEngine, which seems to prevent completion of the solution build for subsequent components starting with AFileDialog, which reports inability to open an input file that I'm assuming is (part or all of) what failed to be generated in the first error.
Code:
Error    1    fatal error LNK1257: code generation failed    APhysXEngine
Error    2    fatal error LNK1181: cannot open input file '..\..\aphysxintegration\lib_vc8\aphysxenginestatic.lib'    AFileDialog

I checked the ../APhysXIntegration/lib_vc8 directory, and it seems that APhysXEngineStatic_d.lib is generated (I think from the EditorDebug build?) but, APhysXEngineStatic.lib is, indeed, missing, I'd assume due to build failure.

I tried to re-order included libraries to make sure it's getting what it expects for dependencies, but it's been an age since I touched Visual Studio, and C/C++ isn't exactly native to me (was looking forward to learning a lot from pw by toying with things in both source code and binaries to start to connect the dots between the two in way(s) that make more intuitive sense to my, particularly, autistic brain. And, yes, I know that this isn't an optimal source to use for connecting dots between source code and binary in IDA, but I already have a decade and a half of experience with PW and a lil bit less with PW development, so perhaps it isn't such a bad option after all... But I digress.

As VS isn't exactly native to me, I'm not really sure how to word my question, but hopefully it'll make sense to someone reading this post: During the process of resolving dependencies, I located and added the directories containing unmet dependencies to the include and libraries list as VS threw errors at me. This is pretty much the main/only reason I'm posting here, as I'll be cleaning and rebuilding for eons if I try every possible ordering of libraries and includes.. I'd just like to know I'm on the right track before I commit to several days of failing builds due to incorrect scope(s) and dependency priorities/order.

Also worth noting: I did try to build the element solution once I hit this wall with APhysXEngine, and it seems to be pretty close to a successful build, so I'm thinking that this might be the logjam, as it did spit out the client exe and many of the dlls, but perhaps I'm just being overly optimistic (thrilled that I managed to get this far, yet humbled by the under-the-hood complexity of a game I've considered fairly straightforward for such a long time)


Also, as a side inquiry... and please excuse my gross ignorance here.. (I know I'm out of my league with all of this, but that's how we learn, right?): Is adding these output directories to the appropriate lists in [VS: Options -> VC++ Directories] the correct way to connect these dependencies to the sources which require them, or is there a better (perhaps a safer/more secure way, considering scope(s)?) way to accomplish this in VS? Nooby question, I know... Try not to flame me too hard; I'm happy to read documentation, I just need to know where to look and/or how to ask my question in a way that makes sense to search engines and/or anyone who's not practically a VS and C/C++ virgin.


Anyways, in the meantime, I'll continue my trial and error and edit this post with any further findings or the solution if I, miraculously, find it by my own methods. Thanks, in advance, for any feedback and/or pointers (even the C-flavored kind), and a really big, personal, thank you to everyone who's provided information and opportunities for myself and others to learn from here on the RZ forums over all these years!

~ Eis
 
Hi folks,

I took a decently long break from any "real" pw development (prior to the releases of src) and I'm finally taking a crack at building these files, starting with the clean 1.5.2 package that jv90 so kindly made available here. Silly of me to think I was ready to dive headfirst into C++ game and game engine compilation from mostly working with lua scripts and writing python-based tools for narrow-scoped modifications for xml, but I figured I'd just see how far I could get through the compilation process... To my surprise, I got pretty far (I think?) through building the client, but I think that I'm finally stumped now.. So I'm, reluctantly, here to ask for a bit of a point in the right direction... or at least just some direction towards that general vicinity.

Following the included instructions, I was able to successfully perform all build stages for Angelica2, and I was able to do the same for Common up until the EditorRelease build of the whole solution. At this point, it throws a linker error at some point during the build of APhysXEngine, which seems to prevent completion of the solution build for subsequent components starting with AFileDialog, which reports inability to open an input file that I'm assuming is (part or all of) what failed to be generated in the first error.
Code:
Error    1    fatal error LNK1257: code generation failed    APhysXEngine
Error    2    fatal error LNK1181: cannot open input file '..\..\aphysxintegration\lib_vc8\aphysxenginestatic.lib'    AFileDialog

I checked the ../APhysXIntegration/lib_vc8 directory, and it seems that APhysXEngineStatic_d.lib is generated (I think from the EditorDebug build?) but, APhysXEngineStatic.lib is, indeed, missing, I'd assume due to build failure.

I tried to re-order included libraries to make sure it's getting what it expects for dependencies, but it's been an age since I touched Visual Studio, and C/C++ isn't exactly native to me (was looking forward to learning a lot from pw by toying with things in both source code and binaries to start to connect the dots between the two in way(s) that make more intuitive sense to my, particularly, autistic brain. And, yes, I know that this isn't an optimal source to use for connecting dots between source code and binary in IDA, but I already have a decade and a half of experience with PW and a lil bit less with PW development, so perhaps it isn't such a bad option after all... But I digress.

As VS isn't exactly native to me, I'm not really sure how to word my question, but hopefully it'll make sense to someone reading this post: During the process of resolving dependencies, I located and added the directories containing unmet dependencies to the include and libraries list as VS threw errors at me. This is pretty much the main/only reason I'm posting here, as I'll be cleaning and rebuilding for eons if I try every possible ordering of libraries and includes.. I'd just like to know I'm on the right track before I commit to several days of failing builds due to incorrect scope(s) and dependency priorities/order.

Also worth noting: I did try to build the element solution once I hit this wall with APhysXEngine, and it seems to be pretty close to a successful build, so I'm thinking that this might be the logjam, as it did spit out the client exe and many of the dlls, but perhaps I'm just being overly optimistic (thrilled that I managed to get this far, yet humbled by the under-the-hood complexity of a game I've considered fairly straightforward for such a long time)


Also, as a side inquiry... and please excuse my gross ignorance here.. (I know I'm out of my league with all of this, but that's how we learn, right?): Is adding these output directories to the appropriate lists in [VS: Options -> VC++ Directories] the correct way to connect these dependencies to the sources which require them, or is there a better (perhaps a safer/more secure way, considering scope(s)?) way to accomplish this in VS? Nooby question, I know... Try not to flame me too hard; I'm happy to read documentation, I just need to know where to look and/or how to ask my question in a way that makes sense to search engines and/or anyone who's not practically a VS and C/C++ virgin.


Anyways, in the meantime, I'll continue my trial and error and edit this post with any further findings or the solution if I, miraculously, find it by my own methods. Thanks, in advance, for any feedback and/or pointers (even the C-flavored kind), and a really big, personal, thank you to everyone who's provided information and opportunities for myself and others to learn from here on the RZ forums over all these years!

~ Eis
Each dependency must be met, version specific, and correctly linked, in the expected version of VS that each project requires, which is going to be obnoxious just a fair warning.


I'll see what I have.
 
Back