[HAZEC MU] Client-Server Remake shared.
I have another work to do in next couple mounths, so here are all my work.
Unity Project: https://mega.nz/#!5xZ3gIaC!i9F-2U1NruGZ4xaJsTxzOKGw7edqFSINKmc19KehhvQ
Server Git: https://github.com/pcdubaum/HAZECMUFR_SERVER
DB: https://mega.nz/#!5oYlwKhA!KbWZt9vRtkuy8HBJvV7cMoSe8M2Y4_nJYpCfw39yTb0
Install Mysql, restore DB. I'm using XAMPP
Install and set up Smartfox
How to Set Up server
1 - http://www.smartfoxserver.com/download/sfs2x#p=installer
2 - http://docs2x.smartfoxserver.com/GettingStarted/installation
(if you want u can do the lazy work go to step XXX)
3 - SmartFoxServer 2X documentation: database-recipes
4 - Compile Assets from server project under SFS2X/extensions/lib - Compile all source code under under SFS2X/extensions/HazecMUFR
5 - open: http://127.0.0.1:8080/admin/AdminTool.html sfsadmin for user and pass.
6 - navegate to "Zone configurator", create a zone called "HazecMUR", add two rooms "CharSelection" and "Lorencia"
7 - Double click zone "HazecMUR" navigate "Zone Extension" -> Select "HazecMUFR" -> Extension: "HazecMUFR.Login.ExtensionLogIn"
8 - Submit
9 - "Double Click "Lorencia" -> Room Extension: select "HazecMUFR.Game.CreateNPCExtension"
10 - Submit
11 - Start SmartFoxServer.
XXX - Extract this in SmartFox Folder
Open Unity -> Select the Project -> Navigate Assets/Maps and Scenes/LoginScene -> Select "Scene Manager" gameObject and chenge the Host Ip in editor.
Click Play. Fix any error.
Java and SFS2x programming are straight forward. There are fews Unity Remakes, i will create simples scripts to connect any unity remake to server. For those my server will be up for a week.
Re: [1st playable release]HAZEC MU Client Remake
Looking good, keep up the good work. Will keep an eye out for this, :).
How will this work in conjunction with server files, exactly? Will it need updating per server season, recompiling to add customs like with existing clients, or are you going to have some clever ways to import those like having the client import a .xml list of customs? Details would be cool, ;).
Re: [1st playable release]HAZEC MU Client Remake
This is very impressive. Great work!
I know you increased animation frames, but you made things much slower in the process. The walking animation for example seems incredibly slow. More frames is good only when you're adding more animation detail. You're effectively just slowing things down at the moment.
Subscribed. Looking forward to the work you do with this.
Re: [1st playable release]HAZEC MU Client Remake
Yea the animation speed should be independent of the framerate. You can achieve that with morph target animation.
I made a player animation in javascript with three.js (r59) some time ago, maybe it helps:
Code:
Player = function (model) {
THREE.Object3D.call(this);
this.mesh = null;
this.castShadow = true;
var loader = new THREE.JSONLoader();
loader.load(model, function (gom, materials) {
this.mesh = new THREE.Mesh(gom, materials[0]);
materials[0].ambient.setRGB(1.0,1.0,1.0);
materials[0].morphTargets = true;
this.mesh.castShadow = true;
this.add(this.mesh);
}.bind(this));
this.update = function() {
if (this.mesh == null)
return;
var time = Date.now() % currentAnimation.duration;
var keyframe = Math.floor(time / currentAnimation.interpolation) + currentAnimation.animOffset;
if (keyframe != currentAnimation.currentKeyframe) {
this.mesh.morphTargetInfluences[currentAnimation.lastKeyframe] = 0;
this.mesh.morphTargetInfluences[currentAnimation.currentKeyframe] = 1;
this.mesh.morphTargetInfluences[keyframe] = 0;
currentAnimation.lastKeyframe = currentAnimation.currentKeyframe;
currentAnimation.currentKeyframe = keyframe;
}
this.mesh.morphTargetInfluences[keyframe] = (time % currentAnimation.interpolation) / currentAnimation.interpolation;
this.mesh.morphTargetInfluences[currentAnimation.lastKeyframe] = 1 - this.mesh.morphTargetInfluences[keyframe];
}
var animations =
[
{
name: "Standing",
duration : 1000, //the duration of the animation in milliseconds
keyframes : 5, //the number of animation keyframes
interpolation: 0, //see below
lastKeyframe : 5, currentKeyframe : 0, //some state...
animOffset : 30 //the index of the first frame in of the animation in the player.bmd...
},
{
name: "Walking",
duration : 1000,
keyframes : 43-36,
interpolation: 0,
lastKeyframe : 0, currentKeyframe : 0,
animOffset : 36
}
];
for (var i = 0; i < animations.length; i++) {
animations[i].interpolation = animations[i].duration / animations[i].keyframes;
}
var currentAnimation = animations[0];
}
Re: [1st playable release]HAZEC MU Client Remake
i think its ussless,but its only my mind ^_^
Re: [1st playable release]HAZEC MU Client Remake
Quote:
Originally Posted by
reseter
i think its ussless,but its only my mind ^_^
I don't think its useless at all. If he can code it a lot better than Webzen's client and he opens the code up (hopefully!), it could be a lot easier to edit than how we currently modify clients. Also it gives him freedom to implement new things if he wants from the start, like high poly model support (imagine HD models like Diablo 3), updated shaders and HDR, etc.
Re: [1st playable release]HAZEC MU Client Remake
Quote:
Originally Posted by
fallenfate
How will this work in conjunction with server files, exactly? Will it need updating per server season, recompiling to add customs like with existing clients, or are you going to have some clever ways to import those like having the client import a .xml list of customs? Details would be cool, ;).
I thought in 3 ways. 1- Walk in conjunction with the development of emulators, here even in the forum. 2- Recreate the server. 3- Use reverse-engineering or knowledge of someone to get the commands of server embed on my client.
Quote:
Originally Posted by
Ron
This is very impressive. Great work!
I know you increased animation frames, but you made things much slower in the process.
Thank u.
Quote:
Originally Posted by
nevS
Yea the animation speed should be independent of the framerate.
I didn't express myself well, mean 24 key frames, animation will be independent of framerate.
For while I'm using 1 second = 1 animation cycle. That will be changed, I want something more dynamic than the MU Online, it's going to be good. Thank u for the code:ott:
Quote:
Originally Posted by
reseter
i think its ussless,but its only my mind ^_^
You are half right and half wrong. The initial plan was not redo MU Online.
Half right: Yes, if it is to rebuild using the same models and textures there's no point in the game. Especially if we think on server 50000x xp. Reset-> Bot-> Reset
Half wrong: The game could get new life.
Re: [1st playable release]HAZEC MU Client Remake
compatible with actual gs's or its another thing?
Re: [1st playable release]HAZEC MU Client Remake
Quote:
Originally Posted by
thevjfla
compatible with actual gs's or its another thing?
Another thing....
Re: [1st playable release]HAZEC MU Client Remake
Quote:
Originally Posted by
thevjfla
compatible with actual gs's or its another thing?
Will be.
0.0.1.8 out
Add:
User Interface:
Edge Detection for itens and monsters.
Mini Map.
HpBar
XPBar
Simple Messages
Mouse Animations
Monsters:
Bull Fighter
Lich
Giant
Itens:
Double Axe
Leather Helm, Pants and Armor
Translation:
Added translation to items, monsters and GUI.
Help is wanted to more language.
Pt-br and en-us until now.
Bugs Solved:
Visual Bug with Shadows
https://forum.ragezone.com/cache.php...r00186mini.jpghttps://forum.ragezone.com/cache.php...r00181mini.jpg
Page: Hazec Online
Full infos Release 0.0.1.8 - Step Foward - yourdomain.com
=====
I've been looking at the source code of some gameservers and apparently would not be a very arduous task to adapt the client to use current gameservers.
Re: [1st playable release]HAZEC MU Client Remake
Do you plan to use this just for your server, or are there plans to release the source later on when complete? Also the screenshots are too small to see much.
Keep up the good work!
Re: [1st playable release]HAZEC MU Client Remake
@pcdubaum
What engine are you using in your project?
Good job!
Cheers.
Re: [1st playable release]HAZEC MU Client Remake
Quote:
Originally Posted by
fallenfate
Do you plan to use this just for your server, or are there plans to release the source later on when complete? Also the screenshots are too small to see much.
Keep up the good work!
I'll release the source in next update. Full Source Code, Shaders, 3D Models in Blender format. There some performance issues in code and i want to correct this until release.
I don't like the origianal graphics and game mechanics is very "locked".
http://www.hazeconline.com/Imagens/hazecmufr00183.jpg
http://www.hazeconline.com/Imagens/hazecmufr00180.jpg
http://www.hazeconline.com/Imagens/hazecmufr00181.jpg
http://www.hazeconline.com/Imagens/hazecmufr00182.jpg
http://www.hazeconline.com/Imagens/hazecmufr00185.jpg
http://www.hazeconline.com/Imagens/hazecmufr00184.jpg
Quote:
Originally Posted by
Viserion
@
pcdubaum
What engine are you using in your project?
Good job!
Cheers.
C++/CX and Directx in the "nails". hehehe
The interaction between C++ and DirectX use the component extension(CX). But all the logic is pure c++.
Re: [1st playable release]HAZEC MU Client Remake
@pcdubaum
What are you using to GUI? CeGUI? Or something developed by you?
Re: [1st playable release]HAZEC MU Client Remake
Quote:
I thought in 3 ways. 1- Walk in conjunction with the development of emulators, here even in the forum. 2- Recreate the server. 3- Use reverse-engineering or knowledge of someone to get the commands of server embed on my client.
here is a new chinese technical post about client reversing of MU
http://bbs.csdn.net/topics/391016320
the full source code analysed by IDA and extracted from it has been successfully converted into a VC6 project. it is also released in the post
i think it may help ur engine rebuilding though i didnt check or try to compile it yet