haven't logged in for years here, but I had to now just to say a huge good job ;)
Type: Posts; User: wolfulus
haven't logged in for years here, but I had to now just to say a huge good job ;)
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
-...
simple shader that distorts the texture over time solves the water thing tho.
I'm curious about the lighting
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...
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...
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,...
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)
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...
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.
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...
won't work on newer versions since the protocol encryption changed, but I don't know exactly when it changed (which version)
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...
it doesn't worth it. unity makes it a lot easier to develop
not enough time to work on it again... i'll get back at it as soon as i can
I'll zip a converted client for you when I get home.
won't work on every version i think. if I remember right, the newer versions changed the 3D format.
I'm working on it already... but as always, doing everything from scratch takes hell lot of time... when we get to the money part I'll definetely open some type of crowdfunding because we'll need to...
So this is an old project that I started working on again sometimes...
I'll probably never finish this though, but I thought it could be fun sharing what I've accomplished so far...
(I'm doing...
if you actually know someone that has it and is actually willing to share, yes.
but IRL, no...
:P
I see no point on getting back to the original source when you can actually make something...
yes. pretty easy actually.
download the "demo" from the post above and see how close it gets with little tweaks
I've been playing with unity this week too.
Hope you don't mind me posting it here (I won't open a new topic since I don't plan to keep it updated :P)
My progress so far (I'm trying not to edit...
little update
Recordit: Record screencasts fast & free! with GIF Support!
Started working on this again. Switched to Python tho.
Imgur: The most awesome images on the Internet
Imgur: The most awesome images on the Internet
all you need to know
http://forum.ragezone.com/f197/php-item-parser-dbv-1-a-1097923/
oh, didn't know that.
but anyways, any file format will probably still depend on the way the launcher is loading/drawing/alpha blending the images.
op didn't said what launcher it is, so it's hard...
bmp files doesn't have alpha channel.
this depends on the launcher (if it makes an specific color transparent or not - most of them uses magenta as transparent color)
Older PHP versions I mean.
For the game yes, I know. For example, I still maintain my old 97d MuServer project.
This is realy old tho (Sep 2012), but don't take this as an excuse.
I'm more worried about standards these days too and it's a shame to release something like this. But hey, thats why I released...
Thank you!
If there's any suggestions I'll be glad to add.
hand made bro.
Old library of mine that I used on my old (unreleased) webshop.
This might be useful for someone, so I'm releasing it.
https://github.com/WoLfulus/MuItem
I'll add my container library (to be...
And I'll be glad to make some pull requests.
I don't understand what you mean. ConnectServer doesn't handle any type of user information.
Yeah, this is bad. Flooding connections to the GameServers.
One option you have is:
Use the same principle, but instead of connecting to GameServer port, connect to ConnectServer instead...
as I thought...
waiting for binaries ;)
this isn't compiled from the "original original" source code right? if it is, you should definetely share those (which I believe won't happen anyways) :P
a compiled version (with pdb) for each...
Wondering if that is my misspelled nickname?
If it is, remove it from "credits", because I have nothing to do with this.
I didn't said I had one. I did something similar, using the same principle, but it's a completely different thing, and a separate project (I'm not using eDataServer)
I don't understand why you guys try so hard to fight "hacks".
Cheats don't really works and exploits are easily fixable on the server, yet you choose to corrupt your game client adding tons of...
Resources aren't.
Take deathway's eDataServer source and do the port. I just did this on my muserver days ago.
Index = 8000? Exteded player count? Because on 97d you should be getting 4800.
What gameserver version you are using?
sooner = better
you're holding change information that might help future bug tracking/feature addition
people can help you get a better server architecture sooner too, to avoid future rework
...
as nevS said, it has a faster iteration, framework provides everything you might need/want, has a garbage collector, runs on linux (with mono), and you can build it the way you want.
I've designed...
open a github repository and i'll be glad to help.
It was just a note.
I'll make a pull request for several things I've done on my own sources later.
Gj btw
[]'s
the changes are fine. just some cleanup, a little color switch and easier protocol switch (with #define)
there's nothing to worry about.
[]'s
the problem with CPU usage is because of the client engine rendering models with many GL calls per vertex.
if you manage to render using VBO you'll have HUGE performance gains.
OOOOOORR,
get...