(Excuse my ignorance)
With a custom client wouldn't that remove the need for OP'S (as in we could completely change the op's to whatever we want such as 0x0A to 1x338)?
Yes sure, you can modify the packets in any way you want, from opcode to content. I have already done that with quite a few, since there isn't really any good consistency in nexon's packets. Just to give an example, they have way too many different ways to send data in a loop, sometimes they will send the total size first and then the loop, sometimes they send an additional byte with every item that signifies if it's the end of the loop and so on.
There are also alot of packets that are just not needed, like for example when logging in, they send the character stats again altough the client already knows the stats because it needs to display them in the char selection.
He's already past your flawed project by designing it to actually connect to a server. You know, the "multiplayer" part of MMORPG.Good luck.Maybe one day you'll catch up to my Delphi client and retep998's NoLifeStory.
Yes sure, you can modify the packets in any way you want, from opcode to content. I have already done that with quite a few, since there isn't really any good consistency in nexon's packets. Just to give an example, they have way too many different ways to send data in a loop, sometimes they will send the total size first and then the loop, sometimes they send an additional byte with every item that signifies if it's the end of the loop and so on.
There are also alot of packets that are just not needed, like for example when logging in, they send the character stats again altough the client already knows the stats because it needs to display them in the char selection.
Your choice of a serif font absolutely disgusts me. Please use a nice sans-serif font, or provide a config to change the font (and for Bui's sake an option to disable anti-aliasing for text).
I hope you're borrowing a lot of algorithms and formulas and stuff from NoLifeStory, I spent so much time getting various things with regards to map rendering pixel perfect.
Please do put your code on some sort of public repository though. Don't forget that your license has to be AGPL compatible due to NoLifeNx.
Good luck on your adventures, hopefully you are more motivated towards finishing this than I was with NLS.
uh this is cool and all but maybe you should first use the official opcodes and packet structures to stay compatible with existing sources, then offer alternatives that will lead to more consistent code
also, if this really does get so complete that you could use it to make a highly non-gmslike highrate server, include some lua scripting so that the poor folks who don't know C++ can extend new features too
In regards to what you said about adding features from newer versions.
Since you're in the beginning of your development, why not add the newer UI and maps? It will be easier to do so right now than later, assuming you'd want the newer UI style and maps.
Personally, I use OBS to record local videos. It's default settings are suitable for Maplestory recording.
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Also, great job with such quick updates and taking the time to post them here.
Look's pretty neat. Movement seems a bit sluggish and anti gravity like
Some updates:
- Portals and changing maps now work, movement is also updated correctly with the server, so spawn point and map in DB update in between playing the client
- The keymap the server sends is now converted to the win32 keycodes, so the same mapping can be used that was saved in DB
- Some more performance gains, there was a function that when converting bitmaps cached some automatically which I didn't notice. I already was using my own cache tough so significantly more memory than neccessary was used. To compare, walking around ludibrium and visiting different maps could take up to ~150m, now it only takes up to ~80.
SO whats up next? mob spawns? npcs?
SO whats up next? mob spawns? npcs?
I originally wanted to do the UI, but for some reason I did portals instead, so I'll probably go for inventories and stuff. That being said, the things you mentioned are not that far off. I could easily add npc chats and with a little more work also scripted npcs. Mobs spawns already exist technically (the packet is handled), but I haven't added loading mob sprites or mob movement.
I originally wanted to do the UI, but for some reason I did portals instead, so I'll probably go for inventories and stuff. That being said, the things you mentioned are not that far off. I could easily add npc chats and with a little more work also scripted npcs. Mobs spawns already exist technically (the packet is handled), but I haven't added loading mob sprites or mob movement.