Cleaning up flyff

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Hello ragezoner's,

I am wonderering if its usefull to clean up flyff a bit.
And i am refering to Spec_Item.txt and offcourse everything that's in it.

What i can see in a lot of P-servers is that no one wears normal sets anymore.
Cause greens sets and weapons are sellable true the shops.
Wouldnt it be best to get rid of the unused material. so you have a cleaned source in that matter.

I have already made a start with the spec_item.txt list
Atm there is only the green sets and weapons.
I am still wondering what would be the best in this and if you have an opinion please share it with me. maybe we even can start an discussion in this matter.

With kind regard,
Loky.
 
lol u can make html list of items using client.
And about the blue items etc. you are wrong.
If there is a low rate server it will use them.

Well there are things that could be deleted like 7days something so they could be deleted.
Also the spec_item has a lot of unused columns....
 
Yeah oke those low rate servers have a lot of stuff.
But is it usefull to shrink to server down a bit?
So you get rid of all the unused stuff and only implenting the stuff you need.
I just finished my Spec_Item.txt just to test and i have only the stuff in it thats for my server alone.
But when i try it the WorldServer just crashes.
So i guess i need more then only my own stuff in it.

Items i have in it now
All Green sets and Green weapons Food items/Scroll items and CS sets that i want to use.
 
There are items that are implemented into source and your client must have them as long as they are used in source :P
That's why it will crash.

Btw loading all items takes like 0.5 sec so idk why u want to remove them.
 
I am using all the models from the model folder whats in the reource folder.(5.55GB)
And then the rest of it. SoD source have a lot of models in their server and client.
So i am trying to figure out what i can use and what i dont have to use to shrink it all down.

I doubt all those models are in use. Either write a little tool which checks if the models in the Model folder are being used by the Resource files or get another Resource with the source you are currently using (or just switch the source entirely)
 
Thank you Gravious for the advice.
But i want to do a project of my self so i wont get bored :D

Well i have tried debugging the world server cause it crash when i am using my own Spec_Item.txt

Here is the error
First-chance exception at 0x00ae1c36 in WorldServer.exe: 0xC0000005: Access violation reading location 0x000000a8.
Unhandled exception at 0x00ae1c36 in WorldServer.exe: 0xC0000005: Access violation reading location 0x000000a8.

And its revering to this file
Mover.cpp
at this line
m_Inventory.DoEquip( pAddItem->m_dwObjIndex, itemElem.GetProp()->dwParts );

The disassembly gives this line
00AE1C36 mov eax,dword ptr [eax+0A8h]
So i guess i miss something in the spec item list. thats causing this error.
 
If you want to shrink your client, a text file will never do something, just do like me, Change everything in the client.
This will need source experiance.
i got down my client from 2.9GB to 2.4GB x)
 
lol u can remove over 1GB ressources without removing any item.
think on the 3 different types of quality testures for models and world, think on the duplicated sfx files on tons of res files, think on the duplicated theme files in Theme\Default and Theme\English. if u push up your source and let it use only HQ textures and all Theme files in Default u can clean up so much.
gpotato's lazyness is good to see here.
 
lol u can remove over 1GB ressources without removing any item.
think on the 3 different types of quality testures for models and world, think on the duplicated sfx files on tons of res files, think on the duplicated theme files in Theme\Default and Theme\English. if u push up your source and let it use only HQ textures and all Theme files in Default u can clean up so much.
gpotato's lazyness is good to see here.

If he wants to run server, including at least mid quality textures is a must :S.
 
@Vibetribe I dont only want to run HQ cause it also uses LQ.

first of all, your HQ files arent used by the client at all, they lay around, but arent used. but every LQ and MQ texture file even got a better looking HQ texture file.
one time i replaced the mid quality and low quality files of world and model textures with all my HQ textures and i saw this result:

BEFORE:
raventh1984 - Cleaning up flyff - RaGEZONE Forums

AFTER:
raventh1984 - Cleaning up flyff - RaGEZONE Forums

when flyff was released the graphic of flyff was nice, but now its over 10 years old if im not wrong. ppl got better PCs and dont even notice any lag increase.
infact, my PC is ultra weak, and it can handle the graphic increases easily. (at my tested method i even force my RAM to load HQ textures 3 times, mention if u just tell your neuz only to use HQ textures, u will have a RAM space increase of over 100mb on any location at least.

ppl who say it will lag more are wrong by default, because the most lags flyff causes are in the engine, and are multible players in one place etc, not the graphics at all.
 
first of all, your HQ files arent used by the client at all, they lay around, but arent used. but every LQ and MQ texture file even got a better looking HQ texture file.
one time i replaced the mid quality and low quality files of world and model textures with all my HQ textures and i saw this result:

BEFORE:
raventh1984 - Cleaning up flyff - RaGEZONE Forums

AFTER:
raventh1984 - Cleaning up flyff - RaGEZONE Forums

when flyff was released the graphic of flyff was nice, but now its over 10 years old if im not wrong. ppl got better PCs and dont even notice any lag increase.
infact, my PC is ultra weak, and it can handle the graphic increases easily. (at my tested method i even force my RAM to load HQ textures 3 times, mention if u just tell your neuz only to use HQ textures, u will have a RAM space increase of over 100mb on any location at least.

Looks like you just forced the gfx card settings with something like the AMD Catalyst Control Center. It looks like anisotropic filtering + HQ linear mipmaps to me.

ppl who say it will lag more are wrong by default, because the most lags flyff causes are in the engine, and are multible players in one place etc, not the graphics at all.

This is fundamentally incorrect, higher quality visuals will always use more computational and graphical resources than lesser visuals overall. Of course, this does not mean that Flyff's graphics cannot be improved significantly while lowering the resource usage as well. However, once optimized, games will always run faster with less complex graphics.

I'd say if you want to improve the graphics, redesign Flyff's code to work with a 3rd party engine. Making a proper 3d engine takes years even for a team of many very experienced developers.
 
Looks like you just forced the gfx card settings with something like the AMD Catalyst Control Center. It looks like anisotropic filtering + HQ linear mipmaps to me.
no i didnt, to be exact, i replaced all files in World\TextureMid and World\TextureLow with the files of World\Texture, and i replaced all files in Model\TextureMid and Model\TextureLow with all files in Model\Texture. this method is a risk of ram, but if ppl would change the source so it uses only the files in the HQ directories, there wouldnt be any risk of ram anymore.

This is fundamentally incorrect, higher quality visuals will always use more computational and graphical resources than lesser visuals overall. Of course, this does not mean that Flyff's graphics cannot be improved significantly while lowering the resource usage as well. However, once optimized, games will always run faster with less complex graphics.
well ofc it wastes more, but compared to other things, its a little piece. the most common problem of laging MMOs is the lack of processor, not graphic card. flyff is a simple game, and it runs fine with HQ graphics on almost all PCs.

I'd say if you want to improve the graphics, redesign Flyff's code to work with a 3rd party engine. Making a proper 3d engine takes years even for a team of many very experienced developers.
well, i do not work on the flyff source, and im out of the flyff scene mostly. i never had the source, my area is more the web and .net. however, i made this mod for a server but its very bad for your RAM (cuz u must load HQ textures 2 times now). still the result went fine, and i didnt notice much client lag increase by a huge graphic improvement. idc who is the lucky person to release my idea in his/her source, im just here to share it, since i dont care anymore.
 
You are a "GENIUS" lol I learn something new eery day dam thanks for this post. thank you raventh1984
 
Last edited:
nvm delete my post please.

what is the purpose of compiling the source??? coz i cant install it to my windows 7 its says upgrade the updated patch .. darn it... but my really queztion is what is the purpose of compiling the source????? coz i dont get it im newbie
 
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