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[Development] Origin - a Skid Rush/Drift City Emulator

The Not Real OG
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[Development] Origin - a Skid Rush/Drift City Emulator

What this is about

This project comprises a Server Emulator for the online multiplayer racing game Drift City.


Specification

DC Origin Server is a Java based Drift City Server Emulator that is compatible with the KR Client from January 2023. Its architecture is mainly inspired by DCNC and RiceEmu but has evolved and grown over the time. The packet logic on the other hand is inferred from the leaked Server files.


Scope and Project Goal

At project Origin we are developing a Drift City emulator for Stage 3 (post Neo City era of Drift City) that tries to mimic the behavior of the original Server as closely as possible.


Developer

As of now, our staff consists of four active developers who occupy different roles in the development process.

- Rulake: Analyzes/implements packet structures, RE, active since 11/2019

- Miami: Server development, active since 11/2019

- Revolve: Server development, active since 09/2020

- The developers of the JPDC emulator (with whom we regularly exchange our knowledge)



Test Server and Discord Community

The project is currently in closed alpha stage. We run a test server which is only open to our Discord community. On the Discord server, we regularly post update notes and members can submit bug reports or feature requests.

Features

This list is kept small, details would go beyond the scope.

- Auth / Lobby
- Dealership
- Items / Parts Shop
- Visual Items / Drift Shop
- Crews(Basic)
- Auction House and Trade
- Battlezone(Basic racing)
- Main/Repeatable Quests
- HUV chase
- Multiplayer
- Traffic(All Citys & BattleZone)
- UnderCity
- Deliveries
- Rushtime
- Alchemy
- OTP(Second Password, pin)
- MotherQuests (Taipei)
- Deliveries
- Coupon
- Much more!



Contact
Discord Server:


Greetings
 
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Initiate Mage
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How many people play MU Online these days? The first time I heard of this game was back when I was a boy, like in grade school.
 
The Not Real OG
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Hey, after some time it's time to tell what we continued to do during last 3-4 weeks.

Added:
- added Undercity.
- added check for maximum upgrade level for parts (maximum upgrade/enhancement level is set to 20 atm).

Fixes:
- fixed user info (character selection view): last recently used character is shown on top.
- fixed inventory update bug: inventory is updated in the client when switching to a character with an empty inventory.
- fixed bug where equipable items where merged/stacked by the server, which looked like a single item in the client.
- fixed some log messages (that fucked with some handlers and, hence, the features provided by the handlers weren't working).
- fixed converts: solution A/B/C gives speed/accel/dura-boost converts, respectively.

little uc gameplay with our emulator;

Greetings
 
The Not Real OG
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Hey, we started few weeks ago transition to Skid Rush Client(sr.masangsoft.com), which will be more interesting for us, due newer features/updates. We also continued to work on new stuff and fixes.

Added:
- Added latency check, if player is still online.

Fixes:
- many structures have been updated for SR client.
- dcgp icon will now showed in race room(was sometimes invisible).
- real match car is now always visible in race room(normal car was displayed when entering room for other players).
- fixed bug where disconnected clients caused dead lock when loading race.
- fixed bug where disconnected clients caused dead lock when end race.
- fixed bug where dockings get stuck in car slot after dragging other part.
- fixed a problem where server did not properly kill clients.



Greetings
 
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The Not Real OG
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Hey, after a late little summer break we are back with new power!

Added:
- Deliveries.
- Rushtime.
- Coupons.
- (Km/h) passives add to stats now.
- Car Giftboxes.
- GameSettings(can now be set by us).
- Item Icons is displayed when receiving item, e.g. when hitting traffic, opening boxes, etc.

Fixes:
- Patrol which wasnt able to be done more then once.
- Licences now are shown correctly.
- a bug has been resolved which got stuck while acquiring licence.
- Passives are stacked instead of creating new visual item(period will be increased).
- Item expiration fixed.
- Trade(item wasnt showed corretly).
- Turbo Man/Gio effects only apply when not expired.
- Speed adaption when running out of gas.
- POEs (split POE from stack and update to used POE when extracting a convert).
- Chase fail and reward.

*POE means Part Options Extractor(item).







Greetings
 
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The Not Real OG
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Hey, with our next update we reworked and completed the mode Chase/HUV, additionally we added support for de/encrypt between Server and Client traffic.

Added:
- Many new/updated structures.
- Level limit check before starting chase.
- HUV spawn count calculation similar to SR (US version also implemented but we are not planning to use it).
- Chase rewards distributed based on HUVs killed (independent of chase success/failure).
- Chase timeout calculation similar to Stage 1.
- Quest chases work.
- Only players in the same area participate in a HUV chase.
- Custom strategy to determine HUVs to spawn based on player level.
- Chase result window displays for successful chases.

Fixes:
- Fixed error messages that caused Client crashes.
- Fixed some structures- Fixed negative chase time record.
- Fixed mito/exp update after chase (reflects immediately now).
- Fixed bug where quest chases were started for everyone in the party, except the player himself.
- Fixed "already chasing HUVs"/"party chase already running" error messages in cases where they were not appropriate.

Greetings
 
The Not Real OG
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Hey, with our next update we have reached a big milestone. Traffic for Taipei (city map) and Battlezone was implemented, we are very happy about it.

We have created a Discord server for the public where we now post our change logs earlier than here.
If you are interested, please use this link;

  • RushTime now starts automatically (currently every hour).
  • Traffic for Battlezone has been implemented.
  • Traffic for Open World(Taipei only, for other cities also possible) has been implemented, other cities still work via TrafficAgent.
  • PartyPing has been implemented.
  • Fixed a bug that prevented other players from seeing accidents of other players with traffic.
  • Untrade message has been implemented.
  • License payout has been implemented.
  • after failing/giving up a quest, deli etc. you are now teleported to the correct location.
  • OTP(pin code) has been implemented.
  • MotherQuest(Taipei Quests) has been implemented.

If you open the link " " you come to a album where a few pic's/gif's are included from the above mentioned changes.

Greetings
 
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notByte - [Development] Origin - a Skid Rush/Drift City Emulator - RaGEZONE Forums
 
The Not Real OG
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(Posted on Discord 08/01/2023)
The last weeks/months we used to change/improve many things in background(core, exception handling etc.), besides of course other things were added and corrected. We will continue to work hard to implement new features.
  • Added exception handling.
  • Added discord integration(allows communication between discord and server, as example Officer Yuki(Our Bot) shows now player count which will be updated every minute.
  • Added DCGP(Complete, right now every week restart).
  • Added Item Drops(Traffic/RushTime).
  • Added expire check for Useitems .

  • Fixed a problem where BonusItems(Sticker Glue, Gio etc.) were always false as result(so client think you don't own this items).
  • Fixed problem with committed transaction in case handler raises unexpected exception.
  • An important exploit was fixed in tutorial.
  • Fixed car from giftbox is only set as active car if player wished so.

  • Updated traffic logic.

Greetings
 
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