[Development] x64 RAN Online Source

Dark Magician
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Hello guys,

It's been a while; Been looking in RAN Developments and so on.
It's improving, however some are against modernization of the source code itself I guess. But Juver, Geger and many others is like me. Looking to port it into a different RHI, Have C++ 20 Standards and have the latest libraries for the RAN Source itself, I've been always an open-source guy since that's where I grew and learned a lot. XD "Stealing yo sh*ts thingy" ( This is just a joke ) HAHAHA.

I think it's time to go and give back to the community what I have been keeping to myself, but take note this is a prototype and I will only update it when I feel that it would be a good practice or I have a good mood.

What has been done:
- Changes to support x64
- Removed inline asm changed to intristics
- Changed the basestream of RAN to support x64
- Removed NProtect sh*ts
- Removed deprecated stuffs
- Updated DirectX SDK - June 2010
- Removed Directxof as it is x32 only

What I have is POC/POW of x64 RAN Online that has less memory leaks now,
Note: This is not for git cloning and run instant.

Some "Proof of Work/Proof Of Concept" Video :



We would start at closed source first when we reached the stable release we could let the others join and It will be public.

Currently Approved Contributors :

- SeiferXIII
- Geger009
- Enryuuu25
- kongouchandev

If you want to be part of the development team for this kindly join the discord server, and in the text channel drop in your Github username so I can add it to the private repo.

Discord link :
 
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Hello guys,

It's been a while; Been looking in RAN Developments and so on.
It's improving, however some are against modernization of the source code itself I guess. But Juver, Geger and many others is like me. Looking to port it into a different RHI, Have C++ 20 Standards and have the latest libraries for the RAN Source itself, I've been always an open-source guy since that's where I grew and learned a lot. XD "Stealing yo sh*ts thingy" ( This is just a joke ) HAHAHA.

I think it's time to go and give back to the community what I have been keeping to myself, but take note this is a prototype and I will only update it when I feel that it would be a good practice or I have a good mood.

What has been done:
- Changes to support x64
- Removed inline asm changed to intristics
- Changed the basestream of RAN to support x64
- Removed NProtect sh*ts
- Removed deprecated stuffs
- Updated DirectX SDK - June 2010
- Removed Directxof as it is x32 only

What I have is POC/POW of x64 RAN Online that has less memory leaks now,
Note: This is not for git cloning and run instant.

Some "Proof of Work/Proof Of Concept" Video :



We would start at closed source first when we reached the stable release we could let the others join and It will be public.

Currently Approved Contributors :

- SeiferXIII
- Geger009
- Enryuuu25
- kongouchandev

If you want to be part of the development team for this kindly join the discord server, and in the text channel drop in your Github username so I can add it to the private repo.

Discord link :

OMG
 
Actually you can't, It's pain in the ass including the scaleform.

If you want an x64 GS find a different or create your own GUI.
I am currently re-compling + fixing some complie errors to the GFx lib. Let's see how far I can go lol.
Writing my own GUI is the last option when there is no hope on GFx :linux::linux:
 
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Would you also plan to upgrade from DX9 to DX11?
We have set motions to port it directly to Vulkan as Vulkan is supported in Mobile Devices.

After the x64 we would port it to support ARM devices also.

I am currently re-compling + fixing some complie errors to the GFx lib. Let's see how far I can go lol.
Writing my own GUI is the last option when there is no hope on GFx :linux::linux:
Try using ultralight. You could do some stuffs with that thing
 
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We have set motions to port it directly to Vulkan as Vulkan is supported in Mobile Devices.

After the x64 we would port it to support ARM devices also.


Try using ultralight. You could do some stuffs with that thing
I am using bgfx lib to support Mobile and Direct3D11, but still under POC
 
Thanks for the clue what to remove.

1774490756881 - [Development] x64 RAN Online Source - RaGEZONE Forums
 
what exactly you remove this is work in vs2010 ?
I replaced d3dxof with d3dx9of, replaced outdated libs, scout the source for truncated pointers (The most painful of all, you need to change some DWORD to DWORD_PTR/uintptr_t), and you also need to change all inline __asm to intrinsic. I'm using vs2026 but it will probably work the same way on vs2010.

It would be helpful if you can make your debug build work, it could easily show you where to fix stuff, it can even show you places with memory leak, pair it with address sanitizer and you could also fix all use-after-free and dangling pointers.
 
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