- Joined
- Mar 20, 2007
- Messages
- 37
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A few months ago, I decided to revive a project I originally started several years back.
The idea behind OpenKal is simple: bring KalOnline to Linux without relying on Windows, code injection, or any of the other workarounds traditionally used to add new features to the game.
OpenKal is a completely custom client and server written in C++, using the Godot Engine to render the game world.
The project is still a work in progress, but at this point, there's already far more working than there is left to implement.
Here's what's currently implemented:
For now, OpenKal is designed as a single-player experience. Multiplayer features such as parties and PvP haven't been implemented yet, but they're planned for the future.
Another important difference is that OpenKal uses a flat-file database, meaning there's no need to install, configure, or maintain a separate database server. It works much like any other single-player game: just launch it and play.
There's still plenty of work ahead, but the foundation is there, and the game is already fully playable.
Here's a first look at OpenKal:
So, why is it called OpenKal, and where can you get it?
The plan has always been to release OpenKal as an open-source project.
However, before I can make the source code publicly available, I still need to clean up and improve certain parts of the codebase and, more importantly, make sure it doesn't contain anything that could potentially infringe on someone else's intellectual property rights.
That's the main reason why OpenKal isn't available for download just yet.
Another important thing to understand is that OpenKal does not include any original KalOnline game files.
Even if I released the executables today, getting everything up and running would still require some preparation.
OpenKal doesn't use the original InitItem, InitMonster, or any of the other text-based configuration files. Instead, it includes a set of converters that transform your existing game files into the JSON formats used by OpenKal.
The same applies to KSM files. These can be converted into AKAREA, a custom format I developed specifically for OpenKal.
Why create a new format instead of sticking with KSM?
Well, to put it simply: KSM's resolution limitations suck.
The new format gives me much more flexibility and removes some of the limitations of the original system.
I may need some support later since I did not play on official Kal or any of the private servers for quite some time and cannot remember all the details about this game.
Kind Regards,
silentius
The idea behind OpenKal is simple: bring KalOnline to Linux without relying on Windows, code injection, or any of the other workarounds traditionally used to add new features to the game.
OpenKal is a completely custom client and server written in C++, using the Godot Engine to render the game world.
The project is still a work in progress, but at this point, there's already far more working than there is left to implement.
Here's what's currently implemented:
- All four classes (including Thief), with full support for the third job and Awakening
- BOF (Battle of Fortune)
- Enchanting and upgrade systems
- Taegeuk, Hanin's Mirror, and Yeoiju
- A completely custom-designed user interface
- Several additional features not available in the original KalOnline
For now, OpenKal is designed as a single-player experience. Multiplayer features such as parties and PvP haven't been implemented yet, but they're planned for the future.
Another important difference is that OpenKal uses a flat-file database, meaning there's no need to install, configure, or maintain a separate database server. It works much like any other single-player game: just launch it and play.
There's still plenty of work ahead, but the foundation is there, and the game is already fully playable.
Here's a first look at OpenKal:
So, why is it called OpenKal, and where can you get it?
The plan has always been to release OpenKal as an open-source project.
However, before I can make the source code publicly available, I still need to clean up and improve certain parts of the codebase and, more importantly, make sure it doesn't contain anything that could potentially infringe on someone else's intellectual property rights.
That's the main reason why OpenKal isn't available for download just yet.
Another important thing to understand is that OpenKal does not include any original KalOnline game files.
Even if I released the executables today, getting everything up and running would still require some preparation.
OpenKal doesn't use the original InitItem, InitMonster, or any of the other text-based configuration files. Instead, it includes a set of converters that transform your existing game files into the JSON formats used by OpenKal.
The same applies to KSM files. These can be converted into AKAREA, a custom format I developed specifically for OpenKal.
Why create a new format instead of sticking with KSM?
Well, to put it simply: KSM's resolution limitations suck.
The new format gives me much more flexibility and removes some of the limitations of the original system.
I may need some support later since I did not play on official Kal or any of the private servers for quite some time and cannot remember all the details about this game.
Kind Regards,
silentius

