[Share] Update ! >> IRIS Server + Client 1.20.1 Full and tools !!

Here is the SQL for what I mentioned above.

I have abandoned the idea of migrating from GameBryo2.6 to 3.2 and instead will probably have Claude start on migrating the client godot or similar to fully modernize this and make it cross-platform compatible. This will be quite a huge modernization step so putting it at the very tail end of the project.

Claude found some interesting findings that make this game pretty vulnerable not just from the point of exposing servers but from cheating, so those will be addresses first as the logic will translate to later rebuild and modernization effort.

From fun things that were done. Dynamic/resizable game window size. Heap of visual quality options (antialiasing, shadows, lighting, etc), none of which were added to game settings UI but are configurable from option.txt
Dropping .pack, launcher, patchet, and replacing with a modern manifest based patching. Still working out launcher visual/skin kinks but process works.
All unnecessary obfuscations are removed (e.g. client launches with plain IP and not PORT xored integer value of IP). Claude has also helped bring existing packet encryption through all servers, not just login and fixed few obvious bugs that could let others join another session, but I stopped there with the recommended future migration to TLS or Ed25519 key pair implementation into existing C++ code.

Gotta love what possibilities Claude and other similar AI/LLM tools open up for these older MMOs.

It seems AI is capable of handling a much wider range of tasks. Is the database for this still SQL Server? Migrating to Godot would be a massive undertaking—you’d have to convert all the old `.nif` files into formats like `.obj`, `.glb`, or whatever else is required. It would also demand significant investment in AI resources; I imagine this project must have cost a fortune.

The core issue with this game is that it’s a 15-year-old relic. While we’ve managed to get it up and running again, the real challenge lies in creating new characters, monsters, and maps. If it’s impossible to add or modify these elements, then we’ve reached a dead end.

I hope we can share more information like this, so that this group can become lively again—just like other groups.
 
It seems AI is capable of handling a much wider range of tasks. Is the database for this still SQL Server? Migrating to Godot would be a massive undertaking—you’d have to convert all the old `.nif` files into formats like `.obj`, `.glb`, or whatever else is required. It would also demand significant investment in AI resources; I imagine this project must have cost a fortune.

The core issue with this game is that it’s a 15-year-old relic. While we’ve managed to get it up and running again, the real challenge lies in creating new characters, monsters, and maps. If it’s impossible to add or modify these elements, then we’ve reached a dead end.

I hope we can share more information like this, so that this group can become lively again—just like other groups.

The whole porting to Godot is sure is quite ambitious for sure but it is not that crazy. Local AI models supervised by better model like Claude can do pretty well on small tasks (e.g. individual files) and with sources that we have there should be enough to build a converter to get existing resources into godot compatible format.

GameBryo2.6 already has all the necessary tools to prepare new models in correct format and some of them can probably be borrowed from other games using similar engine (e.g. Luna Online, and there was another).

One of the bigger tasks that I have added for Claude next is to do a full analysis of resource and data files to build out a single better tool to edit all resource files with clear linkage. It is only a rough idea in the head and some notes down for Claude, but I will post an update if I get to it.

I have to start playing this a bit myself to get a hand of the gameplay again as last time I played this was about 15 years ago

Here is an example of what new options added

antialias 8
anisotropy 16
vsync 0
transparencyaa 1

Untitled - [Share] Update !  >> IRIS Server + Client 1.20.1 Full and tools !! - RaGEZONE Forums


Edges are smoother on models and textures like glass.

Also testing with two clients I realized that draw distance is low so investigating this now
 
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The whole porting to Godot is sure is quite ambitious for sure but it is not that crazy. Local AI models supervised by better model like Claude can do pretty well on small tasks (e.g. individual files) and with sources that we have there should be enough to build a converter to get existing resources into godot compatible format.

GameBryo2.6 already has all the necessary tools to prepare new models in correct format and some of them can probably be borrowed from other games using similar engine (e.g. Luna Online, and there was another).

One of the bigger tasks that I have added for Claude next is to do a full analysis of resource and data files to build out a single better tool to edit all resource files with clear linkage. It is only a rough idea in the head and some notes down for Claude, but I will post an update if I get to it.

I have to start playing this a bit myself to get a hand of the gameplay again as last time I played this was about 15 years ago

Here is an example of what new options added

antialias 8
anisotropy 16
vsync 0
transparencyaa 1

View attachment 314771

Edges are smoother on models and textures like glass.

Also testing with two clients I realized that draw distance is low so investigating this now

Excellent !!

Are you currently customizing the client's display—making it look more modern?

I am considering streamlining the map-creation process to make it simpler, which will allow for more frequent content updates. Additionally, I am focusing on the development of models, props, and monsters by optimizing the creation workflow, enabling faster production and greater variety.

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Excellent !!

Are you currently customizing the client's display—making it look more modern?

I am considering streamlining the map-creation process to make it simpler, which will allow for more frequent content updates. Additionally, I am focusing on the development of models, props, and monsters by optimizing the creation workflow, enabling faster production and greater variety.

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That is pretty cool! I have tried to mess around in MapEdit but didn't spend too much time. This might be something that I would leave for other more creating people to work on. My maps would be poop :D

I am a bit all over the place with what I am trying to do, but trying to focus on finding and fixing bugs or potential issues or exploits. At the same having Claude document everything at the same time as it analyzes each project.

Some client changes above were just basic improvements and small visual quality improvement. I tried to upscale some textures which could work but will need some changes to client.

Last thing I almost completed yesterday is translating all the non-english comments and texts in source files so that files can be edited as plain UTF8 BOM files. Before Claude was trying to edit source files with a hack so that the source is preserved. Now that all files can be edited natively Claude wastes less tokens.

Font loading was updated and now properly loads and displays font from the file. It is no longer hardcoded and different fonts should display better. I still prefer original font but may find a similar replacement.

Fixed objects rendering in and out in the client and also changed the "redner distance" grid on server for normal maps from 3x3 to 5x5. It uses a bit more resources on clients and server, but clients see mobs and NPCs further out. Looks like there is 7x7 built in as well but Claude found that it could spill between some maps. I have not verified that last, but 5x5 seems better already.

Between the cleanup and rebuild of old/legacy things like launcher I still want to try get a good "Ultimate" file/resource editor and mapper utility. Hopefully this tool will help with loading all the resource data, creating lineage between all of them and just making editing and looking at all resource files "at once". This could also end up as a good tool to create MCP server on for AI/LLM to drive the resource management of game files.

Maybe in few I will have server up for public to test and provide feedback but before that also want to have proper debug builds so that crashes and logs can be reported properly.
 
My current plans for the server and client include:
+ Removing HackShield entirely, as it is outdated and no longer functional.
+ Fixing bugs related to UI/display, item usage, and other default/base-game elements.
+ Implementing more rigorous server-side packet protection and validation systems.
+ Exploring the integration of Lua scripting to better handle quests and in-game events.
+ Developing tools to make it easier to add data, edit content, and manage images.

For the most part, I focus on content creation first. If I can’t modify or expand the content, there’s no point in proceeding—it would just mean hitting a dead end, where adding more would only result in the same monsters at higher levels, offering nothing compelling.

As for the challenges I’m currently facing, one is dealing with visual effects; I don’t have much expertise in using Blender, though I’ve managed to get some parts done.

On the other hand, the Map Editor is a huge help—it allows me to take a vast library of existing assets and assemble them into entirely new maps.

I truly hope that others will join in to help develop these tools, which would allow for much faster progress.

Right now, things are very quiet in the group—there’s absolutely no interaction—and I’m honestly not sure how to handle the current situation.

I have already developed several tools, but they can only provide a certain level of assistance.

I truly hope that more developers will come to help.

Last Client Update :


Last Server Update :

ModelView Tool :


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