I noticed your edit on the paula server files thread and was wondering if you and rafs had to rebuild paula from scratch for this project. Although it looked like rafs might have already done so since before those files were made available..
It's kinda odd you couldn't find any code for paula there. Was that the only aspect missing from those files?
Something like that. She is in the client so it was already possible to create her before those files, the main problem was her skills and formulas which couldn't be found in the server side, only in the client.
Something like that. She is in the client so it was already possible to create her before those files, the main problem was her skills and formulas which couldn't be found in the server side, only in the client.
But the CT skills were there? I can only imagine the only reason that's the case would be if someone decided to rip paula's skill data out of the server files.. not to discredit kroz. They only acquired the files, but didn't have the means to open them, let alone tamper with them in this way. It's not as though paula came before CT skills, so whoever had these files before kroz got them must have done something. Though I can't begin to imagine their reasoning for removing just paula.
I understand the recreation of the skill actions weren't easy, especially for the offensive types. Good work to the two of you for recreating them!
Edit: I believe the only information the client has on skills is what values they can have, which can be edited, but they don't have anything regarding the code to actually have the server understand those values which is the bigger part of how skills can function. If any skills have to do with character animation/movement mid-skill like a dash, the server would need to be retaught what those actions mean in its own language. Just to put into perspective what these two needed to do make them work o_o;
Work is going smoothly with a few hickups trying to get the Wedding System booking days working, Harkon defense seems to be working now but I will let you all test it during beta. I couldn't test every skill possible but I'm confident 99% are working including CT and Paula(Those burned some of my few remaining brain cells) Guild Ranking and Battle implemented and are being polished now.
GM commands implemented and I'm developing a way to use those outside the client for convenience.
Also, what am I plotting here?
Whoever guesses right I will reveal in private what this is
Work is going smoothly with a few hickups trying to get the Wedding System booking days working, Harkon defense seems to be working now but I will let you all test it during beta. I couldn't test every skill possible but I'm confident 99% are working including CT and Paula(Those burned some of my few remaining brain cells) Guild Ranking and Battle implemented and are being polished now.
GM commands implemented and I'm developing a way to use those outside the client for convenience.
I'm a programmer and I have a peculiar question.
1. Suppose the emulator being developed for TO is created from scratch.
2. The game "client" is recreated.
3. The names of cities, classes, and skills are changed.
4. Character textures, icons, and other visual elements are changed.
5. Sounds—among other things—are changed.
Would this still be considered a copyright infringement?
I'm a programmer and I have a peculiar question.
1. Suppose the emulator being developed for TO is created from scratch.
2. The game "client" is recreated.
3. The names of cities, classes, and skills are changed.
4. Character textures, icons, and other visual elements are changed.
5. Sounds—among other things—are changed.
Would this still be considered a copyright infringement?
If you distribute the artwork or any code that's property from someone else, then yes it is an infringement of copyright. This project follows this strictly by only distributing what I created. The only thing the emulator does is understanding and comunicating with the client, I'm not distributing any files that are copyright. I made sure to get all of this covered before starting the project.
Distribuir a arte ou qualquer código que seja propriedade de outra pessoa constitui uma violação de direitos autorais. Este projeto segue essa regra à risca, distribuindo apenas o que eu criei. O emulador apenas interpreta e se comunica com o cliente; não distribuo nenhum arquivo protegido por direitos autorais. Certifiquei-me de que tudo isso estivesse em conformidade com as normas antes de iniciar o projeto.
The emulator is my own original work, so that’s not an issue.
However, the game client is not—so, if we set up a TO [The Others/the game in question] server, could we face lawsuits because of the artwork and the client itself?
I have no interest in making money from a private server; I just want to avoid getting sued.
The emulator is my own original work, so that’s not an issue.
However, the game client is not—so, if we set up a TO [The Others/the game in question] server, could we face lawsuits because of the artwork and the client itself?
I have no interest in making money from a private server; I just want to avoid getting sued.
Yes, if you're distributing the client and their artwork you could face lawsuits. That is the law. BUT, the game has been dead for ages now and NCsoft is highly unlikely to do this specially because there is no Trickster Online brand in service. It's not the case with Ragnarok since they still are updating the game and have official servers and all.
So for a long time it always fell onto the community to continue Trickster Online, and if one day they decide it to bring it back you will just receive a warning to bring yours down before escalating to anything. So don't worry about it and have fun bringing your vision of Trickster to reality!
Yes, if you're distributing the client and their artwork you could face lawsuits. That is the law. BUT, the game has been dead for ages now and NCsoft is highly unlikely to do this specially because there is no Trickster Online brand in service. It's not the case with Ragnarok since they still are updating the game and have official servers and all.
So for a long time it always fell onto the community to continue Trickster Online, and if one day they decide it to bring it back you will just receive a warning to bring yours down before escalating to anything. So don't worry about it and have fun bringing your vision of Trickster to reality!
Do the current set of GM commands implemented include a way to summon monsters and move between maps? Although for map movement, I'm not sure if I can use it to test harkon defense since it's time limited and the map probably closes entirely during the kick-out process.. if I can't do that, I'd need to either edit the level restriction or create a set of low level characters for when it calls for that level bracket.
If such commands do exist, how will it understand the target's identity? Like for monsters, their ID.. and maps for their file name? Not to mention target location.. that might be a bit complicated without a dedicated UI for just those two procedures.
Have you implemented a way to put on the eagle suit?
Do the current set of GM commands implemented include a way to summon monsters and move between maps? Although for map movement, I'm not sure if I can use it to test harkon defense since it's time limited and the map probably closes entirely during the kick-out process.. if I can't do that, I'd need to either edit the level restriction or create a set of low level characters for when it calls for that level bracket.
If such commands do exist, how will it understand the target's identity? Like for monsters, their ID.. and maps for their file name? Not to mention target location.. that might be a bit complicated without a dedicated UI for just those two procedures.
Have you implemented a way to put on the eagle suit?
Yes GM command works and you can use the eagle suit, as far as I could test you can do a few things inside the client, but other things might be easier with an UI as you said.
I have two options now, either release the emulator in beta and keep upgrading and improving with whatever is needed, or delay it to work on all variables there can be.
Yes GM command works and you can use the eagle suit, as far as I could test you can do a few things inside the client, but other things might be easier with an UI as you said.
I have two options now, either release the emulator in beta and keep upgrading and improving with whatever is needed, or delay it to work on all variables there can be.
I don't see a drawback of the beta in favor of the delay as it would introduce the emulator to more environments than one can manage by themselves.. I can only see the beta as a means to speed up the process of development by having more people look into possible bugs. Well, either way, while I am excitedly anticipating your release, I am in no rush. It would allow more people to properly test it if we waited for a UI to use the GM commands with, but the people who can manage without it would still be able to test it out now while the others can wait for a more.. user friendly? release.
That being said, I sure hope everyone is aware that if there is a beta release, it should not be thrown out onto reddit or whatever as an advertised server. We should only be going in to play around with it and posting any odd findings. Unless of course someone takes it and fixes every possible bug themselves before hosting the beta version for public play.
As I am already wrapping up things to publish the beta, I'd like to say:
tPoseidon goes open source under AGPL-3.0 at1.0
Why this decision? I just don't want to distribute a possibly broken state from the start. The beta is basically for this purpose and to gather a community who actually want it to grow. So what that means is that forks won't be allowed for now during the beta and code won't be fully open source during it, but rest assured it will be fully open to the community when it hits 1.0
I am releasing it early because I value your feedback and want to know what people think, plus the good old bug report so we can make it better together
Also, I am a bit nervous to post this but here is something I've been working in secret
This is to go further beyond!
This is a different project not related to the emulator to showcase the freedom of creation I'm aiming to achieve. All built in engine and client
As I am already wrapping up things to publish the beta, I'd like to say:
tPoseidon goes open source under AGPL-3.0 at1.0
Why this decision? I just don't want to distribute a possibly broken state from the start. The beta is basically for this purpose and to gather a community who actually want it to grow. So what that means is that forks won't be allowed for now during the beta and code won't be fully open source during it, but rest assured it will be fully open to the community when it hits 1.0
I am releasing it early because I value your feedback and want to know what people think, plus the good old bug report so we can make it better together
Also, I am a bit nervous to post this but here is something I've been working in secret
This is to go further beyond!
This is a different project not related to the emulator to showcase the freedom of creation I'm aiming to achieve. All built in engine and client
Interesting xD I was thinking it might have to do with metamorphosis.. but are you focusing on only the charm class then? That's the only class that transforms iirc...
For the beta version, are you planning to make a list of what you're unsure of so we can focus our attention testing those things? Also, are you planning to add features not in the beta that you can list out as well? or is 1.0 going to just be a bug free version of the beta?
Interesting xD I was thinking it might have to do with metamorphosis.. but are you focusing on only the charm class then? That's the only class that transforms iirc...
For the beta version, are you planning to make a list of what you're unsure of so we can focus our attention testing those things? Also, are you planning to add features not in the beta that you can list out as well? or is 1.0 going to just be a bug free version of the beta?
That is a different project from the emulator, it was only to showcase the kind of freedom creating stuff.
Yes, I will post everything on the main post with everything that is in, needs testing, etc. My aim for 1.0 is to have a very close to bug free version so it's easier to work with. I can also add more features along the way if it's a popular demand. I'm planning to release the beta with the Game Master UI since I believe its useful for testing things.
I will edit shortly the main page with everything, I am just wrapping up a few things and making sure I didn't forget anything
That is a different project from the emulator, it was only to showcase the kind of freedom creating stuff.
Yes, I will post everything on the main post with everything that is in, needs testing, etc. My aim for 1.0 is to have a very close to bug free version so it's easier to work with. I can also add more features along the way if it's a popular demand. I'm planning to release the beta with the Game Master UI since I believe its useful for testing things.
I will edit shortly the main page with everything, I am just wrapping up a few things and making sure I didn't forget anything
Nice. I wasn't expecting there to be a game master UI in this version. That will definitely make things easier. I believe the three most important tools for testing is the ability to warp to maps in case a point of entry is broken, the ability to summon monsters to more easily test modifications, and create items for the same reason. I guess modifying character stats would be nice too..
If the UI supports map warping though, is there a way to determine the exact location on the map you can warp to?
Also, I can easily test this myself, but might as well ask lol the way the server is built.. does it still have the bit limitation of the original server files when it comes to maximum numerical values? Something like being unable to go beyond 20k per stat value on an equipment, or capping at 2.1 billion damage? Don't get me wrong, I don't really find inflated numbers powercreep to be amusing. Just kinda curious if that's going to be different.
You don't need to answer anything here that will be answered on the main post btw. I'll be reading that as well of course. I'm mainly just putting my thoughts out there xD
That is a different project from the emulator, it was only to showcase the kind of freedom creating stuff.
Yes, I will post everything on the main post with everything that is in, needs testing, etc. My aim for 1.0 is to have a very close to bug free version so it's easier to work with. I can also add more features along the way if it's a popular demand. I'm planning to release the beta with the Game Master UI since I believe its useful for testing things.
I will edit shortly the main page with everything, I am just wrapping up a few things and making sure I didn't forget anything
The time has finally come, the main page has been updated with everything you need to know about the emulator, including the github link and more.
I'd like to thank you all for keeping up with me so far and for all the hype about the project, this was a big motivation to keep going. It was hard, took a lot of my time and sweat but we made it! Even if it's still in beta I consider this a huge achievement not only for me but for the community.
Also, please keep hyping other projects too, specially Janus emulator! Rafs is doing an amazing job and I really support what he wants for Trickster.
I will take a short but deserved break but will be keeping an eye on reports and such to fix them.
Version: tPoseidon 0.55.0, PostgreSQL 16
OS: Windows 11
Client Version: kTO 2014
I might have missed a basic step, but the kTO 2014 client distributed on ragezone instantly closes as soon as it opens when I click the Open Client button in the UI. All services have started without issue, so this doesn't seem to be a problem with the emulator but with the kTO client. This was happening before the emulator was released, but I'm not sure what's causing it to do that. The error window that pops up is in a language I can't comprehend. Did you do something to your's to get it to work? I believe you may have tested with the same one I'm using.. I'll try looking for a different client.
On a separate note, the work you put into this project is amazing. I wasn't sure if I should celebrate here now as I feared posting unnecessarily could lead to relevant posts being buried. If I was a mod, I'd definitely stick this in the releases section since I feel this project may get a bit more attention there. Or create a new section for active contribution based projects because a release like this is kinda unprecedented. Normally projects either go nowhere or release without beta test contributions in the development process but we may be seeing something that warrants a special category...
Version: tPoseidon 0.55.0, PostgreSQL 16
OS: Windows 11
Client Version: kTO 2014
I might have missed a basic step, but the kTO 2014 client distributed on ragezone instantly closes as soon as it opens when I click the Open Client button in the UI. All services have started without issue, so this doesn't seem to be a problem with the emulator but with the kTO client. This was happening before the emulator was released, but I'm not sure what's causing it to do that. The error window that pops up is in a language I can't comprehend. Did you do something to your's to get it to work? I believe you may have tested with the same one I'm using.. I'll try looking for a different client.
I think you're encountering a mismatch between the system's current active code page and the file encoding, causing the application to crash/fail to run.