Working on PW 1.8.0 - 1.8.8 (source/emulator)

How updates on the development of this? Kinda curious (dint read replies to thread where i dont have time to)
 
How updates on the development of this? Kinda curious (dint read replies to thread where i dont have time to)
I didn't have much progress due to lack of time, but I was working on some features like:

1750997715261 - Working on PW 1.8.0 - 1.8.8 (source/emulator) - RaGEZONE Forums

1750998083427 - Working on PW 1.8.0 - 1.8.8 (source/emulator) - RaGEZONE Forums



and this: (I still need to add the crit buff HSTATE)

1750997829386 - Working on PW 1.8.0 - 1.8.8 (source/emulator) - RaGEZONE Forums


and also worked on finding the new addresses for flyhack, remote npc and some other in-game functions...

I need to add all the bard functionality skills... it's not hard, just boring

elements.data and gshop.data structs are okay for 180.

the biggest problem so far is the tasks.data struct.
I managed to turn the server on with the tasks.data struct for 180 version, but im getting some very high values for the tasks awards part and therefore memory just explodes lol

I am happy with my current progress tho, yet there's plenty of work to be done on this version
 
I had the same thought until I migrated my client's compilation to Visual Studio 2022, put it into production, and a good portion of the players complained about compatibility issues and crashes. Some didn't even know how to install the Visual C++ runtime and related programs to fix the problem. At the same time, when compiling with Visual Studio 2005, NONE of these problems appeared.
That's where the question comes in: on the server side we can use recent technologies without any problems, since we are the ones who will run it, while on the client side, it's more worthwhile to use something that has already been well tested by Wanmei and its distributors than to risk "RECREATING the wheel" for nothing, running the risk of a good portion of people not even being able to play what you are proposing.

At least that's my opinion for the scenario and context of Perfect World itself. Obviously I would like to make the client's source code to support recent versions, but it looks like people will want to wait for the next leak from Wanmei. :ROFLMAO:
Well the problem with the community is not knowing enough about C++ from that time period or why the migration from 2005 to newer VS causes issues, the lack of skills with a debugger, and the actual ability to monitor and trace an issue. Really just an issue of all skill and talent on development being divided and unwilling to help each other anymore. I intend to help fix that at some point. Or an issue of time. For whichever reason, people give up on the client's source code purely because it is either: complicated, large, involves 3D Engine and it's math, etc, but regardless of why, giving up is never the answer. As for the visual runtime, you can package that in your server's installer if you bother to even make one.
 
Well the problem with the community is not knowing enough about C++ from that time period or why the migration from 2005 to newer VS causes issues, the lack of skills with a debugger, and the actual ability to monitor and trace an issue. Really just an issue of all skill and talent on development being divided and unwilling to help each other anymore. I intend to help fix that at some point. Or an issue of time. For whichever reason, people give up on the client's source code purely because it is either: complicated, large, involves 3D Engine and it's math, etc, but regardless of why, giving up is never the answer. As for the visual runtime, you can package that in your server's installer if you bother to even make one.
I agree with both of you.

Bruce, VS2022 will run normally if you bypass certain instructions, others compile but need to be changed, the error is not generated but they have already been removed from the runtime in the current SDK (worst of all, they were suppressed, so it does not generate an error). That bunch of warnings need to be fixed, treat them as errors.

jv90, besides the time issue, the bills keep coming in, you quickly notice that opening servers with different names generates greater financial value. It is much simpler to reopen the server than to actually move forward with something decent.

From my own experience, I spent more than 4 years developing something, and I left a certain game 100% stable on another SDK. I discovered that the players are the same, because there is no attraction for new players. The remuneration of those who spent the 4 years reopening servers was much higher. Although the game is different, I highly doubt that improving things will result in anything different than having more of the same.

To have a community development scenario, with real effect, only with some funding from the community. Onlyfans/Patreon for example.

Note: The number of Brazilians on PW is interesting =)
 
I agree with both of you.

Bruce, VS2022 will run normally if you bypass certain instructions, others compile but need to be changed, the error is not generated but they have already been removed from the runtime in the current SDK (worst of all, they were suppressed, so it does not generate an error). That bunch of warnings need to be fixed, treat them as errors.

jv90, besides the time issue, the bills keep coming in, you quickly notice that opening servers with different names generates greater financial value. It is much simpler to reopen the server than to actually move forward with something decent.

From my own experience, I spent more than 4 years developing something, and I left a certain game 100% stable on another SDK. I discovered that the players are the same, because there is no attraction for new players. The remuneration of those who spent the 4 years reopening servers was much higher. Although the game is different, I highly doubt that improving things will result in anything different than having more of the same.

To have a community development scenario, with real effect, only with some funding from the community. Onlyfans/Patreon for example.

Note: The number of Brazilians on PW is interesting =)
It's an issue with the community's new culture of spamming new server projects over and over, without having custom or fun content expansions lined up, and putting enough hours in, when your competitors will just spam new servers with new names and then cashgrab and then leave. It might be an issue with the culture of the world nowadays overall, looking for a faster and more temporary experience and then expecting a new one when that one gets tired.

Basically ADHD simulator, for people who are forced to have little time for PW anymore.

I sacrificed many years of my time since 2009 to help others on here, for free, never asking for much of anything, and all of those people I've helped never write me back to update me on what they are making, because the culture of the community being scummy now makes them believe I may steal their idea or something. Respect is all but lost in this dev scene and what is left is just a ghost town.


I also think moderators for this sub-forum need to start putting disclaimers on server file source code builds with no client source code which have backdoors installed on them to crush competition as scams or with disclaimers and warnings saying there is security issues and backdoors with these files etc, but that would require time and effort ofc....
 
I had the same thought until I migrated my client's compilation to Visual Studio 2022, put it into production, and a good portion of the players complained about compatibility issues and crashes. Some didn't even know how to install the Visual C++ runtime and related programs to fix the problem. At the same time, when compiling with Visual Studio 2005, NONE of these problems appeared.
That's where the question comes in: on the server side we can use recent technologies without any problems, since we are the ones who will run it, while on the client side, it's more worthwhile to use something that has already been well tested by Wanmei and its distributors than to risk "RECREATING the wheel" for nothing, running the risk of a good portion of people not even being able to play what you are proposing.

At least that's my opinion for the scenario and context of Perfect World itself. Obviously I would like to make the client's source code to support recent versions, but it looks like people will want to wait for the next leak from Wanmei. :ROFLMAO:





Your comment helped me a lot, I was able to understand the part about logging on the client side, I read it from a pwapi that I found and I was able to incorporate it into my own version that I'm building, I even added imgui and made my own window to see the input and output logs.

View attachment 284819
I'm very interested in the Protocol Console you developed. I can perfectly compile the client source code in VS2022. Can we communicate? Similarly, I prefer to use the official client without modifying it, and only upgrade the server-side source code.
 

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The skills are 80% done or the entire 1.8.0 server files?
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skills are 90% done. I am just fixing some specific glyphs skills for bard class.

the server files though, there are still some things to fix/implement/test yet which I need to track. (will do that after finishing skills)
I'm aware that there were some memory leaks and crashes regarding the 174 files which I'm using which I need to find out yet.
 
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Some updates:

✅ Fixed 90% of skills on 180
✅ Fixed all debug commands through console which were causing map crashing
✅ Fixed memorial manager bug
✅ Fixed codex issues

--- 183 version ---
✅ Updated elements.data structure for v571 (v183)

Updated addresses on PW API and on server source to be able to connect using PW 1.8.3 client.

(But I will not focus on 183 rn, focus is still fixing some bugs and implementing missing systems on 1.8.0)
 
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I don't know if you asked me or HyperSin about that, but I am working on upgrading my server based on the 1.7.4 source that was released some months ago here.

I already had a lot of progress on that because I needed to update from 174 to 180 (skipping 176 and 178).

There is still much of work to do, but it would be great if someone could share or have any ideas on the new structures for the gshop/tasks.data for this version.
I was asking HyperSin, cause i knew him from from a group i was in, but seem he didn't finish his server yet..
But you're doing a great job, and also i am so confuse with these new classes.
 
I was asking HyperSin, cause i knew him from from a group i was in, but seem he didn't finish his server yet..
But you're doing a great job, and also i am so confuse with these new classes.
thank you! :)

one thing that changed a lot from 180 to 183 is that now game has 17 classes and the source code wasn't ready to support more than 16 classes.
a lot of masks are using it, so I needed to update it.
 
thank you! :)

one thing that changed a lot from 180 to 183 is that now game has 17 classes and the source code wasn't ready to support more than 16 classes.
a lot of masks are using it, so I needed to update it.
I am not a dev, but a player, i am happy i am not facing most of the new classes, cause last time i fought with a Edg class, i felt like all i do is just stunning myself.
 
I had the same thought until I migrated my client's compilation to Visual Studio 2022, put it into production, and a good portion of the players complained about compatibility issues and crashes. Some didn't even know how to install the Visual C++ runtime and related programs to fix the problem. At the same time, when compiling with Visual Studio 2005, NONE of these problems appeared.
That's where the question comes in: on the server side we can use recent technologies without any problems, since we are the ones who will run it, while on the client side, it's more worthwhile to use something that has already been well tested by Wanmei and its distributors than to risk "RECREATING the wheel" for nothing, running the risk of a good portion of people not even being able to play what you are proposing.

At least that's my opinion for the scenario and context of Perfect World itself. Obviously I would like to make the client's source code to support recent versions, but it looks like people will want to wait for the next leak from Wanmei.
You can make an Installer.exe / .msi package for your server which installs all required dependencies for your software you make in C++ regardless, so to me it sounds like people / developers might be too lazy these days.

Source code and Emulation have downsides, not always you will be able to figure out the entire structure, neither recreate the behavior client expect to have.

and yeah source code you have to write both sides instead of a single one, but you know every single piece of information being exchanged and how it will be treated in each side of conversation, plus many advantages in strategic game redesign that wouldnt be so possible through DLL injection leading to garbage solutions only.
I still want unmodified source code for MY-EN 1.2.6 <-> 1.3.6/1.3.8 client era, so I can study the features like how attack speed (APS) used to control how fast your .STCK and .GFX played on your player model + held weapon when attacking, and other lovely and now missing engine quirks like this.
 
It's an issue with the community's new culture of spamming new server projects over and over, without having custom or fun content expansions lined up, and putting enough hours in, when your competitors will just spam new servers with new names and then cashgrab and then leave. It might be an issue with the culture of the world nowadays overall, looking for a faster and more temporary experience and then expecting a new one when that one gets tired.

Basically ADHD simulator, for people who are forced to have little time for PW anymore.

I sacrificed many years of my time since 2009 to help others on here, for free, never asking for much of anything, and all of those people I've helped never write me back to update me on what they are making, because the culture of the community being scummy now makes them believe I may steal their idea or something. Respect is all but lost in this dev scene and what is left is just a ghost town.


I also think moderators for this sub-forum need to start putting disclaimers on server file source code builds with no client source code which have backdoors installed on them to crush competition as scams or with disclaimers and warnings saying there is security issues and backdoors with these files etc, but that would require time and effort ofc....


I completely agree with everything you said. The community really isn’t what it used to be between 2012-2015 — back then, there was more collaboration, respect, and a genuine drive to create content. Nowadays, it feels like the culture is all about “spam and cashgrab”: new servers pop up constantly, often with no original content or real innovation, just to make quick money and then vanish.


The feeling of investing years helping others, only to never hear back or get updates on the projects you supported, is very real. Distrust and lack of respect have grown so much that sharing ideas has become risky — people fear they’ll get stolen or exploited.


I also agree about the moderators and server builds issue: files with backdoors or security problems should come with clear warnings. Unfortunately, that takes time and effort, but it would be essential to protect those who still want to create honestly.


Today’s community really reflects a faster, disposable, “ADHD simulator” mindset, as you put it — very different from the camaraderie and dedication we saw between 2012 and 2015. It’s sad, but it’s the reality.
 
View attachment 285829
some updates regarding the bard skills (80% done) :)
I've been working on them for some time already
Forsaken World bard is much cooler. I'm sad Archosaur Studios / PWI / PWCN felt the need to make a new iteration instead of import their former excellence.


Good work on complicated skill edits though. Not enough people are willing to work with skills.
 
Forsaken World bard is much cooler. I'm sad Archosaur Studios / PWI / PWCN felt the need to make a new iteration instead of import their former excellence.


Good work on complicated skill edits though. Not enough people are willing to work with skills.

I didn't have the chance to take a look at the FW's bard yet, but I believe on you.

I think new PW classes could be more well developed (bard and reaper for example).

but thank you :) , I'm updating the 180 source code to have all current features for this version like class change and fixing some other bugs.
After that, I plan to start working on 183 since I already got the elements and tasks.data structure

What I always wished for was a guide on how to update/downgrade versions on this forum, but the community feeling already got lost somewhere unfortunately
 
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