I didn't have much progress due to lack of time, but I was working on some features like:How updates on the development of this? Kinda curious (dint read replies to thread where i dont have time to)
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 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.![]()
I agree with both of you.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.
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.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'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.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.
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
The skills are 80% done or the entire 1.8.0 server files?
yeap, im doing it.I just wanted to see how hard it would be to make 183 work.1.8.0 first then start another project that way work doesn't get crossed
I was asking HyperSin, cause i knew him from from a group i was in, but seem he didn't finish his server yet..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.
thank you!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 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.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.
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.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.
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.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.
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....
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.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.