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Atlantica Online Private Server Development
Discussion on Atlantica Online Private Server Development within the Atlantica Online forum part of the MMORPGs category.
07/22/2013, 02:09
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#1
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Atlantica Online Private Server Development
Hello at all Atlantica Online Fans here...
For about 7 month now we're working on getting an Atlantica Online Private Server running and online.
A lot of things have been done, but a lot more has to be done, and can't be done by 1 or 2 persons alone, which means we need to hire some external coders (especially reverse egineers) to help us to get the main game server with an actual state running.
But.... This costs a lot of money, which we're not able to fund ourselfs.
So we started a fundraising campaign to be able to finish our work.
Details about the status of the project and the donation links can be found at:
Just as a little "what the heck are they doing" here are some samples of our actual sources we're working on:
AO DB Manager (h):
Code:
struct cltBattleRoomInfo
{
bool bTimerOnSwitch;
int siAllyPCUserNum[2];
int siAllyQuitReason[2];
int siMaxParticipateUserNum[2];
int siAllyTurnOverDelaySecond[2];
int siAllyAddPlayerNum[2];
bool bPCUserExistSwitch;
bool bOpeareExceedSolSwitch;
int siObserverNum;
cltBRMInfo clBRMInfo;
bool bLevelUpEnableSwitch;
bool bGetExpFromHeroSwitch;
bool bGetMoneyItemSwitch;
bool bGetEquipItemSwitch;
bool bPCBodySearchSwitch;
bool bSuddenDeathSwitch;
bool bMakeBonusScrollSwitch;
bool bFairFightSwitch;
int siMaxUsedScrollNum;
cltWinDecisionInfo clWinDecisionInfo;
int siBattleRoomIndex;
bool bValidSwitch;
cltCharID clPlayerCharUniqueList[6];
int siBossKillInfo[6];
bool bBossLostInfo[6];
__int16 siAlly[6];
bool bHaveToUseStaminaBattleSwitch[6];
cltSolLifeNManaBackup clBackupSolLifeMana[6];
cltHopeToQuitInfo clHopeToQuitInfo[6];
int siLastUserControlTurnNumber[6];
bool bHopeToTurnEndSwitch[6];
int siCurrentTurnAlly;
unsigned int dwCurrentTurnStartClock;
bool bTurnChangeDelaySwitch;
unsigned int dwWaitTurnChangeStartClock;
unsigned int dwNewPlayerEnterClock;
unsigned int dwLastCheckCloseStartClock;
int siTurnNumber;
unsigned int dwQuitStartClock;
int siWarItemBufferIndex;
cltBattleWarItemBuffer clWarItemBuffer[50];
int siExp[6];
int siAccumulatedExp[6];
int siTotalAccumulatedExp[6][12];
__int64 itWarMoney[6];
int siWinAlly;
bool bCloseSwitch;
bool bAllPCReadySwitch;
bool bReadySwitch[6];
unsigned int dwLastCheckReadyClock[6];
cltReservePlayerInfo clReservePlayerList[6];
__int16 siReservePlayerIndex;
cltCharID clObserverCharUniqueList[300];
cltReservePlayerInfo clReserveObserverList[300];
__int16 siReserveObserverIndex;
__int16 siMapIndex;
__int16 siMapX;
__int16 siMapY;
__int16 siBattleMapIndex;
int siReservedMsgNumber;
cltGameMsgResponse_CharInfo clReservedMsg[40];
cltBattleRoomAIInfo clAIInfo[6];
bool bAllyValidSwitch[2];
bool bAllyNPCBodyValidSwitch[2];
bool bPlayerTreatDoneSwitch[6];
int siPlayerTreatMode[6];
int siPlayerTreatModePara[6];
bool bLivePlayerSwitch[6];
bool bNPCBodySwitch[6];
bool bUseAutoBattle[6];
cltComboMagicInfo clComboMagicInfo;
};
Community Server (c):
Code:
int __thiscall NGuildUnit::GetCraftReserveSlotNum(NGuildUnit *this)
{
int result;
NGuildUnit *g_id;
g_id = this;
if ( NGuildUnit::GetLevel(g_id) >= 60 )
{
if ( NGuildUnit::GetLevel(g_id) >= 90 )
{
if ( NGuildUnit::GetLevel(g_id) >= 105 )
{
if ( NGuildUnit::GetLevel(g_id) >= 110 )
result = 5;
else
result = 4;
}
else
{
result = 3;
}
}
else
{
result = 2;
}
}
else
{
result = 1;
}
return result;
}
Community DB Manager (c):
Code:
void __thiscall CommunityDBProtocol::GetGuildInfo(CommunityDBProtocol *this, NGuildUnitInfo *guildinfo)
{
CommunityDBProtocol *DB_PROTO;
RichODBC::GetData(&this->m_odbc, &guildinfo, 0, 1);
RichODBC::GetData(&this->m_odbc, &guildinfo->szName, 40, 1);
RichODBC::GetData(&this->m_odbc, &guildinfo->siLevel, 0, 1);
RichODBC::GetData(&this->m_odbc, &guildinfo->siExp, 0, 1);
RichODBC::GetData(&this->m_odbc, &guildinfo->siMoney, 0, 1);
RichODBC::GetData(&this->m_odbc, &guildinfo->siPoint, 0, 1);
RichODBC::GetData(&this->m_odbc, &guildinfo->siMeetTime, 0, 1);
RichODBC::GetData(&this->m_odbc, &guildinfo->siMeetMapIndex, 0, 1);
RichODBC::GetData(&this->m_odbc, &guildinfo->siMeetSetDate, 0, 1);
RichODBC::GetData(&this->m_odbc, &guildinfo->siCreateDate, 0, 1);
RichODBC::GetData(&this->m_odbc, &guildinfo->siMark, 0, 1);
RichODBC::GetData(&this->m_odbc, &guildinfo->siMoneyOutDate, 0, 1);
RichODBC::GetData(&this->m_odbc, &guildinfo->siApplyRuleVillageUnique, 0, 1);
RichODBC::GetData(&this->m_odbc, &guildinfo->siRuleVillageUnique, 0, 1);
RichODBC::GetData(&this->m_odbc, &guildinfo->siNationUnique, 0, 1);
}
The actual timeline can be found on the pserver development page too.
Greetings
NeuroNet
PS: If you have parts of the old OGR database which haven't been published with the Release of Diuuuuude, you can contact me if you're willing to contribute them, and we will add you to the profit share, for a given amount we will discuss out.
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07/22/2013, 06:54
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#2
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*** bless you neuronet !! <3
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07/22/2013, 13:12
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#3
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Sorry nero, as mush as i love your work this is a complete waste of time and is delusional to say the least.
You cant create a missing database but you want to re-engineer an entire game for $9000?
The files release on this site were an exact copy of OGRealms not so long before it closed as i provided them after copying them from the live server. (only missing the DB files)
If you was to create a complete emu then you would have no issue with dmca take downs as OGRealms never had an issue (the reports were faked to close OGR) and they used stolen files taken directly from Nexon servers - infact they used free 'trail' hosting and transferred the server every 180 days so server cost were very minimal hence random down-times...
The Chinese server 'Mtrue' was running the same files i released but he got them direct from joker for money, he made several changes to get newer content working (AO is very plug and play) - Joker the head of OGRealms only ran the AO Pserver to prove he could to 'friends' the fact he made money for a short time is the only reason it lasted as long as it did, he didn't actually like AO as a game and never passed level 5 xD
But don't get me wrong, i commend your work and wish you luck i just think you are barking up the wrong tree, i'm 100% sure for as low as $1000 you find yourself a good DB engineer who knows his **** and your in business :P
(PS if [GM]Flopo still works for Nexon NA offer him the money for a clean copy of DB he is reason OGR obtained their files :P )
(seems Flopo has been inactive since July 21, 2011 and no longer is associated with Nexon <- fired maybe?)
Edit: just FYI i have managed to contact Joker about seeing if getting a copy of this files is possible, don't get your hopes up as he is super stubborn but i think its worth a shot. Even if he lets me get a copy of the db files it would make a world of difference.
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07/22/2013, 18:57
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#4
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kevy21,
even if i would have an actual "copy" of the NA db, this would not make a big difference, since the server files that got released here are "old".
even if it's a lot of "plug & pray" you won't be able to for example implement the new Main Classes.
with the total amount that i've calculated it is possible to get an AO server emu running since not the whole world works for 3k$+ per month.
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07/22/2013, 22:48
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#5
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Quote:
Originally Posted by neuronet
kevy21,
even if i would have an actual "copy" of the NA db, this would not make a big difference, since the server files that got released here are "old".
even if it's a lot of "plug & pray" you won't be able to for example implement the new Main Classes.
with the total amount that i've calculated it is possible to get an AO server emu running since not the whole world works for 3k$+ per month.
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Well i cant say about the new mains but i know everything else is possible as OGRealms test server even had the wedding system running.
But as i said i wish you luck - but re making the who game is...yh xD
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07/22/2013, 22:51
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#6
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Quote:
Originally Posted by kevy21
Well i cant say about the new mains but i know everything else is possible as OGRealms test server even had the wedding system running.
But as i said i wish you luck - but re making the who game is...yh xD
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I know that's mega pain in the a** to rework all... But it's finally the best way to get it stable and updateable to whatever they do on the official ones.
We're working more than 7 month on that now...
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07/23/2013, 23:23
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#7
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Nice work NeuroNet. Keep it up! Cheers! ^^
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07/27/2013, 21:52
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#8
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If you won't get all 13.500$ server won't open ? XD
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07/27/2013, 22:19
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#9
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Lol.. it will open, but maybe bit later.. depends how much private funds i can put in it too.
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07/29/2013, 12:33
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#10
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Wait for it
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07/30/2013, 23:46
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#11
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"Sneak Preview"
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08/03/2013, 14:09
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#12
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do you have any idea of what the rates will be?
will bots be allowed?
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08/03/2013, 23:13
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#13
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a) We will have normal rates except on weekends which will be +150% EXP / +150% WL / 2 or 3x craft exp
b) bots... hm... do i really have to answer this question?
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08/04/2013, 01:40
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#14
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Well,
This is a safe project, as it's neuro-quality !
You all should consider playing on here !
Greetings,
HardCore
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08/05/2013, 04:09
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#15
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Only 150% Exp ?
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