[NEW] ZeroN 9D - The Ultimate 9D Server

07/01/2016 20:21 ™Sin™#1216
ETA is september dude ...

They told us so many times, yet ur 2 lazy to do some searching -.-"
07/14/2016 18:35 witek1992#1217
News regarding ZeroN 9D.

[Only registered and activated users can see links. Click Here To Register...]
07/14/2016 19:02 xtJamie#1218
Quote:
Originally Posted by witek1992 View Post
News regarding ZeroN 9D.

[Only registered and activated users can see links. Click Here To Register...]
Please just post it without us having to register on a separate website.....
07/16/2016 01:53 madmerlin3009#1219
hi people. i am intrigued. with the amount of data available and different versions concurrently in operation. i am interested to see. if a new server is available. From the client boot we all know what scripts are required to be read from the client side .The mass record sets set against each i.e item(releating to the item type and item code) which we all by know has nested hiarechial structures beneath the top level item code. my question is have you guys managed to pull the record structures apart and decide what relates to what. i do have the source code , but ofc c++ is not my area.All i see is poor development skills and lack of commenting functions and procedures.These guys really banged this source together with a lack of help in a ide environment. it does work though ofc. i would love to see the compilation errors on each build they achieved. makes me think how many devs actually had the final writing into the final source.

multi functions and sub routines was nice to see. but if this was done in a multi task environment. why was there a lack of comments within this environment. i am supprised if this source actually came from indy21. It shocks me to see the total lack of error trapping in this source which we have all seen.

but then again i suppose, we can highlight at the end of the day the code does work. but for a multi national company hiring coders to deliver a robust system.This does shock me. they must be damn confident with how they actually presented the final product.

i expected to see error trapping on all functions and procedures .the client is not 100% by far on all versions. Infact the error trapping stinks.Err codes was not properly highlighted in eod.log.
for a developers perspective , i would expect to see a more indepth message if a crash occured. The old error trapping methods with .err was not really enough . Programmers will know its not always the proc/func that screwed up . It was the call that caused it. so the actual bug was not correctly located. anyway good night all





ok i said my opinion. just my view guys

regards
mardu
07/16/2016 08:31 soly95#1220
Quote:
Originally Posted by madmerlin3009 View Post
hi people. i am intrigued. with the amount of data available and different versions concurrently in operation. i am interested to see. if a new server is available. From the client boot we all know what scripts are required to be read from the client side .The mass record sets set against each i.e item(releating to the item type and item code) which we all by know has nested hiarechial structures beneath the top level item code. my question is have you guys managed to pull the record structures apart and decide what relates to what. i do have the source code , but ofc c++ is not my area.All i see is poor development skills and lack of commenting functions and procedures.These guys really banged this source together with a lack of help in a ide environment. it does work though ofc. i would love to see the compilation errors on each build they achieved. makes me think how many devs actually had the final writing into the final source.

multi functions and sub routines was nice to see. but if this was done in a multi task environment. why was there a lack of comments within this environment. i am supprised if this source actually came from indy21. It shocks me to see the total lack of error trapping in this source which we have all seen.

but then again i suppose, we can highlight at the end of the day the code does work. but for a multi national company hiring coders to deliver a robust system.This does shock me. they must be damn confident with how they actually presented the final product.

i expected to see error trapping on all functions and procedures .the client is not 100% by far on all versions. Infact the error trapping stinks.Err codes was not properly highlighted in eod.log.
for a developers perspective , i would expect to see a more indepth message if a crash occured. The old error trapping methods with .err was not really enough . Programmers will know its not always the proc/func that screwed up . It was the call that caused it. so the actual bug was not correctly located. anyway good night all





ok i said my opinion. just my view guys

regards
mardu
If you are speaking about the source that got leaked in 2012 by Thai, dont count on it since it have been tampered with, although there is still some useful hashes for adjusting the game, nothing else is really useful, the most damaged areas are the Engine, Game Client code, and GS is mia ... and many many things.

i have lots of incomplete source versions and they cotradict with each other at some point, sadly no one want to share the very complete original source, at least i can make cool stuff out of this game i can literally change it ... but meh 9D community as always.
07/16/2016 09:47 Adek#1221
Quote:
Originally Posted by soly95 View Post
If you are speaking about the source that got leaked in 2012 by Thai, dont count on it since it have been tampered with, although there is still some useful hashes for adjusting the game, nothing else is really useful, the most damaged areas are the Engine, Game Client code, and GS is mia ... and many many things.

i have lots of incomplete source versions and they cotradict with each other at some point, sadly no one want to share the very complete original source, at least i can make cool stuff out of this game i can literally change it ... but meh 9D community as always.
Just as you said. Lately I tried to compile one of older version of source, but it's missing a lot of stuff. There are many strange functions done there. It'd be better to rewrite stuff from scratch.

@[Only registered and activated users can see links. Click Here To Register...] - Even if you know basics of C++, you won't be able to read the code so easily. They did many #define's that are mostly removed or modified. Also, as you know, sources are old, and even structures won't match - there youngest version I had my eyes on was from 2009? Remember that they implemented many things so far - weapon skills, traps, party buffs, etc. - they aren't implemented in old sources or they got modified. And that code is written on C-based functions, so it doesn't help much. And, as you see, I'm talking only about skills, and they were the things than changed the least since the beginning. Even for me, that code was really annoying to read, so I gave up on doing stuff related to source.

I'm into coding and reverse engineering stuff, but on the other side, I'm too lazy to develop anything. I just helped Bogdy once or twice, that's why I got counted in as a staff. Actually, I'm helping rather than developing - that's Bogdy's job.

It's better to get hands on original tools.

Also, about building errors - I had 10k errors at very first build after implementing all required libraries. After I fixed those 10k, I've got another 30k. That's the reason I'd rather rewrite code in clean C++ rather than using that shit.
07/16/2016 09:58 bog18dy#1222
Mardu, can you mind your business ? You don't really expect us to tell you anything after you clearly stated that you have a superior version, do you ?
07/16/2016 11:37 madmerlin3009#1223
Quote:
Originally Posted by bog18dy View Post
Mardu, can you mind your business ? You don't really expect us to tell you anything after you clearly stated that you have a superior version, do you ?
Sorry was just curious. good luck with all the hard work you guys have put into this project.
07/16/2016 13:29 witek1992#1224
Quote:
Originally Posted by madmerlin3009 View Post
Sorry was just curious. good luck with all the hard work you guys have put into this project.
[Only registered and activated users can see links. Click Here To Register...]
07/18/2016 21:52 witek1992#1225
ZeroN 9D Changelog/Progress Log:

[Only registered and activated users can see links. Click Here To Register...]
07/18/2016 23:03 xtJamie#1226
Posts a progression log which you cannot view unless you register. Registration and rest of any page to generate takes ages and if you register, it takes days to get the account activated. You also messed up the permissions "No permission for node 1" at least give registered users permission to view the HOME channel.

Channel Management -> Channel Permissions

[Only registered and activated users can see links. Click Here To Register...]
07/19/2016 10:48 bog18dy#1227
Zeron9D - Only private server to have custom NPC shops

[Only registered and activated users can see links. Click Here To Register...]
07/19/2016 16:55 eddwood#1228
Quote:
Originally Posted by bog18dy View Post
Zeron9D - Only private server to have custom NPC shops

[Only registered and activated users can see links. Click Here To Register...]
Can you elaborate?

As others have requested, why cant you make a section of your forum open for announcements?
07/19/2016 18:22 Adek#1229
Quote:
Originally Posted by eddwood View Post
Can you elaborate?

As others have requested, why cant you make a section of your forum open for announcements?
Even RedFox failed with adding items to shops: [Only registered and activated users can see links. Click Here To Register...]

We actually can add a lot of custom items to shops. What about couriers for 10k each? :rolleyes: as you can see on the screenshot, we were able to buy items with no "Failed." information. Too lazy to record video proof, though, so you can trust me. :D

I still prefer my newest weapon.

[Only registered and activated users can see links. Click Here To Register...]
07/19/2016 18:36 bog18dy#1230
We added News section to be viewable for unregistered users.