sro AYDP emu PROject 13 14 dg emulator

11/01/2012 10:21 Maho09#1
-----------------------------------------
SRX EMULATOR EDİT version emu 13 HEavy Test SERVER


100 cap server


Quote:
Hamachi id:
edit-1
edit-2
edit-3
serverde Oynucaklar aşağıdaki hamachi ağlarımıza girsin:

server-come
server-come-2

pw:1

Çalışanlar(EMULATOR working)

CH character
CH SKİLLS
party(%70)

guild(%85)
speed scrool %100
sp scrool (%100)
character change replace scrool(%100)
Devil(unique,blue,s grade vs.)(%100)
Reverse(%100)
109 slots 3 pages (%100)
global(%100)
Exchance(%85)
stall(%100)
storage 5 page add 1 page 5+1=6 pages
Auto Event Jangan Cave spawn unique
auto unique spawn

Emulator'de çalışmayanlar(emulator not working)

force
eu character(delete,silindi)
eu skills (delete,silindi)
fortess war
exp helper
sp helper
forgotten world




Facebook Page Adress


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SERVER VİDEO




Download Link Emu and Client Link

Client Link
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emulator Link
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11/01/2012 22:55 ahmed706#2
pm me i will help You :)
11/02/2012 08:19 Maho09#3
Srx Edit
11/02/2012 19:05 PortalDark#4
gonna remove the server test thingy as it is considered advertising
11/03/2012 09:22 Maho09#5
Quote:
Originally Posted by PortalDark View Post
gonna remove the server test thingy as it is considered advertising
Mr. portaldark.This server is not advertised.I'm trying to gather his team for the project.No other purpose.
11/03/2012 13:47 paxemuman#6
Quote:
Originally Posted by Maho09 View Post
Mr. portaldark.This server is not advertised.I'm trying to gather his team for the project.No other purpose.
You can not find developers what you looking for. SRX are too bugged, on current state fixing it is pointless, you wasting your time.
Making SRX to real work(as SSE is working for example) will take 2/3 years of serious development + tests. Nice solution is investing time in SSE source code, but for now there is no option to edit source of sse, it will came in the future.
11/03/2012 13:53 Maho09#7
Quote:
Originally Posted by paxemuman View Post
You can not find developers what you looking for. SRX are too bugged, on current state fixing it is pointless, you wasting your time.
Making SRX to real work(as SSE is working for example) will take 2/3 years of serious development + tests. Nice solution is investing time in SSE source code, but for now there is no option to edit source of sse, it will came in the future.
fuck
11/06/2012 08:18 Tunilicious#8
Quote:
Originally Posted by paxemuman View Post
You can not find developers what you looking for. SRX are too bugged, on current state fixing it is pointless, you wasting your time.
Making SRX to real work(as SSE is working for example) will take 2/3 years of serious development + tests. Nice solution is investing time in SSE source code, but for now there is no option to edit source of sse, it will came in the future.
SSE? Are you kidding me? Do you still code in VB6? XD
SSE is crap. PERIOD
11/07/2012 18:22 Kicia123#9
Can you show something in multiplayer?
11/10/2012 07:08 blipi#10
Weird enough, this is the second emulator release in no time. Sadly, all of them are done in C#, which may not be the optimal choice if we talk about high populated servers.

Seeing all these posts I've felt kind of jealous and I've been tempted to release my own C++ vsro emulator. (I've chosen vsro because the wide range of server where I can perform tests). You may skip this to the last paragraph if you want to find out when, or more exactly what it takes for me to release it if you are not interested in technical chit chat at all.

I'm actually looking for some good coders in C++ who want to collaborate, so, let's talk in technical terms:
ProFramework (its name) aside from being coded in C++ makes use of POCO C++ ([Only registered and activated users can see links. Click Here To Register...]) a really powerful multiplattform framework for everything related to threads, semaphores/mutex and tcp sockets. I was reluctant to use the well known ACE due to its overcomplexity and old orientation to C++.
It also makes use of MySQL with Prepared Statements as DB though at this stage it loads data from the textfiles.
It efficiently loads 30k entries with lower usage than 13mb RAM and consumes nearly 0 CPU usage (8x i7) when 2 players are online in differents grids (take a grid as a ceil, an (x, y) sector in silkroad terms). Updating at the same time the AI for the ~150 spawned mobs with random movement or idle state and the players.
There's no combat system yet, as I have just finished the stats system alongside with the inventory and equipment one.
Online multiplayer works fine with no server/client issues, no crashes and no errors. It includes small comprobations against packet modifications though it makes no use of blowfish encryptation, as I consider it to be useless because it's fully cracked and documented and may only slow done packet processing.
As an aside comment, referring to this topic name, a well though server should be scalable, meaning that having 14dg should not be a matter of more coding but instead work out of the box.

"Interesting" part
The emulator is not at an stage where it can be used as a production server (for real playing) as you can only move and see how monsters move, which leads me to 3 options:
A) To keep developing it by my own at my own rate and, may be, release it at some point, or just keep it by myself.
B) Kind developers my want to join me, which could lead to a private/public repo to keep the code tracking.
C) Making it public or private would depen on (aside from having developers) having and active testing community which could report back issues, bugs, features and, to sum up, test everything.

What should be done now (not necessarily in order):
- Masteries and Skills
- Str / Int increasing
- HP / MP regeneration
- Melee combat AI
- In combat skills use
- Aggro System
- Sky click walking (this one is a tricky one...)

Soo, anyone may want to join me? Constructive opinions are welcomed to.
11/10/2012 10:18 Maho09#11
thanks
11/23/2012 12:19 mohamedlove1#12
Database For The Emulator ?

Please Link!
12/19/2012 15:04 bnpla#13
how greedy people is... release this open source. Everybody wants to make money, everybody holds everything for money. GO OPEN SOURCE!!

Charge for a service, not for an application or it's source code.
12/23/2012 17:38 Tunilicious#14
Quote:
Originally Posted by bnpla View Post
how greedy people is... release this open source. Everybody wants to make money, everybody holds everything for money. GO OPEN SOURCE!!

Charge for a service, not for an application or it's source code.
Code something yourself smart ass and then release it. Not everyone like to giveaway everything for free. ^^

Quote:
Originally Posted by blipi View Post
Weird enough, this is the second emulator release in no time. Sadly, all of them are done in C#, which may not be the optimal choice if we talk about high populated servers.

Seeing all these posts I've felt kind of jealous and I've been tempted to release my own C++ vsro emulator. (I've chosen vsro because the wide range of server where I can perform tests). You may skip this to the last paragraph if you want to find out when, or more exactly what it takes for me to release it if you are not interested in technical chit chat at all.

I'm actually looking for some good coders in C++ who want to collaborate, so, let's talk in technical terms:
ProFramework (its name) aside from being coded in C++ makes use of POCO C++ ([Only registered and activated users can see links. Click Here To Register...]) a really powerful multiplattform framework for everything related to threads, semaphores/mutex and tcp sockets. I was reluctant to use the well known ACE due to its overcomplexity and old orientation to C++.
It also makes use of MySQL with Prepared Statements as DB though at this stage it loads data from the textfiles.
It efficiently loads 30k entries with lower usage than 13mb RAM and consumes nearly 0 CPU usage (8x i7) when 2 players are online in differents grids (take a grid as a ceil, an (x, y) sector in silkroad terms). Updating at the same time the AI for the ~150 spawned mobs with random movement or idle state and the players.
There's no combat system yet, as I have just finished the stats system alongside with the inventory and equipment one.
Online multiplayer works fine with no server/client issues, no crashes and no errors. It includes small comprobations against packet modifications though it makes no use of blowfish encryptation, as I consider it to be useless because it's fully cracked and documented and may only slow done packet processing.
As an aside comment, referring to this topic name, a well though server should be scalable, meaning that having 14dg should not be a matter of more coding but instead work out of the box.

"Interesting" part
The emulator is not at an stage where it can be used as a production server (for real playing) as you can only move and see how monsters move, which leads me to 3 options:
A) To keep developing it by my own at my own rate and, may be, release it at some point, or just keep it by myself.
B) Kind developers my want to join me, which could lead to a private/public repo to keep the code tracking.
C) Making it public or private would depen on (aside from having developers) having and active testing community which could report back issues, bugs, features and, to sum up, test everything.

What should be done now (not necessarily in order):
- Masteries and Skills
- Str / Int increasing
- HP / MP regeneration
- Melee combat AI
- In combat skills use
- Aggro System
- Sky click walking (this one is a tricky one...)

Soo, anyone may want to join me? Constructive opinions are welcomed to.
Actually you are wrong about that C# is not optimal choice for the game server. It actually is good choice (you will spend less time on the coding low level stuff, time = money, for money u can buy or upgrade machines).

About sky clicking. It's as easy as other types of movement.
You just calculate velocity by given angle.
12/28/2012 01:55 Nezekan#15
Quote:
Originally Posted by blipi View Post
Weird enough, this is the second emulator release in no time. Sadly, all of them are done in C#, which may not be the optimal choice if we talk about high populated servers.

Seeing all these posts I've felt kind of jealous and I've been tempted to release my own C++ vsro emulator. (I've chosen vsro because the wide range of server where I can perform tests). You may skip this to the last paragraph if you want to find out when, or more exactly what it takes for me to release it if you are not interested in technical chit chat at all.

I'm actually looking for some good coders in C++ who want to collaborate, so, let's talk in technical terms:
ProFramework (its name) aside from being coded in C++ makes use of POCO C++ ([Only registered and activated users can see links. Click Here To Register...]) a really powerful multiplattform framework for everything related to threads, semaphores/mutex and tcp sockets. I was reluctant to use the well known ACE due to its overcomplexity and old orientation to C++.
It also makes use of MySQL with Prepared Statements as DB though at this stage it loads data from the textfiles.
It efficiently loads 30k entries with lower usage than 13mb RAM and consumes nearly 0 CPU usage (8x i7) when 2 players are online in differents grids (take a grid as a ceil, an (x, y) sector in silkroad terms). Updating at the same time the AI for the ~150 spawned mobs with random movement or idle state and the players.
There's no combat system yet, as I have just finished the stats system alongside with the inventory and equipment one.
Online multiplayer works fine with no server/client issues, no crashes and no errors. It includes small comprobations against packet modifications though it makes no use of blowfish encryptation, as I consider it to be useless because it's fully cracked and documented and may only slow done packet processing.
As an aside comment, referring to this topic name, a well though server should be scalable, meaning that having 14dg should not be a matter of more coding but instead work out of the box.

"Interesting" part
The emulator is not at an stage where it can be used as a production server (for real playing) as you can only move and see how monsters move, which leads me to 3 options:
A) To keep developing it by my own at my own rate and, may be, release it at some point, or just keep it by myself.
B) Kind developers my want to join me, which could lead to a private/public repo to keep the code tracking.
C) Making it public or private would depen on (aside from having developers) having and active testing community which could report back issues, bugs, features and, to sum up, test everything.

What should be done now (not necessarily in order):
- Masteries and Skills
- Str / Int increasing
- HP / MP regeneration
- Melee combat AI
- In combat skills use
- Aggro System
- Sky click walking (this one is a tricky one...)

Soo, anyone may want to join me? Constructive opinions are welcomed to.
Sadly all people who have the ability to actually write decent code in this section are all gone, seriously.

While c++ is an excellent choice for this purpose, c# is not really that bad of a choice. Purely performance wise, c++ is indeed the best option, but if you can develop your emulator in half the time using c#? You would have no problem supporting a large enough amount of players using modern hardware.

Actually, npcdoom (the leader of the zelos project) was thinking of releasing the entire code, in a nearly finished state, as an open source project, but due to the nature of this community and especially this section it is obviously the wrong choice. I can advise you, do not try to code an entire emulator on your own, in the future you will notice it is way too much work. By then you will have advanced so far, that nobody will be able to join you anymore.

While there could be a rather big market for a fully developped emulator, it would take way too long to get anything production ready. A better choice might be a modification of the original silkroad game, with 'easier' gameplay elements (in terms of emulation). Well, we have tried, and failed, but I still think emulators are the future for this game, unless we magically get the ksro source handed over.

If you really think your project might have future, and you are experienced enough in c++, drop me a message and I'll see what I can do.