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I'm just one intermediate c# programmer working on OverKill project using Albetros based, for me it's more than a private server, for me it's an idea, it's representing a possibility that we can have a decent private server that is as good as conquer online without bugs or exploits or half completed features
who am i ?
my name is Andrew, egy, mechatronics eng. formally known as AndrewxXx ,Go For It , also had tons of accounts that got banned (yeah im sometimes an annoying cunt) but im not planning to get in troubles anymore :Pwhy albetros based ?
because it's a decent delightful based, easy to develop and well architect, i was going for CSV3 but i feel it's sort of over complicated (sorry it's my personal opinion) and personally i like pro4never's coding stylewhat is OverKill ?
unlike other development threads, ill be posting our change log daily, will be adding pictures and videos once i have time
- OverKill is a 5517 source, based on albetros base to save time but i end up rewriting most of stuff that was hard coded (static and not dynamic)
- OverKill is Low exp Low drop rate private server, our attention had, has and will always be on every single detail you may see in the journey of working on your account
Day 1customizing our client, coded loader/autopatching with silent proxy and mini game guard (didn't code it's server part checks yet), customizing icons and in game interface, also had a look at the source
preview :
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Day 2Updated the client to the new tq maps, rewriting a dmap handler (reversed the one pro4never implemented and kinishi tiny map project to be able to get it done), it took so long as the old dmap handler was throwing stack overflow and it was implemented in a dll so i couldn't debug it
preview :
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Day 3Updated most of Npcs, super npcs, spawns, portals for tc/bird also added alot of methods and minor changes, plus i've made a manual for all effects, npc meshes, monsters meshes, flags
to be able to use them easily later at quests and other stuff
preview :
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Day 4Rewritten the whole attack system to be dynamic, and not hard coded, now without even restarting the server i can adjust the whole attack system, it's just PERFECT, it includes potion/skills effect, level/potency effect, lucky time for double and decreasing damage, artificial effect, gems/bless effect, and what helped me alot was tq binaries but i've still edit some stuff to balance it
preview :
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Day 5working on AI clone bots
i've had developed this as an idea for clone bots to loot you items and help you hunting, it was poorly hard coded but im rewriting it right now taking it to whole new level where you can save it, reborn it, and it can now cast spells on you and others (revive, stig, stun others, whatsoever)
this was poorly coded by someone in an egy forum and they leeched the idea and was called "body guard" sadly it meant to have AI but they didn't really achieve the 'I' in it
preview :
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current plans : i think 2 more days will be enough for the AI bots then ill start working on minor systems like mining, houses, one arm bandit and whatsoever left
i need a graphic expert for developing a 30+/- video trailer with intro, logo , banners and adv pictures
please feel free to discuss anything related to the subject, criticizing is so welcomed but keep it clean :), p.s fang their is something wrong with the bb codes of imgs, it's dl and still not previewing