For the last few months I've been working on a private CO server for CO 1.0 (~version 4280, prior to CO2 patch, but with CO2 interface). Basically, no battle power, new classes, bless, etc. It's just CO1 right before CO2 patch.
I've done quite a lot of heavy client editing, mostly to bring CO1 to a more 'modern' version, but still keep all of the elements that made it great.
The server is running in C# written from scratch with ideas/help from all of the open source projects around here.
It uses Microsoft SQL server / entity framework ORM for data storage, Redis for real-time info (useful for website), and MongoDB for log storage.
Server features so far:
The client its self has been modified to include some of the following features (more coming soon!)
Here's a picture of the login/in-game :)
[Only registered and activated users can see links. Click Here To Register...]
[Only registered and activated users can see links. Click Here To Register...]
And in case you are wondering how it looks without the AA/Multisample, here is a link to an image with it disabled: [Only registered and activated users can see links. Click Here To Register...]
Hopefully, once the server is nearing completion, I may be able to create some higher quality meshes, interfaces (which newer systems can make use of), etc with the help of others.
Let me know what everyone thinks :D
edit: by popular request, the website is [Only registered and activated users can see links. Click Here To Register...] :D
I've done quite a lot of heavy client editing, mostly to bring CO1 to a more 'modern' version, but still keep all of the elements that made it great.
The server is running in C# written from scratch with ideas/help from all of the open source projects around here.
It uses Microsoft SQL server / entity framework ORM for data storage, Redis for real-time info (useful for website), and MongoDB for log storage.
Server features so far:
- Base core features to allow monster, multi player interaction (ex attacking, jumping, talking, etc)
- Scripting system, with a lot of the cq_action from leaked databases converted. This includes nearly all quests, events, etc!
- Increased view/jump range
- Some of the basic CO features such as teams, guilds, buying, selling, leveling, etc. Still a work in progress for things like rebirth. A lot of testing left to do, and quite a few features left still.
- High performance networking (async) which from my current tests should easily allow hundreds of characters online
- Highly abstract/event driven to allow easy implementation of custom quests/events
- Properly threaded: single thread for packet/event processing, multithreading for offloading expensive tasks such as pathfinding (no silly sleep calls anywhere)
The client its self has been modified to include some of the following features (more coming soon!)
- 1080p Resolution (properly re-aligned all elements), 60 fps
- Small performance/bug fixes here and there including cursor lag bug, team leader star being present on relog
- Quality of life changes: Close interfaces with escape, commas in numbers, increased view range, jump range, extra debug info, better ping calculation
- Health bars
- Fixed item names, player names, npc names, etc during zoom in/out
- Added Anti-alias / Multisampling (was hard.... but can see a difference!)
Here's a picture of the login/in-game :)
[Only registered and activated users can see links. Click Here To Register...]
[Only registered and activated users can see links. Click Here To Register...]
And in case you are wondering how it looks without the AA/Multisample, here is a link to an image with it disabled: [Only registered and activated users can see links. Click Here To Register...]
Hopefully, once the server is nearing completion, I may be able to create some higher quality meshes, interfaces (which newer systems can make use of), etc with the help of others.
Let me know what everyone thinks :D
edit: by popular request, the website is [Only registered and activated users can see links. Click Here To Register...] :D