Expanding party member to be 10-12 player?

06/11/2018 11:32 ahmed4ever2u#1
is it even possible ?
06/11/2018 15:19 blapanda#2
Just a question about the source code. It should be more than easy to expand the array function for the class structure.

But ASM/packet wise, I don't think so.

Nearly everything in silkroad (module and client wise) are limited and not dynamically extending. Like the Mastery Tabs, they are limited to a total of 3. Same goes for the window, it is hardcoded, while other HUD elements are not.
06/13/2018 02:07 Blacklite.#3
The great question of all time even since Glory and we've been struggling about this. I think there were some rumors in the old glory days about making it but no. I still have doubts.
06/13/2018 02:11 B1Q#4
Quote:
Originally Posted by blapanda View Post
Just a question about the source code. It should be more than easy to expand the array function for the class structure.

But ASM/packet wise, I don't think so.

Nearly everything in silkroad (module and client wise) are limited and not dynamically extending. Like the Mastery Tabs, they are limited to a total of 3. Same goes for the window, it is hardcoded, while other HUD elements are not.
emulate modules :thinking:
i mean module packets
i had planned on expanding the party limit to 16 (2 parties and make it work somehow with packets)
exp earned (stored in a var for each user) will be distributed on recall/relog
emulating the "exp received" packets is easy but i'd rather not.
with the help of spawn / damage packets this should be easy

but this is the exp part since my server was only ch (no target buffs) i never thought about europe and how it's going to work
06/13/2018 06:15 blapanda#5
Quote:
Originally Posted by B1Q View Post
emulate modules :thinking:
i mean module packets
i had planned on expanding the party limit to 16 (2 parties and make it work somehow with packets)
exp earned (stored in a var for each user) will be distributed on recall/relog
emulating the "exp received" packets is easy but i'd rather not.
with the help of spawn / damage packets this should be easy

but this is the exp part since my server was only ch (no target buffs) i never thought about europe and how it's going to work
Emulating should open even more possibilities than regular vanilla modules would allow to (even people do have every single bit of the opcodes to manipulate it as they want it to). Might worth a shot.

The best example for this is Aion.
A real adjustment made ingame, i.e. adding new mobs on the go, attaching new structures to given coordinates and doing other stuff without messing around with the databank, the module itself and so on, and restarting the server becomes obsolete.
06/14/2018 09:18 B1Q#6
Quote:
Originally Posted by blapanda View Post
Emulating should open even more possibilities than regular vanilla modules would allow to (even people do have every single bit of the opcodes to manipulate it as they want it to). Might worth a shot.

The best example for this is Aion.
A real adjustment made ingame, i.e. adding new mobs on the go, attaching new structures to given coordinates and doing other stuff without messing around with the databank, the module itself and so on, and restarting the server becomes obsolete.
aaah Aion
at this point we could only hope for someone to release the source or a group of programmers come together to code a module emulator along with the necessary asm edits to achieve some of these features
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