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Archlord Remake Project

Discussion on Archlord Remake Project within the Archlord forum part of the MMORPGs category.

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Old   #91
 
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Originally Posted by Havocker View Post
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The Unreal Engine is extremely powerful and offers a ton of features, but it is also quite bloated and requires a massive amount of setup just to recreate a classic game like Archlord.

I haven't really abandoned the project in Unreal—the project files are still sitting there. However, my experience with Unreal Engine 5 hasn't been great when it comes to making steady progress and rebuilding the game to feel like the original. I'll definitely keep an eye on Unreal Engine 6 and the new Verse language to see what becomes possible in the future, but waiting for all of that will take way too long.

That's why I chose an engine where I can write my own scripts quickly and directly, much like how the original client was built back in 2017, which makes everything far easier to understand and trace.

Even in your videos, I still notice a few flaws that drove me crazy in Unreal—like the terrain ground textures or monsters airwalking. Every engine has its quirks, and you constantly have to adapt. The original RenderWare Engine accomplished what it needed to back then, even if it obviously no longer meets today's standards.

On top of that, stress tests with over 300 players in a single location are no easy task in Unreal Engine if you want to keep FPS stable during castle sieges and the final Archlord battle.

Am I completely satisfied with my current engine? No, of course not. But the progress so far is much better, and it brings me a lot closer to the original game than Unreal Engine did.


The gap that makes the monsters air walking is because the old renderware engine used a center point on every monster to position them. You have to change this to a ground position.

If you need pointers just ask. Unreal is extremely powerful and normally tomorrow / next day I will be implementing all the 90+ skills effects and vfx.

So if you need, just ask me.
You helped quite much with your GitHub that summarized the reverse engineering.

Gemini can help with mathematical calculations for the placement.
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Originally Posted by Havocker View Post
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Die Unreal Engine ist extrem mächtig und bietet unglaublich viele Möglichkeiten. Allerdings ist sie auch sehr überladen und erfordert enorm viel Konfigurationsaufwand, um ein Spiel im Stile des klassischen Archlord umzusetzen.

Aufgegeben habe ich das Projekt in Unreal keineswegs – die Dateien und Entwürfe liegen weiterhin bereit. Allerdings habe ich mit Unreal Engine 5 bisher nicht die gewünschten Fortschritte erzielt, um das Spielgefühl des Originals authentisch einzufangen. Ich behalte die Entwicklung rund um die Unreal Engine 6 und die neue Programmiersprache Verse im Auge, aber bis dahin verstreicht noch viel Zeit.

Deshalb habe ich mich vorerst für eine Engine entschieden, in der ich Scripte ähnlich schnell und direkt schreiben kann wie beim Original-Client von 2017. So lässt sich die Logik dahinter viel besser nachvollziehen und verstehen.

Selbst in deinen Videos fallen mir noch einige Punkte auf, die mich in Unreal schier zur Verzweiflung gebracht haben – wie die Bodentexturen des Terrains oder das „Airwalken“ von Monstern. Jede Engine hat ihre Eigenheiten, und man muss sich immer neu eindenken. Die alte RenderWare-Engine hatte damals ihren Zweck erfüllt, entspricht heute aber natürlich nicht mehr modernen Standards.

Auch Stresstests mit mehr als 300 Spielern an einem Ort sind in der Unreal Engine eine echte Herausforderung, wenn man stabile FPS für Burgbelagerungen und den finalen Archlord-Kampf garantieren will.

Ob ich mit meiner jetzigen Engine zu 100 % zufrieden bin? Nein, natürlich nicht. Aber der Entwicklungsfortschritt ist aktuell deutlich spürbarer und bringt mich dem Original wesentlich näher als mein Ansatz in der Unreal Engine.

English
The Unreal Engine is extremely powerful and offers a ton of features, but it is also quite bloated and requires a massive amount of setup just to recreate a classic game like Archlord.

I haven't really abandoned the project in Unreal—the project files are still sitting there. However, my experience with Unreal Engine 5 hasn't been great when it comes to making steady progress and rebuilding the game to feel like the original. I'll definitely keep an eye on Unreal Engine 6 and the new Verse language to see what becomes possible in the future, but waiting for all of that will take way too long.

That's why I chose an engine where I can write my own scripts quickly and directly, much like how the original client was built back in 2017, which makes everything far easier to understand and trace.

Even in your videos, I still notice a few flaws that drove me crazy in Unreal—like the terrain ground textures or monsters airwalking. Every engine has its quirks, and you constantly have to adapt. The original RenderWare Engine accomplished what it needed to back then, even if it obviously no longer meets today's standards.

On top of that, stress tests with over 300 players in a single location are no easy task in Unreal Engine if you want to keep FPS stable during castle sieges and the final Archlord battle.

Am I completely satisfied with my current engine? No, of course not. But the progress so far is much better, and it brings me a lot closer to the original game than Unreal Engine did.
Interesting take on it, and respect for not giving up. You are right about some of the flaws, but the engine also makes it substantially easier to handle them, than having to work with legacy code for many other features and implementations one would want to have. UE6 is going to be exciting, for sure.
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Old   #93
 
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Originally Posted by adoooomis View Post
Interesting take on it, and respect for not giving up. You are right about some of the flaws, but the engine also makes it substantially easier to handle them, than having to work with legacy code for many other features and implementations one would want to have. UE6 is going to be exciting, for sure.
UE 6 to me isn’t fit for archlord as mmo.
Too much differences and incompatibilities.
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UE 6 to me isn’t fit for archlord as mmo.
Too much differences and incompatibilities.
Mmmm.. I would argue otherwise. They are migrating UE to Verse, which is even better suited for MMOs, and multiplayer games in general. I personally have love for C++ because it's natively compiled, but concurrency becomes a thousand times easier to handle with Verse. I wouldn't say it's "not suited" before actually seeing it at all, too early to judge. With that said, we will see.
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Mmmm.. I would argue otherwise. They are migrating UE to Verse, which is even better suited for MMOs, and multiplayer games in general. I personally have love for C++ because it's natively compiled, but concurrency becomes a thousand times easier to handle with Verse. I wouldn't say it's "not suited" before actually seeing it at all, too early to judge. With that said, we will see.
I doubt it’s that simple
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I doubt it’s that simple
You doubt it's that simple that "we will see"? You're the one saying it's unfit for an MMO such as Archlord, while I am saying that we will see.. Kind of contradictary, but I'll respect your take on it either way.
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You doubt it's that simple that "we will see"? You're the one saying it's unfit for an MMO such as Archlord, while I am saying that we will see.. Kind of contradictary, but I'll respect your take on it either way.
I doubt it’s that simple in using what they will propose, you will still need to think how it interacts with the engine. You have two parts : one gameplay that will improve (yes), but it is heavily dependent on the foundations.

I am working on the foundations since 3 months, and I can assure you, it’s very valuable instead of rushing to gameplay.
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I doubt it’s that simple in using what they will propose, you will still need to think how it interacts with the engine. You have two parts : one gameplay that will improve (yes), but it is heavily dependent on the foundations.

I am working on the foundations since 3 months, and I can assure you, it’s very valuable instead of rushing to gameplay.
I've been working on this for approximately two years myself as a side hustle between studies and work, so trust me, I understand the importance of foundations. I'm not suggesting you should rush gameplay or that Verse magically solves the underlying architectural challenges. My point is simply that it's too early to dismiss UE6 as unsuitable for an MMO before we know what the actual implementation will look like.

There's a difference between acknowledging the complexity of the foundations and assuming a particular engine isn't fit for the job. Both approaches deserve to be evaluated on their merits. I'm here to build Archlord, not to measure dicks over whose approach is better.
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I've been working on this for approximately two years myself as a side hustle between studies and work, so trust me, I understand the importance of foundations. I'm not suggesting you should rush gameplay or that Verse magically solves the underlying architectural challenges. My point is simply that it's too early to dismiss UE6 as unsuitable for an MMO before we know what the actual implementation will look like.

There's a difference between acknowledging the complexity of the foundations and assuming a particular engine isn't fit for the job. Both approaches deserve to be evaluated on their merits. I'm here to build Archlord, not to measure dicks over whose approach is better.
You know that it’s already available if u want to test it out ?
I don’t need to see a ****, to me it’s not really suitable yet.
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You know that it’s already available if u want to test it out ?
I don’t need to see a ****, to me it’s not really suitable yet.
Is it actually available in the sense that you're referring to, though? UE6 isn't even released yet, and Verse already exists in UEFN, but that's not the same thing as evaluating the proposed UE6 architecture for a standalone MMO.

And sure, you don't need to see a ****, nor do I need to convince you to use Unreal. I'm simply questioning how you can conclude that it's unsuitable when the engine and the architecture you're referring to haven't even been released in their final form.

I'm not claiming it'll magically solve every problem. I'm saying it's too early to rule it out.
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Originally Posted by adoooomis View Post
Is it actually available in the sense that you're referring to, though? UE6 isn't even released yet, and Verse already exists in UEFN, but that's not the same thing as evaluating the proposed UE6 architecture for a standalone MMO.

And sure, you don't need to see a ****, nor do I need to convince you to use Unreal. I'm simply questioning how you can conclude that it's unsuitable when the engine and the architecture you're referring to haven't even been released in their final form.

I'm not claiming it'll magically solve every problem. I'm saying it's too early to rule it out.

Which part didn’t you understand ?
I said : «*yet*».

Maybe in the official release it will be suitable, but as of now, definitely not.
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Which part didn’t you understand ?
I said : «*yet*».

Maybe in the official release it will be suitable, but as of now, definitely not.
That's not how you originally phrased it, though. Your initial statement was that UE6 "isn't fit for Archlord as MMO" because of "too much differences and incompatibilities." There was no qualification about the current state of the technology or the word "yet".

That's a pretty definitive statement, which is why I challenged it. Saying the current implementation isn't suitable *yet* is a different argument from saying the engine itself isn't suitable. I'm perfectly open to the former, but the latter requires a bit more than that.

Anyway, we're clearly approaching the project from different angles. No need to turn it into an argument over whose approach is better. I wish you all the luck.
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Originally Posted by adoooomis View Post
That's not how you originally phrased it, though. Your initial statement was that UE6 "isn't fit for Archlord as MMO" because of "too much differences and incompatibilities." There was no qualification about the current state of the technology or the word "yet".

That's a pretty definitive statement, which is why I challenged it. Saying the current implementation isn't suitable *yet* is a different argument from saying the engine itself isn't suitable. I'm perfectly open to the former, but the latter requires a bit more than that.

Anyway, we're clearly approaching the project from different angles. No need to turn it into an argument over whose approach is better. I wish you all the luck.
Never intended to be into an argumentative writing essay.
Only stated my opinion.

I don’t know how you are able to write so much text under a minute, maybe AI is typing your responses ? So yeah I don’t need to bother writing answers, you got them with your AI buddy.

Everyone can do requests to an AI now so it’s pointless to argue over a subject.
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Never intended to be into an argumentative writing essay.
Only stated my opinion.

I don’t know how you are able to write so much text under a minute, maybe AI is typing your responses ? So yeah I don’t need to bother writing answers, you got them with your AI buddy.

Everyone can do requests to an AI now so it’s pointless to argue over a subject.
I can organise my thoughts and articulate my arguments quickly. If you need AI to do that for you, perhaps that's something worth reflecting on. My ability to write quickly doesn't make my responses AI-generated. If you disagree with my technical points, address them directly instead of resorting to personal jabs when you have nothing substantive left to say.

Funny thing is, I've been trying to wrap this conversation up for the last 3-4 responses, yet you keep finding new things to take issue with. I disagreed with your technical opinion, explained my reasoning, and moved on. You're the one who keeps making it personal. Maybe take your own advice about not turning a disagreement into an argument.
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I can organise my thoughts and articulate my arguments quickly. That doesn't make my responses AI-generated. If you disagree with my technical points, address them directly instead of reaching for personal jabs when you run out of things to say.
What don’t you understand ?
I state an opinion, I don’t need and I won’t go into technical details just to please you. Just do your own research as I do mine, there is no need to argue over an opinion.

Maybe you have a bad day, it’s fine.
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