Update initial post.
Hey, putting this out there. I'm one programmer on the job, workload is pretty high considering my outside life. If any experienced programmers would like to participate in this project, just give me a PM.
Updates:
*Got NPCs spawning, not too big of a deal but here they are. Haven't coded any interaction with them
*Loading map information, such as Flags,valid coords, etc.
*Forgot all about loading stat points if you're not reborn, did that today.
Quote:
Originally Posted by Super Aids
Looking forward to seeing this. I wanna date one of your npcs, hopefully the Pharmacist is single.
Have item equipping and unequipping mostly complete, just need to update the database with item locations. Can also drop items and pick them up, I have ground items disappearing after 2 minutes. Is that the default time retail uses?
Also, I need people suggestions on NPC handling. I was thinking of externally scripting them using VB scripts and processing them. Any other/better ideas? I just don't plan to hardcode them in the source.
Why VB? Not that I have anything against it, just asking.
At the current game I`m working on, we are doing NPCs in LUA (doesn`t really matter, but our devs are used to it), which are cached in memory (don`t load them on every request), in a map, where the key is the NPC id of course. This is a standard model, the efficiency from this point relies on the bindings and the script interpreter. I`d suggest IronPython for your project though, since Python is just really really easy to get into, and the IronPython bindings are industry standard.
Why VB? Atleast do it in C# (Look at projectx for a reference)
ProjectX can use either. I just chose to write my "scripts" in C# as that's the syntax I am most fluent with and I find it more readable than VB. All you have to do is change a single enum.
Well, I regret to inform the community that this project is now dead. My wife took it upon herself to format my laptop, and me being the thinker that I am, didn't create a backup on an external outlet. So with no further ado, bye bye.
[Development] 4267 conquer server. 06/16/2010 - CO2 Private Server - 408 Replies Heya,
I've started a new development for a classic co server as I never saw one succesfull build up with a from scratch written and not leeched source.
We're currently aiming to add-in bot protection, proxy detection and various protections to prevent hacking.
So let's talk more about the source itsself, It's made from scratch and self written socket system, database handling is currently flatfile based. The loginserver is done but we're working on the gameserver now.
(Will be...
[Colab] 4267 Development 11/12/2009 - CO2 Private Server - 12 Replies So I've been messing around with the 1.0 source that's floating around the last little bit and have made some progress (not added a huge amount so far, just doing some basic stuff mostly) and I figured seeing as there is no real releases or information on the source for people I'd make a lil thread where people who have questions about how to fix things in the source or have problems with their coding can ask for some help.
Disclaimer:
- I am NOT a pr0 coder by any means so don't expect...