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[5017] Fork of Arco's Source

Discussion on [5017] Fork of Arco's Source within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old   #1
 
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[5017] Fork of Arco's Source (C# PvP Server)

Im currently working on a fork of Arco's Source.
I will setup a GitHub for anyone who wishes to follow the work or participate.

More info, soon.

If anyone is interested, feel free to comment here

Edit :
Here is the link to the GitHub project :
Just missing the initial database sql I will add it soon

Edit(2) :
The goal of the project is to allow people create a very basic server in order to battle easely.
First step : Allow people to use ScentSword and FastBlade in PvP
Second step : Make some "event" where people will be able to touch each other with skills and not die, just count hits and have some winner after reached a certain count.
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Old 03/16/2015, 19:26   #2
 
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#1: This is not a release
#2: There is a volunteer/looking for volunteer sticky for posts like this
#3: Is arco back involved in conquer and this is a new source or are you taking a very old, relatively un-influential source and trying to use it to develop with? Nothing against Arco but I seem to remember that source being nothing special at the time it was released.
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Old 03/16/2015, 20:00   #3
 
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Quote:
Originally Posted by pro4never View Post
#1: This is not a release
#2: There is a volunteer/looking for volunteer sticky for posts like this
#3: Is arco back involved in conquer and this is a new source or are you taking a very old, relatively un-influential source and trying to use it to develop with? Nothing against Arco but I seem to remember that source being nothing special at the time it was released.
#1 Now it is a release
#2 Im not especially searching for volunteers, just if some people are interested I allow them to contact me
#3 Arco is not back involved in Conquer, I am taking a very old source as a base.
The aim of this project will be the following :
- Make a PvP server where people will be able to easely fight against each other without count of damage just count of hits. So the server itself will be very basic. The thing is, Arco's project is far enough to allow myself reach my goal with just a few edits.
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Old 03/16/2015, 20:47   #4
 
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Wow, that's some really ugly code.

Also, why do you have "Backup", "_UpgradeReport_Files", and "obj" folders (just to name a few) in your git repository? You're doing git wrong.
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Old 03/17/2015, 09:05   #5
 
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Quote:
Originally Posted by Best Coder 2014 View Post
Wow, that's some really ugly code.

Also, why do you have "Backup", "_UpgradeReport_Files", and "obj" folders (just to name a few) in your git repository? You're doing git wrong.
As I said, the source is taken from someone else as base work. I modified like a dozen of lines in it to make it work first and uploaded it right away.
The cleanup work is coming

Edit :
Cleanup on those useless folders/files is done by now.


Edit(2) :
Added missing references and some future work.
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Old 03/17/2015, 14:42   #6
 
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I'm supporting you dude, go on please.
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Old 03/17/2015, 15:42   #7
 
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Moved the source in a "src" folder in order to separate the installation files from the source code.

Refactored the way character skills are stored (the way it is done yet stores a list of skill for an account not a character this will have to be reworked) from flat file to database.

Created a few vars to enhance maintenability.
Creates some config files at server startup if they dont exist ("settings.txt" for example).

Edit :

Transfered Items' Stats from Flat File to Database structure (still need to migrate the data).

Edit(2) :
Imported ConquerNetwork and DMapLoader projects for debugging :


Also fixed a few loading bugs, now to simple start the server you just need to put it inside your Conquer installation folder.

Edit(3) :
- Changed the itemstats table structure (drop the table to make sure it is correct).
Migrated the whole itemstats ini files into the database (made an extraction project for this).
- Now itemstats are directly loaded into server's memory to avoid unnecessary requests
- Clients are forced to disconnect when server is manually shutted down (to make sure everyone is saved)


Edit(4) :
- Allow Teleport Scrolls to be used (except DesertCity yet)
- Allow SkillBooks to be used
- Uses also Stamina (and not only Mana) when a spell is casted
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Old 03/19/2015, 12:57   #8
 
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m_Variable .... thats an insta turnoff

Good luck on your project tough
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Old 03/19/2015, 13:19   #9
 
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Quote:
Originally Posted by Xio. View Post
m_Variable .... thats an insta turnoff

Good luck on your project tough
Yeah, I agree.
Code:
private int _SomeVariable;
Looks so much better .
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Old 03/19/2015, 16:48   #10
 
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Quote:
Originally Posted by Best Coder 2014 View Post
Yeah, I agree.
Code:
private int _SomeVariable;
Looks so much better .
The original author clearly needs to standard his var naming, sometimes its "m_Var" sometimes its "myVar"...

Once again, the objective is not to have the most beautiful looking source code, especially since it's a fork, if I could I would have start it from scratch (thing I can't afford nowadays).

Edit :

accountsprofs table was added in order to pass "Profs" folder with Ini Files to database loading/saving (Done)

accountsinventory table was added in order to pass "inventory" folder with Ini Files to database loading/saving (Done)

Implement two NPCs and prepared Equipments to be saved/loaded from database (needs a little rework here). Added also a missing portal for Mystic Castle.
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Old 03/19/2015, 17:42   #11
 
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Quote:
Originally Posted by Hybris View Post
The original author clearly needs to standard his var naming, sometimes its "m_Var" sometimes its "myVar"...
I was just making fun of Xio.
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Old 03/20/2015, 14:23   #12
 
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Didn't quite work did it?

@Hybris,

Are you going to use ini files for accounts/characters?
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Old 03/20/2015, 14:51   #13
 
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Why not use a better base?
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Old 03/20/2015, 19:16   #14
 
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Quote:
Originally Posted by Xio. View Post
@Hybris,

Are you going to use ini files for accounts/characters?
I will not, by the way, I already transfered a lot of data to database :





Quote:
Originally Posted by LetterX View Post
Why not use a better base?
This one fits my needs, the rework needed is not so big.
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Old 03/22/2015, 10:58   #15
 
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If I remember correctly some packets are structured with invalid offset in the source. Can't remember exactly which. I could be wrong, could be thinking of another source.

Quote:
Originally Posted by Xio. View Post
m_Variable .... thats an insta turnoff

Good luck on your project tough
IMO m_variable looks better than _variable. m_ being a "member" prefix.

However I don't think variable names should ever be camel cased either. Either way m_Variable and _Variable looks like **** IMO.
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