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P4Ns Dev Log

Discussion on P4Ns Dev Log within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old 03/14/2016, 03:08   #46
 
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Originally Posted by turk55 View Post
Why not just use a single name and basically do Redux US and Redux EU?

As for the feed, you are already able to load custom windows why not do something like this:


Basically check if the screen is big enough and then add that window. If you want to load a website there, you should look into websockets. If you plan to use ajax refreshes you will use a lot of unnecessary bandwidth.
The windows cannot move outside of the conquer screen. They actually cant be moved at all and steal all focus from the game. They override all mouse/keyboard input while open.

As for join names, that's the plan with the modern server. It will be designed with multi server accounts in mind for that exact reason. We made triumph its own name/site when it launched simply because we didnt wanna have to re-write how the database was managed and so wanted it treated as its own server.

Basically we dont want triumph players knowing apex exists at all because it will only confuse them and vice versa.


As for the web stuff, I dont plan on having any un-necessary ajax refreshes.


Server>Client: Show PVP event button
Client>Server: Clicks PVP event button
Server>Client: Generates a website token to validate user (binds their account and ip to a shared public key which it sends as part of the embed website url)
Client Website>Web Server: Requests EmbedTournament.php with the shared token
Web Server>Client Website: Validates token against the IP that it was validated for, checks if an event is running and generates a page to show the info on the event (countdown and other stuff handled by client side javascript)
Client Website>Web Server: Requests to join event
Web Server>Database: Adds user to event signups
Game Server>Database: Queries signups on event start. Checks that they are validate/online, brings them into the event
Server>Client: Remove PVP event button

There shouldn't be any need for fancy logic in that and the actual time that the web browser is visible in the client is minimized (and triggered by the user) to avoid un-necessary focus stealing or annoyances.

My web dev exp is next to 0 so its all a learning project for me but it should work out using that setup. It accounts for our limitations while still being usable.
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Old 03/14/2016, 03:50   #47
 
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Ahh that's too bad though. Maybe have an external program attach itself to the conquer window ? Just a suggestion though.

As for the ajax refreshes, it was meant for the feed ;P

The logic behind the web related part should work. If you need some help/feedback on anything web related, you know where to find me on skype
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Old 03/14/2016, 04:08   #48
 
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why not use awesomium and write your own directx wrapper to intergrate the output inside the conquer dx instance?.. Ive shown plenty of examples of this on these forums... a few years back.. This can also handle user input.
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Old 03/14/2016, 11:47   #49


 
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Originally Posted by Ultimation View Post
why not use awesomium and write your own directx wrapper to intergrate the output inside the conquer dx instance?.. Ive shown plenty of examples of this on these forums... a few years back.. This can also handle user input.

Or even create a webkit instance from a C++ DLL which I suppose they already do for the hooking stuff, yields the same results and I agree, it would be way better. Awesomium is awesome (duh).

Though I don't see how using the CO DX layer is beneficial in any way, why not just open a new window and you can drag it and whatnot, easier to do and better for the user.
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Old 03/14/2016, 16:46   #50
 
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Old 03/14/2016, 17:29   #51
 
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Originally Posted by Ultimation View Post
Yah I remember seeing that ages ago. Definitely a better method.

For clarification, I'm not the one doing any of the client reverse engineering. I freelance out all of the client development.


Final preparations for the St Patrick's day event. So far this is what we have for our seasonal garment. While wearing the LeprechaunSuit your fastblade/scentsword skill will be re-skinned to a special holiday version.

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Old 03/14/2016, 22:45   #52
 
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Originally Posted by pro4never View Post
Yah I remember seeing that ages ago. Definitely a better method.

For clarification, I'm not the one doing any of the client reverse engineering. I freelance out all of the client development.


Final preparations for the St Patrick's day event. So far this is what we have for our seasonal garment. While wearing the LeprechaunSuit your fastblade/scentsword skill will be re-skinned to a special holiday version.

Why not a kilt?
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Old 03/14/2016, 22:53   #53
 
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Why not a kilt?
Can only re-texture existing meshes. Cant create new effects or garments (anything that has animation data wont work). I'm nto aware of any male garments that have a skirt/kilt type shape except for ones that arent really fitting (such as the spartan garment lol)

The only thing we can create new c3 models for currently are static objects like helmets/weapons/shields.

One of the many limitations of the currently public c3 export tools.

Not very happy with the way the garment turned out (our artist has been kinda MIA last month or two) so doing what I can to 'pretty it up' with some effects and unique attributes.
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Old 03/15/2016, 11:12   #54
 
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Can only re-texture existing meshes. Cant create new effects or garments (anything that has animation data wont work). I'm nto aware of any male garments that have a skirt/kilt type shape except for ones that arent really fitting (such as the spartan garment lol)

The only thing we can create new c3 models for currently are static objects like helmets/weapons/shields.

One of the many limitations of the currently public c3 export tools.

Not very happy with the way the garment turned out (our artist has been kinda MIA last month or two) so doing what I can to 'pretty it up' with some effects and unique attributes.
I think you could make a kilt garment by texturing the GoodLuck Garment:

I'm new in this forum(even if i registered in 2006), and in Conquer Hacking in general, but i'll see what i can do
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Old 03/15/2016, 14:44   #55
 
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Originally Posted by isma33 View Post
I think you could make a kilt garment by texturing the GoodLuck Garment:

I'm new in this forum(even if i registered in 2006), and in Conquer Hacking in general, but i'll see what i can do
Im always looking to buy garments and stuff. If you find its something you enjoy and are good at, let me know.

Ideally I'd like to be adding 4-6 garments a month of various styles and level of detail but it can be hard to find artists for co related stuff.
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Old 04/02/2016, 01:15   #56
 
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Jumping back into the deep end! Got some exciting stuff for next couple weeks and some super boring stuff as well...

#1: Re-writing Event Notifications

The server keeps growing in complexity and it can be super hard for players to keep track of what all events are added. By restructuring how invite invites are sent out, it will make it easier on players so they know what they are getting themselves into.

First draft, not an artist just throwing up a structure for testing.

We have the ability to dynamically display buttons using server side packets. Each of these invites consists of three 'buttons'





The background: Different for each event. Describes what the event is. Messy but we dont have an easy way to display text across our interfaces and this is smoother for users than embedding a web browser in its current state.

Clicking it is ignored server side

The Accept Button: Same for all events. Clicking it checks server side if you qualify. Removes all buttons from screen and sends a confirmation message to let you know that you signed up successfully (or gives you a reason why you could not sign up)

The Refuse Button: Same for all events. Clicking it closes all the buttons without signing you up. May send a reminder msg of how to join if you change your mind (using legacy /pvp command)

#2: Interserver Revamp

We had the interserver system hyped up for a long time but the fact is... there's just not many properly managed classic servers out there and those who ARE around do not necessarily want to merge players with others (understandable).

The original system was plagued with ping issues because we simply proxied the data (this was a security and compatibility concern so that any server could join without exposing any user data)

This system was frankly shit because of the ping issues it created so we ditched it entirely... fact remained though that no one really cared about the interserver so we let it gather dust.

With the launch of our new International EU server we're reviving the concept for a few very specific purposes.

-Cross server guild wars
-Pure PVP 'server'

So, we've finished revamping the system so that it forwards your connection entirely to the interserver. I've also made it so that it appends a server tag to your name (if not, characters with same names would both get whispered... messy and not cool!) and it also automatically places you in a guild based on the server you connected from. This is combined with the new guild system which allows us to dynamically re-create guilds and their permissions. This will allow us to ally regional guilds to help balance out the event.

The other major change is that the interserver is a 'pure pvp server'. This means you get a full set of +9 -7 2 socket items of any class you want including full skills. To help combat people logging hundreds of level 1 accounts for wars we made it so that any characters below level 120 are only boosted to 120. The interserver uses a highly modified version of battle power so these players will have around 15-30 percent less strength than someone who logs in with a 130+ character from any of our servers.

The cross server wars are aimed to launch for the end of April. The delay is simply because we need to modify how wars work in general (how people will get guild funds, how bombs will be generated, how players on their host server will be rewarded for winning, etc).

The interserver system itself will be re-launched in the next few days as we nail down any final issues with specific skills causing trouble and we will be welcoming players to check it out.

The servers currently signed up to be part of this system are

Apex Conquer
Raw Conquer
Triumph Conquer
Original Conquer

Note: There will be two interserver nodes, one in chicago and one in frankfurt. We plan to toggle which region hosts cross server guild wars to avoid too many ping complaints.


#3: Soccer League

Soccer is one of our more popular team based events and we've had a LOT of requests to make it something that people can be more competitive with. As part of our event revamp, we'll be looking at making a soccer league happen one night a week (looking at late saturday evening) where players can sign up with their team and fight to be the best soccer team in the server!

Instead of randomly assigned teams, you sign up with an actual team. Pretty straight forward but a long time request.

#4: Duel Revamp

I know, we've been holding off on this for a while but I'd say its time. We'll be making a number of changes to duels in the coming weeks. The biggest change will be... MATCHMAKING!

You will be able to sign up from any map for these duels. We will be assigning a rating behind the scenes to SLIGHTLY equalize players (although obviously without thousands of players, it's pretty much gonna pair you against anyone else online signed up for duels).

These duels will support Standard Stamina, Unlimited Stamina and our Leech Stamina modes.

We will also be adding combo counters to duels for added 'flair'. These effects will show to both spectators and the duel participants themselves.

Temporary version of effects but gives you an idea how they will look.


#5: Legendary garments/souls

One of the biggest things missing from our new soul system is ones that truly stand apart as being unique. We want to add some stuff never seen in conquer servers before by having things like...

-Weapons that change their look based on time of day
-Weapons that evolve based on consecutive hits, kills per minute, etc
-Garments that can be toggled to change their look

And of course more.

For a start, we're adding what we refer to as a 'chain blade'. The number inside the blade will change to show how many consecutive hits you've made with fb/ss.



The weapons glow will also get more and more intimidating as the counter rises!


After that we are looking at doing a "RobeOfTheAvatar" garment. The idea is that there will be 4 garments in one. Each element will have its own unique style and glow associated with it (Wind, Water, Earth and Fire) and you will be able to toggle the look of the garment at any time by clicking a small button in the buff tray.
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Old 04/05/2016, 20:05   #57
 
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Duel Revamp


Throwing this patch overview in here so I can discuss some of what I'm working on...

With the recent addition to our client protection, we have the ability to add/remove buttons using a server side packet and see what is clicked using the response. This opens up a lot of options but can also be pretty limiting (there's no ability to add text or animated images, there's no way to layer images ontop of eachother currently, etc).

This duel system is our first step towards revamping how our events work. We will be adding a similar interface system for things like ladder tournaments and PVP events so people know exactly what they are getting into without having to sit around in a waiting room like they do on ours and other servers currently.


In this example each vertical 'slice' of the interface is a single image. This is messy and one of the reasons the styles are so basic (aka ugly). With proper graphic design they can quite easily be spruced up but I wanted something I could do on my own so we could get the damn system launched and tested. We'll worry about the 'prettification' process after xD.

Note: the button locations in the video are all being changed. I'm still torn between having things down near the mall or having it more compact and up near the server name/buff icons. I can say with certainty though whichever is chosen will be where all the interface elements go, not spread over the screen like in the preview.


Interserver

The interserver is now live! We've added Raw under our wing and their members are able to connect. This means we have two american hosted servers (apex and raw) and two european hosted servers (triumph and original) able to connect to the cross server battle rooms. This is important because it gives us alliances for our planned cross server guild war system.

To overcome things like gear imbalances or difference between our servers and theirs, we've made it so the interserver hands out full gear and uses a highly modified version of battle power to adjust the strength of those who join based on their characters level from the host server (EG: joining on a lvl 1 newbie alt wont be as strong as joining on a 130 character you actually leveled up there). This is to combat people bringing dozens of alts into war and making it too chaotic.


The main hurdle now will be how to handle the guild war itself... How to hand out guild ranks, how to let people get guild fund, potions and bombs, how to hand out rewards, etc.

So far our plan revolves around a new server lottery system. You will be able to buy lottery tickets throughout the month and they will have a few functions...

#1: The cumulative ticket values across ALL servers will increase the rewards for guild war AND for a lucky lotto ticket that gets drawn each month

#2: The number of tickets purchased per character will influence who gets what rank in guild war (bought 100 tickets? You get to lead your server in war!). The ranks will auto adjust based on who enters/exits the interserver so that there is always a leader and 5 deputies per server at all times.

#3: The rewards for participating in guild war will be influenced by how many tickets you bought. You MUST still participate but if you pumped say 10,000 CP into lotto tickets, you deserve a bigger piece of the GW reward when you win.

#4: We MAY use tickets as a way to limit entry. Must buy at least 1 ticket to enter cross server guild war on that character (can still bring alts but limits how many you can justify bringing)


The secondary plan is to re-work how guild war works for this specific event. The plan is to add treasure chests which spawn every few minutes inside and outside the castle. These will include things like potions, guild fund and bombs. This is to encourage guilds to show up for the whole war, not just the last 30 minutes or else they may run out of fund and find themselves in huge trouble!
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Old 04/06/2016, 02:42   #58
 
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Really amazing what you've pulled off
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Old 04/07/2016, 18:00   #59
 
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Jumping back into adding some visual content to keep the game fresh (constant battle of keeping what's there fresh and adding new stuff... desperately need artists to help with that load)

Here's a preview of some of the weapons I'm working on (note: no glows yet. Just importing/tweaking models I've purchased from unity asset store)


I find the boring wand shape conquer uses for backswords quite boring so I've gone ahead and adopted a more 'magic staff' style look for the custom souls. Note: Some of these will instead be turned into 2h. One is very clearly being worked into a spear but is being held like a backsword. That's just the ID I exported it as for testing.



The biggest bottleneck on adding new assets right now is effects... We cant edit them in size, rotation or position and there's no quick easy way to preview them. I'm still working on it but so far I have at least SOME of those issues resolved.

Example: Properly animated



So far re positioning and resizing trial effects and sprite effects is done. Particles like the one above are next on my list.





Newest garment!

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Old 04/12/2016, 18:36   #60
 
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Been taking some time to dive back into my new source. Every time I do it's such a refreshing experience to not be digging through years of patched up legacy code and have something that actually makes sense to use

So far I've finished up the garment exchange system and the clan system.






The clan system is 'done' now although I'm sure there will be more testing to do.

-Create Clan
-Disband Clan
-Invite/Accept Invite
-Apply/Accept Apply
-Kick
-Pass Leadership
-Leave
-Donate
-Member List
-Member Stats

The only remaining things would be the shared battle power and leveling them up. I also need to confirm the leader spouse is working properly. It did in my tests but I'm sure there's some edge case I didn't yet account for.



Garment trading works fully with proper sanity checks. Excited to put my own spin on that system in the future as it's realllyyy easy to customize it all. Sanity checks in this case means things like only being able to exchange a fixed list of items with server side configured values and only trade them into the one specific shop with a fixed list of items available (I know that's all obvious but I've seen some shit implementations in the past where you could spoof and trade garments for + stones or w/e)


Next up on my list will be the quiz show system. I wanna get some of these 'side' systems in place so that when we start throwing more beta testers at it, there'll be something to keep people busy while online rather than just grinding.



PS:


I also converted like 30+ random weapon models to work with conquer. They have no effects and many are the wrong size completely but they offer some nice inspiration/starting points for future cosmetics.








<edit> Done quiz show





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