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[Development] 4267 conquer server.

Discussion on [Development] 4267 conquer server. within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old 02/14/2010, 16:02   #46
 
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**** you Immune!
Items getting loaded, global id tracking of items added!
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Old 02/14/2010, 18:23   #47
 
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#UPDATE 4
- Items loading/saving implemented, and equipping/unequipping.
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Old 02/14/2010, 18:48   #48
 
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You guys are all doing pretty nice work I have to say, I just can't wait untill one is online, so i want to help but I can't cuz i'm noob, if you want me to help just pm me, I offer my service , this is just really nice, I hope you get also the old rates back
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Old 02/14/2010, 19:21   #49
 
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That's awesome. Keep up the good work!
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Old 02/14/2010, 19:48   #50
 
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#UPDATE
- Guilds implemented.

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Old 02/14/2010, 20:21   #51
 
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i heard making a source costs about 3 months, if i see this it costs like a week :P
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Old 02/14/2010, 23:05   #52


 
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Depends really, im writing completely from scratch with no source as a reference, and im doing a few completely new things which have never to my knowledge been done previosuly, so its going to take me quite a while.

The other guys may well have sources which they are using as a guideline, extracting existing packets, databases, monsters, spawns etc. So they will be finshed in quite a short amount of time.
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Old 02/14/2010, 23:38   #53
 
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Quote:
Originally Posted by Korvacs View Post
Depends really, im writing completely from scratch with no source as a reference, and im doing a few completely new things which have never to my knowledge been done previosuly, so its going to take me quite a while.

The other guys may well have sources which they are using as a guideline, extracting existing packets, databases, monsters, spawns etc. So they will be finshed in quite a short amount of time.
So do I, just packets are not hard and neither are the handlers, but as I noticed your using pipeservers so it might take you a little bit longer then we do.

#UPDATE
- Teams implemented

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Old 02/15/2010, 00:24   #54
 
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omfg.. you're flying.. i cant even keep up
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Old 02/15/2010, 06:01   #55
 
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UPDATE:
First mob spawn attempt

UPDATE2:
Snakes are everywhere!
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Old 02/15/2010, 09:03   #56
 
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lol nice, but who is working with who btw? Is everyone working for himself??? or is there just a little group of people who work together??
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Old 02/15/2010, 09:20   #57
 
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Quote:
Originally Posted by Korvacs View Post
Depends really, im writing completely from scratch with no source as a reference, and im doing a few completely new things which have never to my knowledge been done previosuly, so its going to take me quite a while.

The other guys may well have sources which they are using as a guideline, extracting existing packets, databases, monsters, spawns etc. So they will be finshed in quite a short amount of time.
Well, check the differences, you load about 4 different applications acting as 4 different servers, including named pipes, while we only load 1 application acting as 3 different servers.
Also, our main references are:
1- Your packet wiki (special thanks to you for this amazing wiki)
2- My flat file dumped version of CoFuture's databases and monsters(heard that was yours too =o)

if we can't find the specified packet that we need at the wiki, we just check the offsets and structure of the packet from CoFuture, however how the way packets get written ,filled or handled is merely our own work - we extracted our packet class form our proxy(Jan 21 2010) that was abandoned when TQ decided to shoot us at patch 5211/5212.
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Originally Posted by zenos View Post
lol nice, but who is working with who btw? Is everyone working for himself??? or is there just a little group of people who work together??

elseway i guess nullable will be the first one with the done server :P you're working so fast :P
Everyone of us(ImmuneOne and me) works as much as he can then both of us combine the results into one complete version
UPDATE:
Random mob spawn algorithm?
First attempt at the autopatcher(yes you guessed it, it's native as well )
En garde!
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Old 02/15/2010, 12:58   #58
 
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Quote:
Originally Posted by Nullable View Post
Well, check the differences, you load about 4 different applications acting as 4 different servers, including named pipes, while we only load 1 application acting as 3 different servers.
Also, our main references are:
1- Your packet wiki (special thanks to you for this amazing wiki)
2- My flat file dumped version of CoFuture's databases and monsters(heard that was yours too =o)

if we can't find the specified packet that we need at the wiki, we just check the offsets and structure of the packet from CoFuture, however how the way packets get written ,filled or handled is merely our own work - we extracted our packet class form a proxy(Jan 21 2010) that was abandoned when TQ decided to shoot us at patch 5211/5212.

Everyone of us(ImmuneOne and me) works as much as he can then both of us combine the results into one complete version
UPDATE:
Random mob spawn algorithm?
First attempt at the autopatcher(yes you guessed it, it's native as well )
En garde!

Keep up the nice work , but what are you both planning to do more? you got npcs, monsters, and the playing system is ready right? what are you guys going to add more?
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Old 02/15/2010, 13:45   #59
 
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Quote:
Originally Posted by zenos View Post
Keep up the nice work , but what are you both planning to do more? you got npcs, monsters, and the playing system is ready right? what are you guys going to add more?
Yea we have npcs but we didn't add any npc scripts, just 2 npcs are functioning, also attack system was delayed till mobs were finished, also we have some bugs(normally what will happen if something is written that fast) so we will rewrite some functions and get packet sending/receiving to work more efficient
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Old 02/15/2010, 14:38   #60
 
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good luck, what language you guys doing it in? ill take a guess and say C#, people need to escape the masses of C# and get some other languages going around. delphi? c? java? python etc

@Korvacs: I know TQ used an NPC server and all, but am i overlooking something? why would NPCs possibly need a separate server? it's not like they are shared between servers, no need to create the extra latency imo, like i said i might be completely forgetting something that it could have use for :P
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