Register for your free account! | Forgot your password?

Go Back   elitepvpers > MMORPGs > Conquer Online 2 > CO2 Private Server
You last visited: Today at 13:57

  • Please register to post and access all features, it's quick, easy and FREE!

Advertisement



[Dev] Hellmouth Revival

Discussion on [Dev] Hellmouth Revival within the CO2 Private Server forum part of the Conquer Online 2 category.

Reply
 
Old 01/14/2011, 07:28   #226
 
elite*gold: 0
Join Date: Feb 2009
Posts: 937
Received Thanks: 393
Cool!.How to mak an character? and Does it matter which client download from offical site? and if its updating to current client they got?...
jokerboy123 is offline  
Old 01/14/2011, 14:16   #227
 
elite*gold: 21
Join Date: Jul 2005
Posts: 9,193
Received Thanks: 5,380
You just download official tq client, use our loader and log into any of the new server groups with any username/password which will create your account.

<edit>

Minor updates

-Map system changed slightly to work a bit better... need time to sit down and re-code large sections though.
-No pk pts gained from arena or jail now
-Status effects cleared on death.
pro4never is offline  
Thanks
1 User
Old 01/15/2011, 12:52   #228
 
BioHazarxPaul's Avatar
 
elite*gold: 0
Join Date: Nov 2005
Posts: 548
Received Thanks: 93
Quote:
Originally Posted by pro4never View Post
You just download official tq client, use our loader and log into any of the new server groups with any username/password which will create your account.

<edit>

Minor updates

-Map system changed slightly to work a bit better... need time to sit down and re-code large sections though.
-No pk pts gained from arena or jail now
-Status effects cleared on death.
Id love to check it out but no internet at the moment ill have it @ the end of next month so ill just keep checking out the thread when I have a chance 2.
BioHazarxPaul is offline  
Old 03/12/2011, 08:10   #229
 
elite*gold: 21
Join Date: Jul 2005
Posts: 9,193
Received Thanks: 5,380
<Revived Thread>

Now that progress on the new source is starting in full we will be using this thread again (advert thread only concerns the PUBLIC hosted server, this concerns the coding side of things)

New source is finally to a stage where we can start to do some real coding to it thanks to saint. We'll be doing a TON of work on it over the next few weeks (we may have some project members, gonna see how that turns out. Team will be re-structuring significantly)

Everything is going in a FAR more 'safe' route compared to the old server just being my attempt to 'make it work'. This won't mean much during the initial tests but will provide much better security as we start to host it publicly (IE: saint won't come try to make invalid chars like he did on the old one ahahh)
pro4never is offline  
Thanks
1 User
Old 03/12/2011, 20:56   #230
 
elite*gold: 0
Join Date: Jun 2009
Posts: 787
Received Thanks: 314
Quote:
Originally Posted by pro4never View Post
<Revived Thread>

Now that progress on the new source is starting in full we will be using this thread again (advert thread only concerns the PUBLIC hosted server, this concerns the coding side of things)

New source is finally to a stage where we can start to do some real coding to it thanks to saint. We'll be doing a TON of work on it over the next few weeks (we may have some project members, gonna see how that turns out. Team will be re-structuring significantly)

Everything is going in a FAR more 'safe' route compared to the old server just being my attempt to 'make it work'. This won't mean much during the initial tests but will provide much better security as we start to host it publicly (IE: saint won't come try to make invalid chars like he did on the old one ahahh)
thats what you think.
_tao4229_ is offline  
Thanks
1 User
Old 03/15/2011, 07:25   #231
 
elite*gold: 21
Join Date: Jul 2005
Posts: 9,193
Received Thanks: 5,380
So, me and dev have been making tons of progress on the source the last day or so. It may not seem like much progress as most of the finished things are still 'behind the scenes' but we're written the full structure for most of the packets now and just need to start coding the system ontop of them.




Example: this is using full query/local objects system that is INFINITELY better then the old hellmouth one (thanks to saint for the map interface he wrote and dev's tq ripped handling for local objects) and contains all the offsets for things like... gear... artifacts... etc.

And obviously works properly for monsters also.

So yah. Gonna work on item system in the next day or two (midterm but w/e) and after that we can work on some more interesting features for people. After that I'd say we'd be ready for some basic testing (not that anything will be 'done' but w/e).



QUESTION:

How do people feel about npc placement. Should I just go through and log the entire tq server locations and go with that? or use old database? It may make it easier for people coming from tq servers to find things and would allow me to auto complete at least the main dialog page for all of the npcs in the game... just kinda debating it as it will mean SOOO many pointless npcs but I mean easy enough to remove.
pro4never is offline  
Old 03/15/2011, 09:13   #232
 
elite*gold: 0
Join Date: Feb 2009
Posts: 920
Received Thanks: 3,514
the thing i hate most about pservers is where the npcs are located!

if you wanna add new npcs dont go with the old fashion way and spam tc center with them! u know behind pk arena theres a lovely empty yard " where u talk to the npc who sends u to the lab "
maybe you can edit how that area looks, add some objects to it and make places for new npcs... hell make it a forest back there if you can!!
m7mdxlife is offline  
Old 03/15/2011, 09:28   #233
 
BioHazarxPaul's Avatar
 
elite*gold: 0
Join Date: Nov 2005
Posts: 548
Received Thanks: 93

Embed phpbb test done..
BioHazarxPaul is offline  
Old 03/16/2011, 07:07   #234
 
elite*gold: 21
Join Date: Jul 2005
Posts: 9,193
Received Thanks: 5,380
[Progress] - March 16th

Ok so we've mostly still just been structuring packets and re-working the core but we're moving towards actual features now :P

Packets are all converted to structures/pointers now. No more

-Item Info packet: done
-Item Structure: done
can be handled by the item info packet IE: user.Send(ItemInfoPacket.Get(Item)); or w/e
-Spawn Entity packet: done (including LOADS of un-needed things like artifact system, away system, quiz show, etcetc)
-Screening system: done (full spawn/despawn working flawlessly)
-Item Database: 99 pct: may modify it some (add in artifacts or w/e) but you can add items, they load on login and show on char, etc.
-Item Usage packet: done, just need to impliment the handling for the diff subtypes.
-Attack/Interaction Packet: Done(?). Not any use for it yet but it's structured
-ItemType database

So essentially right now you can...

-Login
-Create Items
-All stats save/load including items
-Items show to self/others
-See others
-See others actions (jump, walk, actions, change dir)

So... basically this calls for the item system to be finished up (eq/uneq/drop/loot) and then we can move on to more interesting things.

Gonna add in npc/mob spawns in the next day or two also (although I won't be on too much sadly between midterm, old friend visiting and going away for 3 days + working! so that will make things feel much more finished.

Maybe after that I'll take a day or so to write a remote npc scripter for members to use to fill out our external npc database.



Basically, it's progressing but most of it is still fairly "no one cares, every server has that!".... well that's true but we are coding things very nicely this time vs old source/public sources.

*cough* shoutout to dev who's definitely been out performing me in this project ahaha


<edit>

Wow so the item handling is being stupid. Probably converting the nullable Item structure to a class so I can handle it a bit better..

I have equip/un-equip working now (no checks in place but that's super easy to do). For some reason the display gears packet is not working. IE: I can send it manually or relog and things show just fine so the packet is definitely structured correctly. Just isn't working properly with the order of packets. It was like 4 am when I was working on it though so I'm gonna take another stab at it later.
pro4never is offline  
Old 03/16/2011, 15:46   #235
 
elite*gold: 0
Join Date: Feb 2009
Posts: 937
Received Thanks: 393
P4N i rly wanna play ur server but when i wanna try download an client it saying ''12hrs and 15mint to download'' each time!.some 1 could hulp me with this problem ?
jokerboy123 is offline  
Old 03/16/2011, 17:12   #236
 
BioHazarxPaul's Avatar
 
elite*gold: 0
Join Date: Nov 2005
Posts: 548
Received Thanks: 93
you can always download the client from conquer and just download the loader that might help..

Started working on coding all main npcs to take you to and from all the popular maps..
BioHazarxPaul is offline  
Reply


Similar Threads Similar Threads
HellMouth Client
02/18/2011 - CO2 Weapon, Armor, Effects & Interface edits - 17 Replies
Basically I've done the client for HellMouth and would like some feedback and some input to what can be done to improve it. The logo is already going to be removed since its blurry. Thanks. http://i47.tinypic.com/2i1h0km.png ## Updated -Removed Logo -Added new background to top and bottom I'm happy with what it has turned out as.



All times are GMT +1. The time now is 13:58.


Powered by vBulletin®
Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
SEO by vBSEO ©2011, Crawlability, Inc.
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Support | Contact Us | FAQ | Advertising | Privacy Policy | Terms of Service | Abuse
Copyright ©2026 elitepvpers All Rights Reserved.