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[Dev] Hellmouth Revival
Discussion on [Dev] Hellmouth Revival within the CO2 Private Server forum part of the Conquer Online 2 category.
09/24/2010, 22:34
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#76
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I see your progress is rolling well.
Good luck gonna join the beta if i can.
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09/27/2010, 04:52
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#77
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Join Date: Jul 2005
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Thanks to Arco we now have a proper vps to use for the closed beta. It's actually got some impressive speed and stats from what I've seen.
Definitely looking forward to testing out the server with other people ^^
Gonna add a bit more basic functionality then probably throw up the basic test version.
<EDIT>
Updates!
Handled server movement.
Portals: Using elite coemu portal dump. Some seem to be off... but while debug bool is activated it will print out which portal uid you are using. if where it sends you is wrong, please post on our forms and we will fix it in time! (post coords and map where it SHOULD send)
Teleporting: Coded, schmit will add the teleport function to npc scripts tonight
Map Move cmds: Useful for beta testing. You can now teleport and move around maps using commands.
We will be starting closed beta as soon as I have time to finish up more stuff. Please get a 5310 client and pm me if you wish to join in and help. KEEP IN MIND THIS IS NOT INTENDED AS A PLAYABLE SERVER YET! IT HAS VERY FEW ACTUAL WORKING 'FEATURES'
<edit>
Coded talk and whisper cause I never had a reason to before with just me on ^^ It was all structured just not the resending.
Other chats will wait till I code the required systems.
Eg: Team, guild, clan, friend, etc.
Added account permission stats (only lets you attempt to connect if you are not banned and have an account
Added ban functions (no cmd yet but that's **** easy)
Added permission checks (gm/pm functionality)
Added pk mode handling. Setting client pk mode == Capture on login now
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09/27/2010, 12:29
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#78
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looookiinggg goood!
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09/27/2010, 15:53
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#79
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Updates: Sept 27
Prof
-Added prof database
-Added prof cmd
-Added prof packet
-Database functions for adding, removing and updating client profs
-Loading on login
Pk Modes:
-Can now change pk mode (updates server side so I can use for pk systems soon)
Fixed Equip code:
-Local clients now instantly see gear changes (minor bug with revised equip code)
Client Stats Packet
-Started implementing the packet.
-Printing out:
Hp, Mana, min/max atk, pdef, agility, Dodge
Commands:
-Added try/catch to player cmds so they can't **** up.
-Added /vit, /spi, /dex, /str commands
-Item Command now uses itemtype.dat for max durability
Bug Fixes:
-Minor bug where to see players you had to move once.
General:
-Added Settings.txt file to make config easier (as I'm only throwing the bin files on the server. Makes editing things like database/game ip easier)
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09/27/2010, 18:41
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#80
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IMHO you`re in a too early stage to say it`s beta, more like closed pre-alpha  Don`t misunderstand me, what I mean is that 5310 has a lot more stuff than these, such as artifacts, etc (implement it before alpha IMO, it gives PVP a nice add, though coding the whole system with resistances and everything won`t be short)
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09/27/2010, 20:56
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#81
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Quote:
Originally Posted by KraHen
IMHO you`re in a too early stage to say it`s beta, more like closed pre-alpha  Don`t misunderstand me, what I mean is that 5310 has a lot more stuff than these, such as artifacts, etc (implement it before alpha IMO, it gives PVP a nice add, though coding the whole system with resistances and everything won`t be short)
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You realized this is a CLOSED beta... you have to apply to even get an account so you can log on lol.
Closed beta will consist of coding game systems: Planning maybe 2 months
Open beta will consist of coding game content: Few more months.
We are hoping to have something ready for final release before newyear
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09/27/2010, 21:02
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#82
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Quote:
Originally Posted by pro4never
You realized this is a CLOSED beta... you have to apply to even get an account so you can log on lol.
Closed beta will consist of coding game systems: Planning maybe 2 months
Open beta will consist of coding game content: Few more months.
We are hoping to have something ready for final release before newyear
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By the way you mostly do your posts about updates, gives me the idea of a very fast progress... For me, it took me about one year I believe, to get my source where it is not(ready for last week of testing  ). Though, I have school, and I worked alone(pretty much alone, a very shot time with Immune)... and I'm really proud of my work^^. It took me so much time because I simply just looked backwards to LOTF, the way it had most things almost done and everything, bla bla, but then I remembered the reason I started my source...because lotf is simply ****. I don't know about you, but that's my story  .
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09/27/2010, 21:07
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#83
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Quote:
Originally Posted by -impulse-
By the way you mostly do your posts about updates, gives me the idea of a very fast progress... For me, it took me about one year I believe, to get my source where it is not(ready for last week of testing  ). Though, I have school, and I worked alone(pretty much alone, a very shot time with Immune)... and I'm really proud of my work^^. It took me so much time because I simply just looked backwards to LOTF, the way it had most things almost done and everything, bla bla, but then I remembered the reason I started my source...because lotf is simply shit. I don't know about you, but that's my story  .
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Yah I started this source for a number of reasons. I finally felt I was ready to start learning some more advanced coding and I simply wasn't happy with any public sources. Even the 'good' ones, yours included are not styles of coding I enjoy. I've discovered after I started this that knowing the features of my own source makes coding things SO much quicker.
Things are technically going fast but it mostly looks that way because I tend to track EVERYTHING I code on the source vs only major updates (it helps me keep track of what is done) It also helps that I do have some help from others. We've mostly been keeping projects separately though which allows us to progress faster as we aren't going anywhere near eachother's systems. schmit has been doing JUST npcs and associated tools and logging vs my work on source and now that arco is back on the team he's been doing some calculations and database dumps/conversions.
<edit>
I feel schmit already did this but I added a Teleport(X, Y, Map, Client) function to the npc scripts. MANY more functions will be being added for this as the new editor is unveiled (it's rather sexy)
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09/28/2010, 05:28
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#84
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Quote:
Originally Posted by KraHen
IMHO you`re in a too early stage to say it`s beta, more like closed pre-alpha Don`t misunderstand me, what I mean is that 5310 has a lot more stuff than these, such as artifacts, etc (implement it before alpha IMO, it gives PVP a nice add, though coding the whole system with resistances and everything won`t be short)
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This is a private server, we will NOT have every feature that TQ has because some of them truly ruin the game.
Quote:
Originally Posted by pro4never
<edit>
I feel schmit already did this but I added a Teleport(X, Y, Map, Client) function to the npc scripts. MANY more functions will be being added for this as the new editor is unveiled (it's rather sexy)
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Yes i did, Don't need the client remember, just Teleport(X, X, Map);
Oh, and on your Teleport function you were setting the Current Map before you set the Previous map...
SchmiDt, its DT dang it =p
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09/29/2010, 04:53
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#85
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Quote:
Originally Posted by StarBucks
This is a private server, we will NOT have every feature that TQ has because some of them truly ruin the game.
Yes i did, Don't need the client remember, just Teleport(X, X, Map);
Oh, and on your Teleport function you were setting the Current Map before you set the Previous map...
SchmiDt, its DT dang it =p
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I already fixed all that lol. I never bothered updating the svn. Updated now!
Attack handled
Doing VERY basic attack calcs atm (your min-max dmg - their pdef)
Only melee coded
Handled death, ghost mesh, revive, damage, pk points, flashing, redname, blackname full adding and removal.
Item Locking
-Items now lock/unlock through button
-Database updates
/Item Command
-Items made from the command will be locked by default.
Server locking method
We will be doing a Qonquer-esque system for our locking systems. Players may lock/unlock items at will. Red/black name players WILL drop locked items. Locking items will only mean you can't accidentally sell or drop a rare item (unless you are red/black and get pk'd obviously). This is INTENTIONAL! I have all the offsets required to do a fully functional time till unlock system where it takes a full 7 days or w/e to unlock something... but it's simply annoying as hell and I have NO desire to do that. This isn't a "we can't" thing like many servers, it's simple a "we don't want to".
Now that is stated.
Npc tools are mostly done. Schmidty says he should have it ready for testing tomorrow so I'll prob start letting testers on then. Damage and stuff works now so I'll think about coding fb/ss later tonight/tomorrow so that we can actually DO something on the test server ^^
I've re-downloaded 3ds max so I may try my hand at some simple 3d meshes for new stuff but I'm rather unartistic so it will mostly be 'temp materials' till we get a proper graphic designer.
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09/30/2010, 00:56
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#86
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UPDATES: Sept 29
So I've had a bit of free time tonight so I've decided to do one more important thing before we start letting people on (The deadline we've set for accepting the first closed beta participants is this FRIDAY).
Skills
-Send skills coded
-Add skill command coded
-Update skill functions
-Loads skills on login
-TODO: Casting spells and damage. Aka fastblade/scent sword and direct target spells will be next on list (tonight). I will update this post when they are functioning.
You can now use /skill id level to learn a skill. If you already know the skill, it will instead update the level to whatever you set it to.
Commands:
-/Heal command added for testing
Gimme a list of commands you want to see added for beta so I can code some up for the testing phase.
Currently I have..
/skill
/prof
/level
/job
/heal
/spi, /str, /spi, /agi value
As well as 'gm' commands for placing npcs, doing test spawns, testing packet offets and alike... most of these will be disabled for most players.
Item Usage:
-Coded lots of awesome functions and implemented item usage.
It's... very simple. Sample code for you
Code:
case ItemList.Stancher:
Health(70, Client);
break;
That is ALL you have to do for item usage. That alone will handle...
-Checking if client has the item
-Removing item (IF IT IS HANDLED ONLY)
-Updating item database
-Updating client database (if health, mana, money, etc is changed)
-Removing from client inventory
-Etc
Will make coding items super, super easy.
Single target magic packet is fully working. Doing a multi target one now. After that I'll throw together BASIC handling for skills (like... maybe 3-4 skills?)
Basic magic handling done!
Pk points, death, damage, flashing, black/red name all working. Basic damage calculations done for: twin fold blades
Next up: Fastblade/scent sword!
Npc Editor:
-Retrieve script now works including account permissions and script statuses
Simply need to code send/update script and we should be good to go.
That + some minor form fixes (eg: it always says you are disconnected :P)
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09/30/2010, 02:28
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#87
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And currently I am working on itemusage
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09/30/2010, 21:04
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#88
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Things are slowly coming together for the closed beta test.
Npc Server/Client:
-Retreive script
Checks your username, password vs database (uses game accounts)
Checks your permission vs the script (So gm only scripts or locked scripts)
Returns script code (if it exists)
-New Script
Sets up script template for you to use as an example
Functions window lists common functions
Allows you to send script to server which adds i to database (sets author and creates .npc file)
-Update Script
Checks your permission
Backs up existing script using todays date + script number
Edits original script using the one you send.
Tested using vps and it's working properly!
Only thing that needs to be done now is for schmidty to send me his updated npc codes cause the editor is using the new one and my source is using old one so when I try to actually use the scripts they don't debug properly. Still very easy to fix.
Magic Skills
Basic single target skills coded.
Two Fold Blades coded as a sample skill
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09/30/2010, 21:15
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#89
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Not to be nitpicking but it's called Two Fold Blades not Twin Fold.
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10/07/2010, 08:15
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#90
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Ok so project is going to be on hold somewhat as I deal with midterms. Due to massive napping after my midterm today though I had time to finish up a bit more.
Monsters:
Ditched the existing database, it was messy.
Database:
-Base monsters loading from db (name, hp, lvl, def/atk, etc)
-Spawns loading from db (amount, map/x/y, spread, respawn time, mobid, etc)
-AddSpawn
Spawning
-Dmap Checks
-UID checks
-Mob loc checks (no spawning ontop of eachother!)
Cmd
-Command added to add a new spawn (shows instantly ingame for all players)
Next Up: Monster movement/attacking/drops/death/respawn.
This will be a while from now though as I should probably get some sleep tonight.
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