It always amazes me when there is new content added to any binary server. I have wondered how this is done, not like how to do it, rather how you do it. Do you guys edit ASM code or just the database or inject code or what? Just curious.
It always amazes me when there is new content added to any binary server. I have wondered how this is done, not like how to do it, rather how you do it. Do you guys edit ASM code or just the database or inject code or what? Just curious.
A lot of people underestimate what can be done. 'Most' of it is standard database stuff.
Pretty much is mostly all database aside from a selected few thing's just it require effort and actually understandings. The issue with most bin owner is the dont like to make balance server's or dont try to actually learn how the bins work nor to further there knowledge about them.
It always amazes me when there is new content added to any binary server. I have wondered how this is done, not like how to do it, rather how you do it. Do you guys edit ASM code or just the database or inject code or what? Just curious.
It's saddening looking back at most public sources (my own included) how limited they made handling of things. If you look at the source code for the eud server/client you can see that many of the systems are incredibly configurable via the database.
Currently I'm writing a proper combat manager heavily based around tq's implementation (and dev nul's C# reference of the system) and my *** is it ever beautiful when compared to standard skill handlers that hard code everything.
Not sure if I'd ever go so far as to do a full binary/db style server but can definitely give them some credit for flexibility db side.
@ Korv/Janix: Are you guys still doing your own custom 1.0 source or planning to just stick with binaries? I remember hearing that the source was going to be ready for testing a while back but then stopped seeing updates.
It's saddening looking back at most public sources (my own included) how limited they made handling of things. If you look at the source code for the eud server/client you can see that many of the systems are incredibly configurable via the database.
Currently I'm writing a proper combat manager heavily based around tq's implementation (and dev nul's C# reference of the system) and my *** is it ever beautiful when compared to standard skill handlers that hard code everything.
Not sure if I'd ever go so far as to do a full binary/db style server but can definitely give them some credit for flexibility db side.
@ Korv/Janix: Are you guys still doing your own custom 1.0 source or planning to just stick with binaries? I remember hearing that the source was going to be ready for testing a while back but then stopped seeing updates.
Oh definitely. I was actually just trying to figure out how they process different things like Npc scripts and their attack system and such. I need a little chunk of the database so I can better understand it i suppose. Is there any public documentation of those systems, no i haven't looked yet.
That was my next question. Are you guys planning on sticking to binaries?
Oh definitely. I was actually just trying to figure out how they process different things like Npc scripts and their attack system and such. I need a little chunk of the database so I can better understand it i suppose. Is there any public documentation of those systems, no i haven't looked yet.
That was my next question. Are you guys planning on sticking to binaries?
You're best to download the tq binary database so you have a reference and then look through the eudemons binary server source. It's near identical and will give you insight into how tq processes things and names everything.
Do I have you on skype at all? I can give you a fairly comprehensive description of how tq handles skills but I'd hate to derail this thread further with it as it's rather off topic.
TLDR version would be that intonespeed represents skill 'charge' time (think firecircle, intensify, bomb, etc that charge and can be canceled during charge time) and delay represents the travel speed before damage is dealt once the effect is sent. This is to allow the animation to finish before the target is killed.
Love2Hate Classic Eu server 09/27/2011 - CO2 PServer Archive - 72 Replies Love2Hate Classic Eu server!
As classic as it can get
No bp,ninjas,2nd rb,lotto,-7's and alooot more :)
High exp, high drop rates, 130 max level.
Come try it out, promise u wont be disappointed :)
Are there any Love2Hate cheats? 09/27/2011 - Conquer Online 2 - 4 Replies Hy everyone, im searching for some working Love2Hate private server hacks:D can you help me get some? THX