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[Learning Redux] Video Guides To Using Redux
Discussion on [Learning Redux] Video Guides To Using Redux within the CO2 PServer Guides & Releases forum part of the CO2 Private Server category.
02/13/2015, 16:28
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#16
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Join Date: Jul 2005
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Quote:
Originally Posted by Eteru
Hey pro, could you happen to give a quick overview of what was changed (major points) from V2 to V3?
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The source became patch 5017
The source got a million bug fixes, efficiency improvements, system re-writes
The source got a ton of new game features and content updates
The source became patch 5212
New game systems were coded, tested and re-written as needed to support the new client
The source got yet more bug fixes and efficiency improvements
These improvements were then integrated into patch 5017
At this point what I have a number of clients running various client patches based off redux. When an issue is discovered in one client's source it's updated, tested, released and then all bug fixes are integrated into other clients source if it's determined they could run into the same issue.
Slowly expanding my client base as well as the number of patches I have support for.
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02/13/2015, 17:34
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#17
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Join Date: Apr 2013
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Thanks for the info
Quote:
Originally Posted by pro4never
The source became patch 5212
New game systems were coded, tested and re-written as needed to support the new client
The source got yet more bug fixes and efficiency improvements
These improvements were then integrated into patch 5017
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Does this mean that a client anywhere from 5065 to 5212 could be used and work correctly? Or are there possibly some missing systems somewhere in between? I feel that if I can find a client at a higher patch, it would be better than trying to use an older version like 5065?
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02/13/2015, 17:37
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#18
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Public version is targeted at 5065. If you want other version you have to code everything needed.
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02/13/2015, 18:50
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#19
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Quote:
Originally Posted by mujake
Public version is targeted at 5065. If you want other version you have to code everything needed.
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I'm aware of that. I was more talking like, I could technically run a newer client and it wouldn't throw me any errors other than newer things not working because I have to code them, and nullable's Co Launcher would work with a newer client or...?
Also, I noticed when I got into the game, all of the fonts are italic. I thought it was the client, but I used my old edited client, too and it was also italic. Where exactly in the source is it controlling the font used? I tried searching, but the only "font" I found was in the control form.
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02/13/2015, 18:54
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#20
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With newer patches you need to change encryption, some packets changed their id, as for conquer loader it should work i used it for 5517 with no problems.Or you can use some other loader that trinity based servers use.
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02/14/2015, 00:35
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#21
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Join Date: Jul 2005
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Quote:
Originally Posted by Eteru
I'm aware of that. I was more talking like, I could technically run a newer client and it wouldn't throw me any errors other than newer things not working because I have to code them, and nullable's Co Launcher would work with a newer client or...?
Also, I noticed when I got into the game, all of the fonts are italic. I thought it was the client, but I used my old edited client, too and it was also italic. Where exactly in the source is it controlling the font used? I tried searching, but the only "font" I found was in the control form.
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The server has no control over how text is displayed in the client. Client files set the font used and font size.
When writing the server you have to structure everything around the patch you want to run. Packet structures, encryption, game system sequences all tend to change depending on what patch you're using. Those changes have to be made server side before you can support that specific client.
I'm helping with a number of projects across various client patches. Each is using a custom version of redux (with heavy modifications) tailored to that particular client version.
That being said. Changing between client patches is a very easy thing to do. It's ensuring that every single game system is still working properly (aka no logic in the systems has been changed) or supporting new systems that are either different or non existent in other patches that takes the time.
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02/18/2015, 08:12
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#22
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Join Date: Apr 2013
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Quote:
Originally Posted by pro4never
The server has no control over how text is displayed in the client. Client files set the font used and font size.
When writing the server you have to structure everything around the patch you want to run. Packet structures, encryption, game system sequences all tend to change depending on what patch you're using. Those changes have to be made server side before you can support that specific client.
I'm helping with a number of projects across various client patches. Each is using a custom version of redux (with heavy modifications) tailored to that particular client version.
That being said. Changing between client patches is a very easy thing to do. It's ensuring that every single game system is still working properly (aka no logic in the systems has been changed) or supporting new systems that are either different or non existent in other patches that takes the time.
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Ahhh. Okay. I will stick with the original client for now until I can figure all that out again, and move up from there. Thanks.
I'm wondering if my OS has anything to do with the text being italicized... I was running Windows 7 when I was running Redux before, and I hadn't messed with it for a while; but I've been running Windows 10 for a while now and nothing else has been italicized anywhere on my computer or other applications. I copied the client I used last time from my external back to my HDD, so nothing changed since then; Which makes me think there's something in the OS that's making the client show text this way. I tried changing the font in the client, and it does change the font, but it's still italic. o_O It wouldn't be a big issue, but it makes it harder to read a lot of the text. Any idea on that?
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02/22/2015, 21:49
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#23
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Hey Pro4Never i use your source version 3.05 follow ur instructions for make a fb event like this:
i make new file name Fastblade_FFA_Skill.cs and paste this:
Quote:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Redux.Game_Server;
using Redux.Enum;
using Redux.Database.Domain;
using Redux.Packets.Game;
namespace Redux.Events
{
/// <sumary>
/// This is a skill based fb/ss free for all tournament.
/// <sumary>
public class Fastblade_FFA_Skill : PvPEvent
{
#region Initialize_Event
public Fastblade_FFA_Skill()
{
base.EventTitle = "Free for All Fastblade Tournament";
base.ScoreLimit = 5;
base.MinimumPLayers = 2;
base.AllowAttack = false;
}
#endregion
#region Function
#region Start Event
public override void StartEvent(ushort waitingMap)
{
if (!Managers.MapManager.ActiveMaps.ContainsKey(waiti ngMap) || Managers.PlayerManager.Player.Value.Where(I => I.MapID == waitingMap).Count() < MinimumPlayers)
Managers.PlayerManager.SendToServer(new TalkPacket(ChatType.GM, "Cannot start " + EventTitle + ". Not enough players in MapID: " + waitingMap));
else
{
Teams = new List<EventTeam>();
foreach (var player in Managers.PlayerManager.Players.Value.OrderBy(I => I.Level))
{
var spawnLoc = Common.GetRandomLocation(1509);
Teams.Add(new EventTeam(EventTeamType.NONE, 1509, (ushort)spawnLoc.X, (ushort)spawnLoc.Y));
AssignTeam(player);
}
Managers.PlayerManager.SendToServer(new TalkPacket(ChatType.GM, EventTitle + " has begin! No new entries allowed."));
}
}
#endregion
#region On Skill
public override bool OnSkill(DbMagicType skill)
{
//Only allow FB/SS skills while insite this event
bool canCast = false;
if (skill.ID == 1045 || skill.ID == 1046)
canCast = true;
return canCast;
}
#endregion
#region Receive Damage
public override bool ReceiveDamage(uint attackerID, uint attackedID, uint damage)
{
//Each hit adds +1 point to thier score
foreach (var team in Teams)
if (team.HasMember(attackerID))
{
var member = team.getMember(attackerID);
member.Score++;
member.Client.SendMessage("Your Score: " + member.Score);
if (team.Score >= ScoreLimit)
EndEvent(team);
break;
}
//Do not allow damage to be dealt
return false;
}
#endregion
#endregion
}
}
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I get a error ex:
Error 1 The type or namespace name 'PvPEvent' could not be found (are you missing a using directive or an assembly reference?) C:\Users\Unleased\Desktop\Redux 3.05\Redux\Events\Fastblade_FFA_Skill.cs 15 37 Redux
Can u make a full guide but i dont have file PvPEvent.css, u have other version source on video. I cant find this version its ur private yea?
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02/22/2015, 22:05
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#24
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elite*gold: 21
Join Date: Jul 2005
Posts: 9,193
Received Thanks: 5,380
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It says right in that video that it is NOT compatible with any public version of redux. It's an example of how I have events working in private versions of redux which are created for clients.
Basically it's demonstrating how you can write core logic and then just override it to make each event unique without having to re-write all the code as well as being an example for those who are using versions of the source that have the PVP event system built into it.
TL: DR - That video is for private/paid versions of the source and has no relevance to the public release.
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04/24/2015, 16:22
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#25
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elite*gold: 0
Join Date: Jun 2010
Posts: 64
Received Thanks: 2
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nice nice nice sir i understand know how i can make npc big thanks for u and i hope tell how to fixed this bug
when archer fly when change the arrow monsters can kill u and the flying not end
thanks anyway my brother 
sorry for my bad English hope u understand me
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04/30/2015, 13:41
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#26
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elite*gold: 0
Join Date: Mar 2006
Posts: 599
Received Thanks: 69
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could you provide us a free Working Event? like: PlayerVsPlayer. so we can study it?. if you are willing to..
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08/31/2015, 06:50
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#27
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Join Date: Jul 2007
Posts: 383
Received Thanks: 406
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Quote:
Originally Posted by pro4never
It says right in that video that it is NOT compatible with any public version of redux. It's an example of how I have events working in private versions of redux which are created for clients.
Basically it's demonstrating how you can write core logic and then just override it to make each event unique without having to re-write all the code as well as being an example for those who are using versions of the source that have the PVP event system built into it.
TL: DR - That video is for private/paid versions of the source and has no relevance to the public release.
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how much u sell pay Redux vertion?
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08/31/2015, 22:30
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#28
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elite*gold: 21
Join Date: Jul 2005
Posts: 9,193
Received Thanks: 5,380
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I dont
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09/01/2015, 21:06
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#29
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Join Date: Jun 2015
Posts: 34
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hey bro
today i start use redux project
lemme see i'm downgrade it to 5017
but auth packet give me unknown packet id : 57035
some suggestions
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09/01/2015, 21:09
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#30
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elite*gold: 12
Join Date: Jul 2011
Posts: 8,282
Received Thanks: 4,191
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Quote:
Originally Posted by Dark^Magic
hey bro
today i start use redux project
lemme see i'm downgrade it to 5017
but auth packet give me unknown packet id : 57035
some suggestions 
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Wrong cipher algorithm.
Use 5018, it'll make it easier on you.
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