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ProjectX V5 (Aka. Codename CandyConquer) - 5517 Source

Discussion on ProjectX V5 (Aka. Codename CandyConquer) - 5517 Source within the CO2 PServer Guides & Releases forum part of the CO2 PServer - Discussions / Questions category.

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Old   #1
 
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ProjectX V5 (Aka. Codename CandyConquer) - 5517 Source

CandyConquer is the base source for ProjectX V5 and it's based around patch 5517.

It's currently playable, but has some missing features that would be up to you to implement.

It uses MSSQL with a custom ORM implementation. The whole source is documented and kept in a user-friendly structure. It should be fairly easy to work with. It's not a fully featured or bugless source, but it's definitely better than my previous sources, both in terms of design, stability and maintainability. As it is now it should be able to be used to write a runable private server, if you're willing to put a little effort into it. It has a neat runtime-compilation implementation that is used for different stuff throughout the source such as commands, npcs, item-usage and tournaments.

These are the current major features:
  • Character Creation : v1.2.1
  • Movement : v1.2.1
  • Chat : v1.2.1
  • Teams : v1.2.1
  • Guilds : v1.2.1
  • Combat (Physical, Magic, Ranged.) : v1.2.1
  • Warehouses + Password Protection : v1.2.1
  • Guild Houses (Comes with a shared warehouse for the whole guild) : v1.2.1
  • Player Houses (Players can have an apartment/house per city.) : v1.2.1
  • Composition : v1.2.1
  • Dura : v1.2.1
  • Met/Db/Repair Upgrade in TC : v1.2.1
  • Monsters : v1.2.1
  • Drops : v1.2.1
  • Guards (Including reviver-guards etc.) : v1.2.1
  • Nobility : v1.2.1
  • ArenaQualifier : v1.2.1
  • Tournament System (Team Death Match is implemented as an example.) : v1.2.1
  • Trade : v1.2.1
  • Command System (dc + teleport is implemented as examples. Commands have prefixes (/, @, # and .) : v1.2.1
  • Marriage : v1.2.1
  • VIP Composition : v1.2.1
  • VIP Repair : v1.2.1
  • Npcs (Including npc scripting system.) : v1.2.1
  • Items (Including item usage scripting system.) : v1.2.1
  • Equipments (Including masked equipments.) : v1.2.1
  • Weather (Complex weather system with time triggers / map triggers / season triggers) : v1.2.1
  • Localization (Players can have different languages tied to them which will display ingame messages in their chosen languages. As of now English is only implemented.) : v1.2.1

To compile the project you must only compile "AuthApi" and "WorldApi", because the scripts are added with sub projects as a part of the solution, which makes "Build all" unavailable. You can of course just delete the script projects if you wish to enable it again, but then you must go to the database in each scripts folder and modify them through there. Note: You don't need to compile the scripts projects at all since they get compiled during runtime when the server starts, new scripts are added or existing scripts are modified/deleted.

Downloads:



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Old 01/25/2016, 00:04   #2
 
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Too much effort, lol. Got no time to read it all, but it looks promising and kinda complicated. Honestly, why is it so organised? xD


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Old 01/25/2016, 03:35   #3
 
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Too much effort, lol. Got no time to read it all, but it looks promising and kinda complicated. Honestly, why is it so organised? xD
It's a bit over-abstracted, but I don't see anything wrong with containerization. It's handy to create smaller modules to build up from.
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Old 01/25/2016, 04:44   #4
 
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Too much effort, lol. Got no time to read it all, but it looks promising and kinda complicated. Honestly, why is it so organised? xD
Because in the end of the day I'll be using this source for a server, so I wanted a design that satisfied me and how I want to be able to maintain the source in the future.


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Old 01/25/2016, 06:39   #5
 
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Because in the end of the day I'll be using this source for a server, so I wanted a design that satisfied me and how I want to be able to maintain the source in the future.
That's all that really matters when it's your project.
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Old 01/28/2016, 20:12   #6
 
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cute
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Old 02/09/2016, 08:09   #7
 
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cute
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Old 02/09/2016, 11:11   #8
 
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Old 03/05/2016, 08:37   #9
 
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how you configure it ?

I tried to carry out the settings but always the error.

you can help me???
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Old 03/05/2016, 09:14   #10
 
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how you configure it ?

I tried to carry out the settings but always the error.

you can help me???
No. Nobody can help you because you told us nothing. That leads me to believe that you didn't google whatever error you got either, and that you're going to create even more spam than you're making now. But go ahead, post the error you're having and maybe we can help you.
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Old 03/05/2016, 17:13   #11
 
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No. Nobody can help you because you told us nothing. That leads me to believe that you didn't google whatever error you got either, and that you're going to create even more spam than you're making now. But go ahead, post the error you're having and maybe we can help you.

Sorry, but this and the error that is happening , previously had happened to the localizations , stats settings , DMAPs but could correct .. but this tried and did not work.
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Old 03/05/2016, 22:17   #12
 
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Sorry, but this and the error that is happening , previously had happened to the localizations , stats settings , DMAPs but could correct .. but this tried and did not work.
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Old 06/17/2016, 01:15   #13
 
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very good
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Old 07/05/2016, 04:56   #14
 
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Completely out of curiosity, was the IP previously used before you released this an external IP? If I use my external, it throws an error, however if I use my local (192.168..) it seems to work.

Edit: This isn't anything to do with ports. I'm uncertain bc I've used it before on another source without problems. I figured since it is my router's internet-facing address it may not want to bind, but still confused
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Old 07/06/2016, 16:56   #15
 
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How do I set this up? I'm confused.. the source to me seems spread out? Although its nice to see everything's separate, i.e. npc dialogs etc


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