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[RELEASE]CoProject Source (v1.0.0)
Discussion on [RELEASE]CoProject Source (v1.0.0) within the CO2 PServer Guides & Releases forum part of the CO2 Private Server category.
05/05/2010, 03:43
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#1
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[RELEASE]CoProject Source (v1.0.0)
Project closed
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05/05/2010, 06:56
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#2
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So this is basically a stripped down LOTF source with no features?
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05/05/2010, 11:09
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#3
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Quote:
Originally Posted by DarkMessiah
So this is basically a stripped down LOTF source with no features?
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if you read, i say features coming.
ánd there is some features already.
but the first version is just basic, if peoples want to work out from there.
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05/05/2010, 15:26
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#4
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Quote:
Originally Posted by TheGuyWithTheCodes
yes
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then how, in any way (and no, changing the npc variable name is not an upgrade), is this your source?
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05/05/2010, 15:34
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#5
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Wat abou stable? It ir stable?
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05/05/2010, 15:38
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#6
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Why would you strip down lotf when there is an incredibly written public 5017 basic source already posted? It will be far more stable and is infinitely better organized than lotf... I simply don't see the point in making a cleaned up/stripped down version of lotf... especially seeing as you said you didn't change the socket system or anything that will really boost future stability other than removing bad codes people slapped onto it...
I mean people can use whatever they want but it seems like a waste of time to me seeing as hybrids source is just so **** sexeh :P
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05/05/2010, 17:52
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#7
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Because LOTF was one of the first non UCCO releases therefore every worked with it, everyone knows how it works. It would take about a whole 3 hours to really fix up the source if you knew what you were doing. If you want a good source, check out hybrids 5017 stable release.
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05/05/2010, 18:28
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#8
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Quote:
Originally Posted by DarkMessiah
then how, in any way (and no, changing the npc variable name is not an upgrade), is this your source?
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did you read my entire post?
if you read it says (Project)
wich means updates coming.
Im about to re write the whole source, so it would be more stable and better.
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05/05/2010, 20:14
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#9
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I'm just waiting for a STABLE 5065. Both with Login Server and Game Server. Capable of handling a lot of people logging in at once and not crashing + lagging due to instability.
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05/05/2010, 22:12
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#10
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Quote:
Originally Posted by copz1337
I'm just waiting for a STABLE 5065. Both with Login Server and Game Server. Capable of handling a lot of people logging in at once and not crashing + lagging due to instability.
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If one is released that doesn't have those features, you can't complain about it unless you can do better.
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05/06/2010, 00:08
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#11
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Quote:
Originally Posted by Hepatitis X
Hereby I'll report you.
Also, I will follow your *** on this forum, and watch your behaviour. I hoop you make more mistakes such as this one, since that will get you banned the quick way.
Sincerely,
Full Project
Full Project Forums Guest
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it wasn't really a flame.
@On topic
I have changed some packets.
And making some features now.
Will upload, when im done
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05/06/2010, 02:54
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#12
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Todolist for tomorrow:
Quote:
-Make the NPC Packets done, so the NPC's will be something like this:
Code:
SP(General.Pck.Talk("What NPC Say"));
SP(General.Pck.Ctrl("Your response", 1));
SP(General.Pck.Ctrl("Closing NPC", 255));
SP(General.Pck.Face(30));
SP(General.Pck.EndTalk());
Then add ip check and ip ban.
(try to make command for ip ban)
add deathmatchgame with points + kill ratio
add deathmatchpoint shop
add class pkwars
add team pkwars
change some codes
make better work outs
change some other packets.
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05/06/2010, 10:41
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#13
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Quote:
Originally Posted by TheGuyWithTheCodes
Todolist for tomorrow:
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All reasons I can possible think off, to keep LOTF on my pc, would be because of the packet structures, and seriously, I think you mean changing the packet structure when you say "Changing the packet", but anyway, how are you going to change the packet structure and still being able to let the client read it.
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05/06/2010, 20:28
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#14
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Quote:
Originally Posted by Hepatitis X
All reasons I can possible think off, to keep LOTF on my pc, would be because of the packet structures, and seriously, I think you mean changing the packet structure when you say "Changing the packet", but anyway, how are you going to change the packet structure and still being able to let the client read it.
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not the structures of the main packets.
just some other packets.
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05/06/2010, 22:59
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#15
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if you dont know what ur talking about stop talking.
A clever guy said that in the past. Ur just changing the PacketName or u Split the packet.
Tanel always did that.
hint* korvacs* hint
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