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Private Server Info and Support Thread
Discussion on Private Server Info and Support Thread within the DarkOrbit forum part of the Browsergames category.
07/03/2015, 09:45
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#1906
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who can give me a new link for download graphics of version 7.5 please? thanks :s original link don't work u.u
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07/03/2015, 11:28
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#1907
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Join Date: Mar 2013
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What you need for writing your emulator (straight arm that's understandable xD ) the language is c#, it's just the emulator will without a database, perhaps all this will be loaded from files, and where you can find a full list of packages for writing code, then I need to read? Only what to read?
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07/03/2015, 11:48
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#1908
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Join Date: Aug 2012
Posts: 592
Received Thanks: 1,020
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Quote:
Originally Posted by Requi
For both of you. Learn coding and reversing. There are enough tutorials for reversing the main.swf
Because I've seen people still use this crappy method for configs in their public servers (i cried a lot.) I wrote some example class in like 5 minutes.
Old crappy bullshit:
Code:
this.Ship.shield1 = this.Ship.shield;
this.Ship.damage = this.Ship.damage2;
this.Ship.speed = this.Ship.speed2;
this.Ship.shield = this.Ship.shield2;
this.Ship.maxShield = this.Ship.maxShield2;
this.Ship.maxHP = this.Ship.maxHP2;
this.Ship.speed = this.Ship.speed22;
this.Ship.RepBot = this.Ship.RepBot2;
this.Ship.ARepBot = this.Ship.ARepBot2;
this.Ship.SMBCPU = this.Ship.SMBCPU2;
this.Ship.ISHCPU = this.Ship.ISHCPU2;
this.Ship.AROCKET = this.Ship.AROCKET2;
this.Ship.AHSTRM = this.Ship.AHSTRM2;
this.Ship.HSTRM = this.Ship.HSTRM2;
Better class
Code:
namespace Example
{
public class UserShip
{
private List<ShipConfig> _configs = new List<ShipConfig>();
private ShipConfig _currentConfig;
public UserShip()
{
_configs.Add(new ShipConfig()); //Deserialize or whatever
_currentConfig = _configs.FirstOrDefault();
}
public List<ShipConfig> Configs
{
get
{
return _configs;
}
private set { }
}
public ShipConfig Config
{
get
{
return _currentConfig;
}
set
{
_currentConfig = value;
}
}
}
public class ShipConfig
{
private List<ShipLaser> _lasers = new List<ShipLaser>();
private List<ShipGenerator> _generators = new List<ShipGenerator>();
public List<ShipLaser> Lasers
{
get
{
return _lasers;
}
set
{
_lasers = value;
}
}
public List<ShipGenerator> Generators
{
get
{
return _generators;
}
set
{
_generators = value;
}
}
}
public class ShipGenerator
{
private int _power; //shield or speed
private GeneratorType _type;
public int Power
{
get
{
return _power;
}
set
{
_power = value;
}
}
public GeneratorType Type
{
get
{
return _type;
}
set
{
_type = value;
}
}
}
public enum GeneratorType
{
Speed,
Shield
};
public class ShipLaser
{
private int _damage;
private LaserType _type;
public int Damage
{
get
{
return _damage;
}
set
{
_damage = value;
}
}
public LaserType Type
{
get
{
return _type;
}
set
{
_type = value;
}
}
}
public enum LaserType
{
MP_1,
MP_2,
LF_1,
LF_2,
LF_3,
LF_4
};
}
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Thanks, but what is the point of loading ship inventory into the Emulator? 
I'd strongly recommand to calcul the damages/shield/speed etc... directly from the website after changing configurations and then load those values into the emulator.
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07/03/2015, 12:32
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#1909
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Join Date: Feb 2009
Posts: 1,718
Received Thanks: 2,382
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Quote:
Originally Posted by player.elite
Thanks, but what is the point of loading ship inventory into the Emulator? 
I'd strongly recommand to calcul the damages/shield/speed etc... directly from the website after changing configurations and then load those values into the emulator.
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3muchoop5u
Better if you have upgrade system, havocs, or something that each laser/shield are required to be updated.
And you can just unequip a laser & calculate damage again without logging out & you dont have to reload all from database.
And to decrease the laser amount after use, you can easily know how many lasers are equipped => Ship.Config.Lasers.Count
And even if you save them into database, you still should use classes for configs, instead of damage1, damage2 because that's so gay
And dear pony, why you no like auto properties
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07/03/2015, 12:45
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#1910
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elite*gold: 3570
Join Date: Dec 2012
Posts: 13,044
Received Thanks: 8,252
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Quote:
Originally Posted by player.elite
Thanks, but what is the point of loading ship inventory into the Emulator? 
I'd strongly recommand to calcul the damages/shield/speed etc... directly from the website after changing configurations and then load those values into the emulator.
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That's like the worst thing you can ever do. With that example you could calculate the damage like that:
Code:
public int Damage
{
get
{
var retDamage = 0;
foreach(var laser in Config.Lasers)
{
retDamage = (retDamage + laser.Damage) * AmmoType; //AmmoType not declared yet. Simple enum should be fine
}
return retDamage;
}
private set { }
}
Then play a bit around with the value to get a random one.
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07/03/2015, 13:33
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#1911
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elite*gold: 0
Join Date: Apr 2010
Posts: 9
Received Thanks: 0
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Quote:
Originally Posted by Requi
For both of you. Learn coding and reversing. There are enough tutorials for reversing the main.swf
Because I've seen people still use this crappy method for configs in their public servers (i cried a lot.) I wrote some example class in like 5 minutes.
Old crappy bullshit:
Code:
this.Ship.shield1 = this.Ship.shield;
this.Ship.damage = this.Ship.damage2;
this.Ship.speed = this.Ship.speed2;
this.Ship.shield = this.Ship.shield2;
this.Ship.maxShield = this.Ship.maxShield2;
this.Ship.maxHP = this.Ship.maxHP2;
this.Ship.speed = this.Ship.speed22;
this.Ship.RepBot = this.Ship.RepBot2;
this.Ship.ARepBot = this.Ship.ARepBot2;
this.Ship.SMBCPU = this.Ship.SMBCPU2;
this.Ship.ISHCPU = this.Ship.ISHCPU2;
this.Ship.AROCKET = this.Ship.AROCKET2;
this.Ship.AHSTRM = this.Ship.AHSTRM2;
this.Ship.HSTRM = this.Ship.HSTRM2;
Better class
Code:
namespace Example
{
public class UserShip
{
private List<ShipConfig> _configs = new List<ShipConfig>();
private ShipConfig _currentConfig;
public UserShip()
{
_configs.Add(new ShipConfig()); //Deserialize or whatever
_currentConfig = _configs.FirstOrDefault();
}
public List<ShipConfig> Configs
{
get
{
return _configs;
}
private set { }
}
public ShipConfig Config
{
get
{
return _currentConfig;
}
set
{
_currentConfig = value;
}
}
}
public class ShipConfig
{
private List<ShipLaser> _lasers = new List<ShipLaser>();
private List<ShipGenerator> _generators = new List<ShipGenerator>();
public List<ShipLaser> Lasers
{
get
{
return _lasers;
}
set
{
_lasers = value;
}
}
public List<ShipGenerator> Generators
{
get
{
return _generators;
}
set
{
_generators = value;
}
}
}
public class ShipGenerator
{
private int _power; //shield or speed
private GeneratorType _type;
public int Power
{
get
{
return _power;
}
set
{
_power = value;
}
}
public GeneratorType Type
{
get
{
return _type;
}
set
{
_type = value;
}
}
}
public enum GeneratorType
{
Speed,
Shield
};
public class ShipLaser
{
private int _damage;
private LaserType _type;
public int Damage
{
get
{
return _damage;
}
set
{
_damage = value;
}
}
public LaserType Type
{
get
{
return _type;
}
set
{
_type = value;
}
}
}
public enum LaserType
{
MP_1,
MP_2,
LF_1,
LF_2,
LF_3,
LF_4
};
}
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where this code is inserted
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07/03/2015, 13:36
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#1912
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elite*gold: 1506
Join Date: Aug 2012
Posts: 592
Received Thanks: 1,020
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Quote:
Originally Posted by Requi
That's like the worst thing you can ever do. With that example you could calculate the damage like that:
Code:
public int Damage
{
get
{
var retDamage = 0;
foreach(var laser in Config.Lasers)
{
retDamage = (retDamage + laser.Damage) * AmmoType; //AmmoType not declared yet. Simple enum should be fine
}
return retDamage;
}
private set { }
}
Then play a bit around with the value to get a random one.
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I personally think that the worst is to load it into emulator, you will have to execute many sql query (1 per item) + you will have to calculate the shield, damages, speed etc... each time the User object is created into your emulator ;/
I prefer to calculate it once through PHP code than doing it your way, but everybody is free to do how he likes to do
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07/03/2015, 13:45
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#1913
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elite*gold: 46
Join Date: Oct 2010
Posts: 782
Received Thanks: 525
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Quote:
Originally Posted by player.elite
I personally think that the worst is to load it into emulator, you will have to execute many sql query (1 per item) + you will have to calculate the shield, damages, speed etc... each time the User object is created into your emulator ;/
I prefer to calculate it once through PHP code than doing it your way, but everybody is free to do how he likes to do 
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Why would you need 1 query per item ?
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07/03/2015, 13:46
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#1914
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elite*gold: 3570
Join Date: Dec 2012
Posts: 13,044
Received Thanks: 8,252
|
Quote:
Originally Posted by player.elite
I personally think that the worst is to load it into emulator, you will have to execute many sql query (1 per item) + you will have to calculate the shield, damages, speed etc... each time the User object is created into your emulator ;/
I prefer to calculate it once through PHP code than doing it your way, but everybody is free to do how he likes to do 
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Do you even JSON and serialize and deserialize? You know that 1 query is enough, if you store the inventory in one row?
It's much better and more efficient to store and calcute that stuff on the emulator side.
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07/04/2015, 02:33
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#1915
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elite*gold: 1
Join Date: Aug 2010
Posts: 1,330
Received Thanks: 1,724
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Quote:
Originally Posted by sveratus
this thread is not useful at all, too bad that it was created
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A thread can't learn you programming and will never do any work for you.
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07/04/2015, 02:34
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#1916
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elite*gold: 0
Join Date: Apr 2015
Posts: 246
Received Thanks: 398
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Quote:
Originally Posted by sveratus
this thread is not useful at all, too bad that it was created
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Nevertheless that post is extremly useful.
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07/04/2015, 23:41
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#1917
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elite*gold: 2
Join Date: Jun 2012
Posts: 988
Received Thanks: 562
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i rewrite game.xml for older client version this code from game.xml
Code:
<menu gap="3" actionSlots="10" menuSlots="7" maxVisiblePoolSlots="6" poolSlots="13">
<menuButtons stdIcon="comb01_std.png" hoverIcon="comb01_hover.png" selectedIcon="comb01_selected.png">
<menuButton id="0" resKey="laser.png" subAction="true" languageKey="ttip_menu_laser">
<actionButtons stdIcon="comb02_std.png" hoverIcon="comb02_hover.png" selectedIcon="comb02_selected.png">
<!-- <actionButton id="0" resKey="laser.png" alwaysExist="true" languageKey="ttip_laser_activate" customizable="false"/>-->
<activateButton id="0" resKey="laser.png" languageKey="ttip_laser_activate" customizable="false"/>
<actionButton id="3" resKey="laserBat1.png" languageKey="ttip_laser" alwaysExist="true" counter="true" ammobar="true"/>
<actionButton id="4" resKey="laserBat2.png" languageKey="ttip_laser" alwaysExist="true" counter="true" ammobar="true"/>
<actionButton id="5" resKey="laserBat3.png" languageKey="ttip_laser" alwaysExist="true" counter="true" ammobar="true"/>
<actionButton id="6" resKey="laserBat4.png" languageKey="ttip_laser" alwaysExist="true" counter="true" ammobar="true"/>
<actionButton id="7" resKey="laserBat5.png" languageKey="ttip_laser" alwaysExist="true" counter="true" ammobar="true"/>
<actionButton id="39" resKey="laserBat6.png" languageKey="ttip_laser" alwaysExist="true" counter="true" ammobar="true"/>
</actionButtons>
</menuButton>
is readed in client by this ??
Code:
private function init() : void
{
var _loc3_:XML = null;
var _loc4_:* = 0;
var _loc5_:String = null;
var _loc6_:String = null;
var _loc7_:String = null;
var _loc8_:XML = null;
var _loc9_:* = 0;
var _loc10_:String = null;
var _loc11_:String = null;
var _loc12_:ActionButtonPattern = null;
var _loc1_:SWFFinisher = SWFFinisher(ResourceManager.fileCollection.getFinisher("actionMenu"));
var _loc2_:Bitmap = _loc1_.getEmbededBitmap("slot");
this.slotWidth = _loc2_.width;
this.slotHeight = _loc2_.height;
this.gap = Main.gameXML.menu.attribute("gap");
this.actionSlotCount = Main.gameXML.menu.attribute("actionSlots");
for each(_loc3_ in Main.gameXML.menu.menuButtons.menuButton)
{
_loc4_ = _loc3_.@id;
_loc5_ = _loc3_.actionButtons.attribute("stdIcon");
_loc6_ = _loc3_.actionButtons.attribute("hoverIcon");
_loc7_ = _loc3_.actionButtons.attribute("selectedIcon");
for each(_loc8_ in _loc3_.actionButtons.actionButton)
{
_loc9_ = _loc8_.@id;
_loc10_ = _loc8_.attribute("resKey");
if(_loc8_.attribute("languageKey").length() > 0)
{
_loc11_ = _loc8_.attribute("languageKey");
}
_loc12_ = new ActionButtonPattern(_loc9_,_loc4_,_loc10_,_loc5_,_loc6_,_loc7_,_loc11_);
if(_loc8_.attribute("ammobar").length() > 0)
{
_loc12_.setAmmobar(Main.parseBooleanFromString(_loc8_.attribute("ammobar")));
}
if(_loc8_.attribute("selectable").length() > 0)
{
_loc12_.setSelectable(Main.parseBooleanFromString(_loc8_.attribute("selectable")));
}
if(_loc8_.attribute("alwaysExist").length() > 0)
{
_loc12_.setAlwaysExist(Main.parseBooleanFromString(_loc8_.attribute("alwaysExist")));
}
if(_loc8_.attribute("counter").length() > 0)
{
_loc12_.setCounter(Main.parseBooleanFromString(_loc8_.attribute("counter")));
}
if(_loc8_.attribute("active").length() > 0)
{
_loc12_.setActiveAtStart(Main.parseBooleanFromString(_loc8_.attribute("active")));
}
else
{
_loc12_.setActiveAtStart(true);
}
if(_loc8_.attribute("cooldown").length() > 0)
{
_loc12_.setCooldown(Main.parseBooleanFromString(_loc8_.attribute("cooldown")));
}
if(_loc8_.attribute("customizable").length() > 0)
{
_loc12_.setCustomizable(Main.parseBooleanFromString(_loc8_.attribute("customizable")));
}
actionButtonPatterns.push(_loc12_);
}
}
}
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07/05/2015, 02:10
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#1918
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elite*gold: 0
Join Date: Sep 2014
Posts: 148
Received Thanks: 73
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spacemap, link down... any link please? thanks :C
original post:
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07/05/2015, 04:01
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#1919
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elite*gold: 0
Join Date: May 2014
Posts: 663
Received Thanks: 1,154
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Quote:
Originally Posted by lCulito
spacemap, link down... any link please? thanks :C
original post:

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Is ******* funny how you call yourself a programmer and owner of darkstars and you just beg for help.
Same goes for edox xD
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07/05/2015, 09:52
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#1920
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elite*gold: 2
Join Date: Jun 2012
Posts: 988
Received Thanks: 562
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Quote:
Originally Posted by manulaiko3.0
Is ******* funny how you call yourself a programmer and owner of darkstars and you just beg for help.
Same goes for edox xD
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nope i dont say i am programer i code server just try remake game xml for 2.1.20 main i remake action bar now i must find windown code and make it :P
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