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XENA: Server Source-Code Project

Discussion on XENA: Server Source-Code Project within the EO PServer Hosting forum part of the Eudemons Online category.

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Old 09/07/2015, 08:19   #31
 
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hey hey, im still here! gawd..

looks like your making a fair bit of progress


I took a leep back, reversed most of the client, along with a newer one contrasting the too..




"screen" interaction is slightly different to conquer, which i suspect is your viewing issue there.




Technically, things despawn when going offscreen in the client itself on it own.
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Old 09/07/2015, 08:27   #32
 
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Oh and also, for those that didn`t hear about the other updates because I hadn`t posted it to this thread, heres they are. They span back to like months and months ago but still valued updates!



So this is me working on the chat functions, you can now use most of the channels except for the legion and family chat channels because I haven`t worked on either of them yet. You can also use the server console to type messages to people in the game.



I`m not really sure what this screenshot was but I guess I froze Cronus over in ice Moving on!



While working on some of the packets for the character info, I found that you can increase the VIP level much higher, so in future developments you`ll be able to increase the VIP level pretty higher and include new features and functions with it.



In this screenshot I have demonstrated the use of the new effect parameter I added to monsters. You can now attach an effect to a monster through the database. The effect will also attach to the roleparts, enabling for the effects to scale based on the size of the object.



You`ll also be able to attach effects to the roleparts of pets via the database, it`s a way to use those effects you always wanted but weren`t able to because the Action3DEffect.ini doesn`t support it in the client version.



And in this final video you`ll see me demonstrate something I did for fun. It`s a day and night system, I`m not sure if I will implement it or not in the public release but it was fun and interesting. You`ll see me demonstrate the new /setnight and /setday commands in the video.
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Old 09/07/2015, 08:31   #33
 
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i feel like im missing half of the story here!
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Old 09/07/2015, 08:32   #34
 
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Quote:
Originally Posted by hio77 View Post
hey hey, im still here! gawd..

looks like your making a fair bit of progress


I took a leep back, reversed most of the client, along with a newer one contrasting the too..




"screen" interaction is slightly different to conquer, which i suspect is your viewing issue there.




Technically, things despawn when going offscreen in the client itself on it own.
Oh hey, I thought you would still be around. Yeah the client does despawn them after a rather long timeout I think but I made a system where it manages the player and it`s surroundings anyway so I thought the function of despawning it wasn`t too hard so I just threw it in there.

I am so freaking happy to get past *** **** pets lmao, tell me you understand the nightmare


EDIT: ya i had some issues with the pictures and omg the quality is terrible but whatever its up now lol

EDIT: omg its still broken

EDIT: ok its not broken anymore
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Old 12/15/2015, 15:19   #35
 
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Any clue about this project?
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Old 03/06/2016, 17:20   #36
 
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Hi everyone,
its been a long time coming since I`ve updated. The source project hasnt been making progress for awhile, but I last left it at a pretty near-completion state. All of the hardest packet structures and more difficult parts are mostly all completed. The rest are just the tedious smaller packet structures of the rest of the clients functions.

I`m posting here to ask if there would be any other people interested in delving into the source code to help continue the progression if I released the source code at its current incomplete state. If you are interested, thats nice, but I`m more looking for people who actually have knowledge of the C# programming language and understand network programming etc. If you are capable and you`re interested reply here and let me know.

The private server community is long overdue for a revive and this is something that could take us there but I`d prefer to do it with others working towards the same goal if I am to ever make it a public source
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Old 03/06/2016, 19:47   #37
 
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Quote:
Originally Posted by cruey View Post
Hi everyone,
its been a long time coming since I`ve updated. The source project hasnt been making progress for awhile, but I last left it at a pretty near-completion state. All of the hardest packet structures and more difficult parts are mostly all completed. The rest are just the tedious smaller packet structures of the rest of the clients functions.

I`m posting here to ask if there would be any other people interested in delving into the source code to help continue the progression if I released the source code at its current incomplete state. If you are interested, thats nice, but I`m more looking for people who actually have knowledge of the C# programming language and understand network programming etc. If you are capable and you`re interested reply here and let me know.

The private server community is long overdue for a revive and this is something that could take us there but I`d prefer to do it with others working towards the same goal if I am to ever make it a public source
I have a small knowledge about C#, nice work... waiting for more news.
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Old 03/06/2016, 21:50   #38

 
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i wish you good luck on the project! but i cannot help cause my C language is even worse then my english


if you ever need help on database probs i maybe can help... (testing or whatever)
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Old 06/27/2016, 08:16   #39
 
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Oh *** here we go again... I`m opening the project once again. Last time I got pretty far its just the time consuming annoying few packet structures that are left. Fingers crossed I can progress as far enough to atleast start beta testing phase. More updates soon!
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Old 06/28/2016, 11:41   #40
 
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I believe in you! You can make this work.. lol don't give up on us!
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Old 06/28/2016, 14:19   #41
 
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Thanks for your support shrevelle



I`ve just finished doing a design overview and checklist of all the required essential functions, features and interface that must be completed. This way I can organize and keep track of how far I`ve come and what more I need to do. I haven`t checked anything off it yet, but what I thought would be pretty brief ended up being 20 pages in length and thats just for the most essential features, not including content or anything additional to the server source we already have.

I believe, with some margin for expecting future difficulties with the future packet structures, I have completed the most difficult parts of the server source. The rest will probably just be time consuming and annoying which is another reason why this checklist will keep me motivated to get to the end of it.

I`ve always worked like a machine when I commit to projects like this. No eating, no sleeping, just non-stop persistence or atleast until I collapse. Which for most of the week I can keep consistent. So hopefully within the coming weeks I`ll be ready to debug the thing after adding the content. But unlike hio, I have adapted the server source to a database of action codes (the cq_action table), so I will be able to simply transfer most of the data. However I`ve adjusted so many action types for efficiency so I still have to weigh up whether i re-write all the content or if I just debug through all the un-adjusted actions in compatibility with the new action type structures.

I`ve organized the overview into systems, interfaces and calculators. But at this point majority of the server side work as far as calculations go, is complete. It`s just a matter of the exchange with the client.

I`ll keep this thread updated in hopes to draw some more attention to the resurrection of our forsake development community! FEAR ME TQ, CRUEY IS COMING (game of thrones reference)
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Old 07/02/2016, 16:08   #42
 
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hard to work alone cruey.. you should take pocong source code and add to ur source code since its new and have many system there..
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Old 07/03/2016, 10:38   #43
 
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Quote:
Originally Posted by linja12 View Post
hard to work alone cruey.. you should take pocong source code and add to ur source code since its new and have many system there..
Pocong doesn`t have a source code lol

---

Edit:

After making the ingenious decision of using a normal int as the datatype for every npc, character, eudemon, monster and item ID. I readjusted the mistake I made following over 300 recorrections to all my scripts and changing it to a uint. I`m still learning guys...

For those of you that don`t know what that means; pretty much each variable you have is stored using a different datatype which determines how much data to store. It might be familiar to you as it`s the same way its used in the database. Like for instance a byte is 0-255 in length. A ushort is 0-65,535 etc.

It`s important that a uint is used in the C# scripting because the coding on the client recognizes different entities like monsters, npcs and characters using a range of IDs. It`s like how if you use lower numbers for the character ID or whatever, then your name turns green and whenever someone hovers over you, you have a speech bubble becomes the client recognizes your ID as an NPC. So because I was using a datatype that couldn`t store the pet ID: 2000000000 because it was too long in length, I had to readjust it and all the other related scripts with it.

Anyway! Now that it is has been adjusted, the pet function is now operational pending a few other scripts for the name changing and dropping pets function.

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Old 07/06/2016, 08:41   #44
 
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Following a few very minor issues, pet display for attributes and others is now functional!



When developer are reverse engineering things they often use random values to determine which value is for which variable. So for instance I`ve used the value 6900 because at the time I wasn`t aware it was the value for INI-HP in the messages sent between client and server. So don`t be too concerned about the values.

Additionally to my surprise I found that there is a value to determine the pets star mark. I assumed that the client would calculate the star mark automatically through the growth rates, but it`s actually determined by the server. So now we can have an additional field in the database for additional attributes that help to accumulate star growth. I`ll just name the column "additional_star" for now. Also for whatever need may arise, I think the max value of the pet star is 4,294,967,295. Although I don`t think it will ever need to be that high lol




Now I just have to finish the packets for composing display, battle for pets, evolving the pet and converging a pet !
----

Edit:

For sake of simplicity and efficiency, I have totally abandoned the need for the entry of pet IDs in cq_monstertype. So instead you can just use the PetType table to manage the monstertype & grade entries.



Also the star mark calculator is perfected... I think.... Excluding initial stat star marks.

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Old 07/06/2016, 13:15   #45
 
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Quote:
Originally Posted by cruey View Post
Following a few very minor issues, pet display for attributes and others is now functional!



When developer are reverse engineering things they often use random values to determine which value is for which variable. So for instance I`ve used the value 6900 because at the time I wasn`t aware it was the value for INI-HP in the messages sent between client and server. So don`t be too concerned about the values.

Additionally to my surprise I found that there is a value to determine the pets star mark. I assumed that the client would calculate the star mark automatically through the growth rates, but it`s actually determined by the server. So now we can have an additional field in the database for additional attributes that help to accumulate star growth. I`ll just name the column "additional_star" for now. Also for whatever need may arise, I think the max value of the pet star is 4,294,967,295. Although I don`t think it will ever need to be that high lol




Now I just have to finish the packets for composing display, battle for pets, evolving the pet and converging a pet !
----

Edit:

For sake of simplicity and efficiency, I have totally abandoned the need for the entry of pet IDs in cq_monstertype. So instead you can just use the PetType table to manage the monstertype & grade entries.



Also the star mark calculator is perfected... I think.... Excluding initial stat star marks.

Looking forward to this cruey . I would love to help if I could haha
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