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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 12/05/2017, 08:06   #76
 
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Originally Posted by PowerChaos View Post
i wonder if this could be made in unreal engine or unity5 or so ?
so it got a totaly new fresh design/engine based on the same core ?

Greets From PowerChaos
wise man said, it is easy to make game from scratch rather than rebuild from reverse engineering. anyway im still interest in it and would be good if it is build from unity & c#
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Old 03/13/2018, 16:03   #77
 
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Look hio theres no need to be a snob obv he meant the old ****** server binary Besides that I am still involved with them because everytime after I rage quit coding I mentally repress majority of everything I`ve been working on or learned in the process.
If you're still around, I've been writing c# sources for conquer online for about 10 years now. Hit me up, I'll help.
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Old 04/16/2020, 03:14   #78
 
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This project has been reopened.

Hey yall. So I know everyones using the incomplete buggy chinese server (which i contributed in making *cough*). But I have come back due to severe boredom and I thought why not finish the old source I was working on.



ive set everything back up and built some additional tools to speed to process of reading these final packet structures. At present I`m working on the tick packet lol (A packet that monitors network traffic between the client and server, which is responsible for the message "Warning: Network Congested". It also keeps the client in sync with the server)
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Old 04/16/2020, 06:46   #79

 
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Originally Posted by cruey View Post
This project has been reopened.

Hey yall. So I know everyones using the incomplete buggy chinese server (which i contributed in making *cough*). But I have come back due to severe boredom and I thought why not finish the old source I was working on.



ive set everything back up and built some additional tools to speed to process of reading these final packet structures. At present I`m working on the tick packet lol (A packet that monitors network traffic between the client and server, which is responsible for the message "Warning: Network Congested". It also keeps the client in sync with the server)
nice that you started the project again

if you are in need of a powerfull vps to put the server on then i can do a deal
i like to sponsor you for this project as we are all waiting for some time now for your hard work

and it can help you to get your project to develop faster as it is easy to test out differend setups with out the costs it normaly have to run external

send me a pm or contact me on and we can sort it out
or contact me on discord

Greets from PowerChaos
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Old 04/16/2020, 08:03   #80
 
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@ wow your new site looks great. I will definitely consider your offer.


---

Additional work update: I`ve discovered the name packet, which is responsible for sending strings (or text msgs) to the client in regards to character names, spouse names, legion names, etc. This same packet is also used in some instances to do more than just that and I`ve found some hidden interfaces that are usable pending some obvious translations. For example there was a hidden lost items interface. Theres some text input windows. Many different strange weird things come up through testing.

Its kind of like, if anyone ever went through and tested out the action types. And just experimented with it, its alot like what im currently doing, except theres more ideas that come from the hidden things and the new ways you could manipulate existing interfaces.
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Old 04/16/2020, 16:54   #81
 
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Good job cruey, am happy to see you are reviving this great project.
If you need any help with coding feel free to contact me.
Am c#/mobile/web developer.
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Old 04/16/2020, 17:42   #82

 
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im intrested for helping. in any way i can.
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Old 04/17/2020, 02:22   #83
 
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@2 @ 3 minds are better than one! Lets chat about it on this discord channel I just made for the project.

Anyone else is also free to join should they be interested in contributing or seeing what I`m what were doing.

Quote:


Today the character creation packet is completed.

For whose wondering about the progress and where we are at right now, heres some more information that might give you some idea of an ETA. Most of the work which is most complex and difficult is completed, the rest are just time consuming but finding hidden things along the way will make it a bit more interesting.

Completed List: (things I can think of that are done)
- Objects: Characters, NPCs, Monsters, Items, Pets.
- Walking, chat, most major functions, Attribute updating, actions, opening interfaces, attacking.
- Logging in and registering a new character.

To Do List: (things that I can think of rn that need to be done)
- AI system; I need to create an AI system using threadpooling to manage multiple instances of monsters behaving.
- AI Behaviors: Different AI for monsters, example: mad bulls attack everyone, guards attack monsters & blue name, wardens attack black name, etc.
- Composing: The formula and math is completed, the packets using the interface itself are still required.
- Shops & Shopping Mall
- Booths
- Family War, PKT, events etc.
- Pet ranks
- Nobility
- Friends/Mentor/Social Lists
- Legion Totems
- Special skill types: Chain Chop/Flying Chop,
- Lottery system
- Pet warehouses
- Special Items: Thunder Juice, Moon Box, God Stone etc.
- Rose System
- Pet evolving
- KOTR **
- Item Warehouse
- Trading
- Gods Blessing & Offline TG
- EXP and Leveling System

** = Low priority

-----

These are just some things that are coming from the top of my head at 2am. I do expect more, but I honestly expect it to be very minimal work for alot of these tasks, its just tedious in the amount that there is.

Additional notes: the xena source is using more recent versions of SQL. It`s also using similar tables, alot less of them, a little better layed out. But most of which are identical in structure to the old servers. So some tables such as the cq_action table can be copied over. So can other data but it may take a small amount of time reordering them.

Some programmers dont like that in EO dev, alot of ingame functions are run through database scripts. Instead they prefer to write the code for each in C#, txt or in the source etc. I wont be doing this as I actually like coding in the db and also because I dont have time to rewrite every single action.

I will be in the discord updating in realtime, but I`ll also post here and try to subject my work each day. When you hear about what i`m working on, you might have an idea to throw in, just something you would like included. For example, maybe I am working on status effects and you have an idea for a cool boss that has a skill to poison everyone. At this time you can comment and I will try to throw that in too. Or maybe while I am working on AI, you might request a Boss that will flee when it reaches 20% hp. Etc.
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Old 04/09/2021, 20:48   #84
 
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For anyone still interested in developing this project heres the xena source code:


I can't remember the state it is at in this version and I don't have a client for it. It was using the same client as dragons-online when I developed it, so it shouldn't be hard to find a client.

SQL File:
MySQL5

---

This is ideal for someone to use as a base. Its also ideal for anyone interested in game development. So far only base functions work, logging in/ interacting/ and some systems. But I believe alot of the core systems are there as a fairly large chunk of the work was done.

There will never be a war game like EO but I hope to create one similar some day! EO Server development is where I started programming. With this project actually. I was learning C# and using this project to exercise what I'd learned. I encourage anyone interested to give it a try as you may end up with a valuable skill. And some day turn it into something greater as I am now an unreal engine developer.

Good luck!
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