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[Development] C# sources

Discussion on [Development] C# sources within the EO PServer Hosting forum part of the Eudemons Online category.

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Old 07/10/2010, 07:20   #46
 
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Originally Posted by The Crasher View Post
sorry that i ask this
but i am intrested to in the c# version

its nice to have a other version that is less limited then the mysql version ( i still love mysql :P)

anyway , the question i want to ask is if you got already a place to host ??

if not then i want to make you a nice offer

if you want for the project , i want to provide you a vps for it
but please contact me on msn about it so we can talk over it
you can find my msn on my profile

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Greetings From PowerChaos
once its at an acceptable beta stage (for me atlest) then i would be willing to let people login to it etc ... i dont currently have a place for this but the way i see it is when i get it stable and base functions going well (registering char creation etc) then ild be more than happy for people here to take a look at what all this C# stuff means for those who don't totally understand it

as for mysql its mysql based with hard-coded bits but the processors would be easily converted to anything weather it be lua, txt files, flat file db, mysql or even almost tq like depending on how i wish to do it

its good to see more people taking interest it really does help the motervation to push push push
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Old 07/10/2010, 09:38   #47
 
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hio you know i am always free to do some gfx work if needs be..speaking of that i got a client banner due...off to work i go
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Old 07/10/2010, 09:44   #48
 
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Originally Posted by DEADP00L View Post
hio you know i am always free to do some gfx work if needs be..speaking of that i got a client banner due...off to work i go
im starting to think we are gonna end up starting our own game lol
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Old 07/10/2010, 10:06   #49
 
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thats not a bad thing
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Old 07/10/2010, 14:52   #50
 
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it is a pretty good idea in many ways just one massive task lol ... a full client rewrite may aswell be making a whole new game

i just don't know if ild have the knowledge to be able to help out very much with it lol

i aint done much gfx work in the way of programing at all .. mainly just in making servers and stuff

but it may be a option we can certainly look at



and it would be a legal way *****
honestly I am still very new to OOP and graphical programs but I made a basic engine for classic snes RPG like games to run and operate a simple map. This included moving around on said map too (without character animation)
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Old 07/11/2010, 00:06   #51
 
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Hey, You could do a normal server with normal rates. And who wanted to edit it was only after editing.
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Old 07/11/2010, 00:19   #52
 
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Hey, You could do a normal server with normal rates. And who wanted to edit it was only after editing.

ok what does this have to do with what hio is devloping? seriously..next time please read the ENTIRE thread before posting
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Old 07/11/2010, 10:47   #53
 
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Originally Posted by DEADP00L View Post
thats not a bad thing
nope its not bad at all just a lota work and learning lol

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Originally Posted by funhacker View Post
honestly I am still very new to OOP and graphical programs but I made a basic engine for classic snes RPG like games to run and operate a simple map. This included moving around on said map too (without character animation)
0.o sounds interesting ... btw from my reading it sounds like C# + XNA makes for a very large game files (in comparison to C++) .... is that true? it may have been an old post though ... i was looking at it on my phone so i didn't really see the post date lol

would be interesting to see it though

also how well does that preform? or are you coding it as clean as possible?

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Originally Posted by AaronzitoBR View Post
Hey, You could do a normal server with normal rates. And who wanted to edit it was only after editing.
urmmmmm im not making a server from binarys im making it from scratch ... when i release stuff it will be as is ... im sure someone with a lota experience in real eo would be able to match the exp rates but...... i believe the rates have changed with there new pve

im planing on coding it with near normal rates with a simple multiplier which would make lvling easy to edit

if you don't understand any of this though ild say its best to leave this topic to the subject of development in non-binarys

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ok what does this have to do with what hio is devloping? seriously..next time please read the ENTIRE thread before posting
/agree .... i think he thinks im making a server to be released atm not coding a new emulator which we will have full control over every constant in it
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Old 07/11/2010, 11:33   #54
 
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Originally Posted by hio77 View Post
nope its not bad at all just a lota work and learning lol



0.o sounds interesting ... btw from my reading it sounds like C# + XNA makes for a very large game files (in comparison to C++) .... is that true? it may have been an old post though ... i was looking at it on my phone so i didn't really see the post date lol

would be interesting to see it though

also how well does that preform? or are you coding it as clean as possible?



urmmmmm im not making a server from binarys im making it from scratch ... when i release stuff it will be as is ... im sure someone with a lota experience in real eo would be able to match the exp rates but...... i believe the rates have changed with there new pve

im planing on coding it with near normal rates with a simple multiplier which would make lvling easy to edit

if you don't understand any of this though ild say its best to leave this topic to the subject of development in non-binarys



/agree .... i think he thinks im making a server to be released atm not coding a new emulator which we will have full control over every constant in it
When I am home I will try to remember to link you an example of my tileset map thingy, the map I made was about a 200x200 tile map (48x48 tiles) with a crap load of layers.

1st = Walkable layer a 0 or 1 defining if you can walk there or not
2nd = Base Layer - only a base tile can be placed this is a tile that requires no alpha thus less load on the gpu/cpu when loading a map
3rd = Object Layer - This one is special it allows for transparency and animation, it also has a possibility for multiple object layers, mine had 6 object layers all with an animation on them and the screen is covered in it with a res of about just over 1280x1024 displaying on a crap everyday computer maxing out on FPS the same as my i7 with gtx285 in it.

So in short this platform is excelent for loading.

Lastly it is used by microsoft to program their PC and Xbox games.
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Old 07/11/2010, 23:03   #55
 
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Originally Posted by funhacker View Post
When I am home I will try to remember to link you an example of my tileset map thingy, the map I made was about a 200x200 tile map (48x48 tiles) with a **** load of layers.

1st = Walkable layer a 0 or 1 defining if you can walk there or not
2nd = Base Layer - only a base tile can be placed this is a tile that requires no alpha thus less load on the gpu/cpu when loading a map
3rd = Object Layer - This one is special it allows for transparency and animation, it also has a possibility for multiple object layers, mine had 6 object layers all with an animation on them and the screen is covered in it with a res of about just over 1280x1024 displaying on a **** everyday computer maxing out on FPS the same as my i7 with gtx285 in it.

So in short this platform is excelent for loading.

Lastly it is used by microsoft to program their PC and Xbox games.
good sounds very well coding then
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Old 07/12/2010, 18:27   #56
 
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hio77 can yuo post your source progres?
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Old 07/13/2010, 04:58   #57
 
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hio77 can yuo post your source progres?
at the moment i wont be posting it but once i get it to a stable working order im sure i will happily release it here ... if you would like to know how certain parts are coded though feel free to ask and i post some code up here (or i might even show my acc server since its got everything but banning written and all the methods etc are explained in summery and comments)
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Old 07/13/2010, 07:53   #58
 
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*** work! But can i get basic version i will help you coding atm i codin co source but hawe some free time xD
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Old 07/13/2010, 08:57   #59
 
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*** work! But can i get basic version i will help you coding atm i codin co source but hawe some free time xD
hmmmmm ok ill see about it ... just so i know ... what sorta coding did you do there (ill properly look at your posts and stuff later tonight as i have people over atm)

im actully basing the server off the coemu v2 source which is proving to be awesome for it .... i wouldnt say ild look at the loft sources as i may as well start off a decent one ... only issue is really the whole thread for each connection but a simple edit of that part and it will be all good ... there's even a copy of how to fix that on the co section though i might rewrite my own version

currently eo has no encryption so its basically rewriting a lota packets etc ... changing a few things to connect as its got slightly different pattens and stuff to connect

once we manage to get the packets right it should be simple

the easy thing about eo is eo is an edited version of co ... you look in the old eo sources and there's actually bits of CO in it left over from the rewrite

the likes of CT is basically the same but in some ways its even closer to CO (it has jumping and model sizes just like co)
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Old 07/13/2010, 15:18   #60
 
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The attached file contains the tileset engine editor thingy I was talking about. turns out the res is actually close to 1920x XXXX which shows even better loading compabilities...

use your arrows to move the character icon around.

Click the current layer to change layer you are editing when editing the object layers just click the object layer id to change what layer you wish to edit

finally WASD to move the tileset around to choose different tiles

as you can see I included some EO animations in this for detailed and high frame count animations..


Personally although it does work I would still re-write this again as it is my process slap together a working model then re-create in a more intelligent and proficient manner

You may be interested in the map.dat file too if you wanna take a look.

Finally ctrl+s = save it will replace the Content\map.dat file...
Attached Files
File Type: rar Release.rar (1.20 MB, 55 views)
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