I've deleted it since no one pays attention to WIPs projects that are not OpenNos obviously. (Because they can't actually have Drag'n'Drop on ChickenAPI without developing or leeching someone's work)
Anyway, if you are still interested to contribute, as told in my prev messages, we are looking for motivated persons but you need to pass a technical test about C# and programming logic mostly.
If you pass that test, you will be able to work with us on SaltyEmu and ChickenAPI.
However, we will be releasing most of our work on GitHub once stable and production ready.
Im not an "developer" so i can't help u with that. I just wanted to be a part of your community. Im really interested in that what you guys are doing
Really respectfully
Im not an "developer" so i can't help u with that. I just wanted to be a part of your community. Im really interested in that what you guys are doing
Really respectfully
Actually, on that project, we are only 4 :
SylEze, Kiritsu, Kraken and me
There is no real community
You'll be able to see all that work once we will push it on GitHub.
Taking 0% CPU (i7-6700k - 4.7GHz) for 250 entities (didn't yet try more since the IA is too basic to get a real benchmark, with a real pathfinding (not randomly teleporting entities))
Really basic IA, randomly taking a near cell (actual pos +- 5 cells)
There are actually two systems for that :
MovementSystem that will processs simply process entities' "waiting" paths (mainly NPCs since Players' movements are event handled)
IA system that will define entities' paths (actually, it's a basic one, but since it's really easy to modify the main logic without ******* the whole source, a complete one might not be hard to add)
I've splitted Systems & Notifiable systems.
There are now Systems: Will be linked to an EntityManager, refreshing through the tick system
EventHandler : Will be globally linked to the server instance, you can subscribe your handler globally or for specific event types only.
There are still many not implemented game features / correct packets but I'm prioritizing on well abstracted "Core" features instead of crappy game implementation
With Syl we are finishing to setup a continuous delivery on our own Kubernetes cluster so we will be able to host tests servers and updating it without touching directly to our hosting machines
There will be two servers for SaltyNos during its development :
- Production Server (SaltyNos-Production) Will receive big patchs once those are stable
- Development Server (SaltyNos-Dev) Will receive daily patchs with an automated changelog
Those servers are for development purposes, not for playing like any real server.
We are under closed beta, if you would like to give it a try, you are welcome, just pm me.
What have been added today :
- Skills are now working (saved, displayed, casted)
- Fixed a ton of missing / wrong packets
- Shop interaction (buy (reput, gold, playershop) / sell)
- Code is cleaner than ever
- Most of the "costy" calls are now handled much faster thanks to my recent experience with Go
I should have finished a basic battle system tomorrow with custom algorithm possibilities without touching the source.
Content Update :
- Quicklist is now handled (packets are done)
- Shops are handled (packets are done)
Source Update :
- Updated a lot of things to get a lot of "utilities" so people will have working & proper methods to do what they want without having to implement almost all basis (since Components are just raw datas)
Actually under work :
- Family (won't last long)
- Friend / Blocked list (won't last long too)
- Recurrent Events
- Battle - Inter Services Communication (Through rabbitMQ for the transport layer on my side but it's abstracted so you can do whatever you want)
- Cluster Panel (a Cluster Orchestration tool with a web panel)
- Improved Documentation (Trying to generate a static docsify website from the Doxygen comments within the source files)
I'll be repeating myself but this has nothing to compare to OpenNos, this project is designed for modding & developers. (not for a drag & droppable ****** server where you earn money)
Once all the basis are done, (I'll probably be in China at that moment so I can't say), I'll push the first production version of ChickenAPI.
We reworked the whole "special handlers" you all know for :
- NpcDialogs handling
- GuriEffects handling
- Item Usage (Item.Use) handling
- BCards Effects handling
Just an example of what it looks like when you wanna implement your own callback.
But I'm working on a pipeline system with some kind of a priority order so we can
Actually, it's only possible to have one event handler per category and per discriminator (GuriEffect, NpcDialogEffect, NpcDialogId..)
Don't have much time those days, university and sport are taking a lot of my time.
I totally rewrited IPC today to be fully asynchronous and easy to use, that's the second version of IPC.
There might be some improvements in the near future but it's actually enough for our usage.
(NosBazaar Independant Micro Service, Family Service, Friend Service...)
My development time is slowed here, mainly because i spend most of my time partying in Beijing and learning Chinese
Pushed a new version on GitHub so most of new things should be there.
ChickenAPI is opened to Issues / PR / Suggestions / Criticism as long as it is constructive and helpful for the project.
This is far away from the first "official" release, but still wanna get some feedback and hope people will enjoy the work we put in that non copy pasted project
[OpenSource] Nostale Private Server Emulator - SaltyEmu (based on ChickenAPI) 03/30/2020 - Nostale - 31 Replies Hi,
I'd like to present you my project, SaltyEmu.
It's a modern MMORPG Emulator written in C# / Go for the game Nostale.
My goals :
Bring a new eye on Nostale Private Server scene.
Improving my software designing skills & implementation skills