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Getting a very old client to run

Discussion on Getting a very old client to run within the SRO Coding Corner forum part of the Silkroad Online category.

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Old 02/09/2012, 22:04   #76
 
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Originally Posted by Schickl View Post
It's definitely not the way i do it xD
All mobs/npcs will be created on startup
And Mobs will walk too!(All the time, even if no player is in range; still not sure how I'll do it)
And only objects in range of the player will be spawned and if he get's out of range they will be despawned
yeah,without the movement it shouldn't take longer than a few hours
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Old 02/09/2012, 22:07   #77
 
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Originally Posted by vorosmihaly View Post
yeah,without the movement it shouldn't take longer than a few hours
It's easy to say that, if you're not the one who has to do it...
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Old 02/09/2012, 22:14   #78
 
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Originally Posted by Schickl View Post
It's easy to say that, if you're not the one who has to do it...
It's easy to "do" that,but if you're not using C++ xD
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Old 02/10/2012, 00:01   #79
 
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Originally Posted by vorosmihaly View Post
btw..if you've got the spawn packets already,then autospawn shouldn't take too long..it's prolly one of the easiest things to do..
It took me months to make optimized autospawn + you have to still change it with every new function (jobs, stalls, pets and so on).

Quote:
Originally Posted by Schickl View Post
It's definitely not the way i do it xD
All mobs/npcs will be created on startup
And Mobs will walk too!(All the time, even if no player is in range; still not sure how I'll do it)
And only objects in range of the player will be spawned and if he get's out of range they will be despawned
You will have to face much more problems than this and prepare yourself for many days of hard work(remember about players walk coordinates have to be calculated in real time same with mobs to avoid distance bugs).

Quote:
Originally Posted by vorosmihaly View Post
yeah,without the movement it shouldn't take longer than a few hours
its not long term thinking, its like fixing broke pipe with bubble gum.

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Originally Posted by ÑõÑ_Ŝŧóp View Post
It's easy to "do" that,but if you're not using C++ xD
It would be hard in every language, its even better to do it in C++ and C.
Its not in language but in solutions of problems wich are difficult.
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Old 02/10/2012, 00:27   #80
 
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Well I think I found a pretty good solution. It may have a high CPU consumption though(Well I think so; have to test this out)

I don't even care about the speed of a character
If I click somewhere and after that somewhere else, before I arrive at the previous spot, I can teleport^^
Even in objects
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Old 02/10/2012, 10:41   #81
 
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Quote:
Originally Posted by Schickl View Post
Well I think I found a pretty good solution. It may have a high CPU consumption though(Well I think so; have to test this out)
Idk what solution you mean, i cant help you till you wont say more and i wont help till you didnt relased it, i have solution wich consume 1% cpu usage with all mobs walking on the map + weather effect and so on( after years of work) working 99% isro like. I can give you tips but first i want to see its real open source project.

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Originally Posted by Schickl View Post
I don't even care about the speed of a character
If I click somewhere and after that somewhere else, before I arrive at the previous spot, I can teleport^^
Even in objects
It sounds like client side bug , it shouldn't happen , this can be client side or your walking packet its bad.
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Old 02/10/2012, 19:24   #82


 
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i love you i like coding in C++ , i adore it xD

waiting the first binary or the first source xD
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Old 02/10/2012, 23:34   #83
 
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Originally Posted by paxemuman View Post
Idk what solution you mean, i cant help you till you wont say more and i wont help till you didnt relased it, i have solution wich consume 1% cpu usage with all mobs walking on the map + weather effect and so on( after years of work) working 99% isro like. I can give you tips but first i want to see its real open source project.



It sounds like client side bug , it shouldn't happen , this can be client side or your walking packet its bad.
It'll be open source don't worry^^
But I won't release it now, because the code is a real mess and everything is static(meaning I assigned values in the code and don't read them from somewhere)

And the problem with movements in this client is that it always expects a source position(which is not needed in newer version)
And since I don't calculate the traveled distance I can click somewhere and right after that, somewhere near it and it will teleport me to the point where I clicked first

Oh and I found something more out about position calculation:
I always wondered why it's not possible to get to odd Y sectors AND i wondered why the X Sector is negative all of a sudden when moving
Well, that's because if you walk in an odd sector, the client will set the highest bit, which makes it negative(if you make it unsigned it's a 128+ value)
So if you want to get to odd Y sectors set the highest bit
You can do this by doing
Code:
XSec | 128
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Old 02/18/2012, 00:58   #84
 
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So I'll give a little update so you guys don't think I already gave it all up
Mobs/npcs/players now automatically spawn/despawn if you get in range/out of range

Now my problem was that there is no info on the exact spawnpoints of the mobs
So I will have to create them myself
When I thought about that i was like "oh *** that will take soo fcking long w/o a tool"
So that's why I've done this little tool in Java:

It expects a folder with all the minimap images and loads them
It also needs some mob info
And it will try to read a file with existing spawnpoints too(that's optional)

It's then possible to save all the spawnpoints/delete all/delete all on the active sector/delete a spawnpoint you selected

The red dots are normal mobs and the yellow one is the selected spawnpoint
All in all this should make adding/removing spawnpoints really easy

It will be released with the first public version as well!(incl source ofc)
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Old 02/18/2012, 12:13   #85
 
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Hello
I don't read all posts in this thread but i would ask is there any new(OLD un-exist now) maps in that client ?
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Old 02/18/2012, 12:50   #86
 
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Originally Posted by Dr.Abdelfattah View Post
Hello
I don't read all posts in this thread but i would ask is there any new(OLD un-exist now) maps in that client ?
The biggest difference is between ht and dw.
There's no river(as you should've seen at some pics)
Rest is about the same as now. Just some smaller differences
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Old 02/18/2012, 13:33   #87
 
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Epic work
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Old 05/13/2012, 19:47   #88
 
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Any news/progress?
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Old 07/23/2012, 16:41   #89
 
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I'll just give this a gentle bump

I started working again
teleporting is not possible anymore(means that the server calculates the distance a character/mob walks and updates the position)
and I changed some other things
my problem is that I don't have a lot of time to work on this, that's why everything takes a little longer than it should^^

Some posts above this one I posted a little java program to create spawnpoints.
I'm thinking about parsing the nvm files to get the exact position, though that's a lot of work and I don't want to start it till movement is working 100%(yep it still isn't<.<)

I appreciate every commented packet and info about nvm files.
It would be really cool if you could provide me some
I can parse the old packets, though finding out what the values are used for is pretty hard, because I have no server to test things, making everything very difficult.
every packet helps(new or old doesn't matter. I can find the differences and correct them)


and yes I'm still planning to publish the source code once this server is somewhat stable
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Old 07/23/2012, 18:14   #90
 
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Quote:
Originally Posted by Schickl View Post
I'll just give this a gentle bump

I started working again
teleporting is not possible anymore(means that the server calculates the distance a character/mob walks and updates the position)
and I changed some other things
my problem is that I don't have a lot of time to work on this, that's why everything takes a little longer than it should^^

Some posts above this one I posted a little java program to create spawnpoints.
I'm thinking about parsing the nvm files to get the exact position, though that's a lot of work and I don't want to start it till movement is working 100%(yep it still isn't<.<)

I appreciate every commented packet and info about nvm files.
It would be really cool if you could provide me some
I can parse the old packets, though finding out what the values are used for is pretty hard, because I have no server to test things, making everything very difficult.
every packet helps(new or old doesn't matter. I can find the differences and correct them)


and yes I'm still planning to publish the source code once this server is somewhat stable
How anyone can help you if you didn't shared anything ? it is pointless to continue this thread let him die.
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