|
You last visited: Today at 05:29
Advertisement
[ESRO] ~ EPVP Private Server Project ~
Discussion on [ESRO] ~ EPVP Private Server Project ~ within the SRO Private Server forum part of the Silkroad Online category.
12/06/2008, 07:54
|
#421
|
elite*gold: 0
Join Date: Jan 2008
Posts: 233
Received Thanks: 10
|
Quote:
Originally Posted by jM3
What you think is unimportant might be the difference between life and death for another person. Think about it.
Also, let's be thankful you aren't a mod then, because you just proved you'd be a terrible one  .
|
ROFL.. idk what the **** u say but pls stop saying bullshit.. if whether they think life and death is unimportant then its not ur life btw... its up to them to do whatever it is on their own life.. or u didnt have life then only want to interfere other people personal matters??
if immortaleeb a terrible one, then u more terrible then him or should i say infinity terrible.. because keep talking negative things here.. like u are mr perfect that 100% anything u do can make people happy and satisfy..
btw im asking a link or wtf it is from u for ur SO MUCH PROUD PSERVER PROJET.... pls pls pls.. im noob and want to see the perfect sro PSERVER.
PLEASE I WANT IT!!!
sory for my bad english
|
|
|
12/06/2008, 16:11
|
#422
|
elite*gold: 0
Join Date: Oct 2008
Posts: 25
Received Thanks: 0
|
Will the ESRO server have normal xp and drop rates or will you make them higher?
|
|
|
12/06/2008, 16:40
|
#423
|
elite*gold: 28719
Join Date: Nov 2007
Posts: 11,008
Received Thanks: 21,384
|
of course they will be higher otherwise it would be just like isro!
|
|
|
12/06/2008, 18:51
|
#424
|
elite*gold: 20
Join Date: Sep 2007
Posts: 3,442
Received Thanks: 1,472
|
Quote:
Originally Posted by John Dread
of course they will be higher otherwise it would be just like isro!
|
not exactly 
but still, is there goin to be 80?90? skills or same like ecsro 70 skills?
|
|
|
12/06/2008, 19:19
|
#425
|
elite*gold: 0
Join Date: Sep 2007
Posts: 2,336
Received Thanks: 386
|
How about Legend 3?
|
|
|
12/06/2008, 20:42
|
#426
|
elite*gold: 0
Join Date: Jul 2008
Posts: 878
Received Thanks: 191
|
How about stop spam and read our forums?
- John or another mod, just close this thread, we have our own forums and it will stop spam.
|
|
|
12/06/2008, 22:56
|
#427
|
elite*gold: 0
Join Date: Sep 2007
Posts: 2,336
Received Thanks: 386
|
Quote:
Originally Posted by bubblesuk
How about stop spam and read our forums?
- John or another mod, just close this thread, we have our own forums and it will stop spam.
|
right, so can you tell me where I can find what I'm looking for?..
Didn't think so either
|
|
|
12/06/2008, 23:03
|
#428
|
elite*gold: 0
Join Date: Jan 2008
Posts: 233
Received Thanks: 10
|
Quote:
Originally Posted by xMedeia
right, so can you tell me where I can find what I'm looking for?..
Didn't think so either
|
errr i think u should check the 1st page of this thread
|
|
|
12/06/2008, 23:22
|
#429
|
elite*gold: 0
Join Date: Apr 2006
Posts: 164
Received Thanks: 210
|
Quote:
Originally Posted by xMedeia
How about Legend 3? 
|
Won't happen, ever. Or for years and years.  .
|
|
|
12/07/2008, 00:26
|
#430
|
elite*gold: 0
Join Date: Sep 2007
Posts: 2,336
Received Thanks: 386
|
Quote:
Originally Posted by xzulx
errr i think u should check the 1st page of this thread
|
err and where would I see if it will or will not be?.. Read your own post before you post it..
Edit:By Invincible
Reason:I don't want to create my 2000th post here,it's supposed to be a surprise to epvp (;
Text:Thread closed as requested from bubble and xMedia.
Feel free to open it if i was wrong.
Regards,
Invincible.
|
|
|
12/17/2008, 18:38
|
#431
|
elite*gold: 20
Join Date: Apr 2008
Posts: 2,643
Received Thanks: 2,326
|
Well long time no speak guys. Recently we havent had much news posted or huge progress. But there has been a lot of disscussion on where we are going with this. We have taken polls on our forum to get the users opinion on Silk prices and answer peoples questions, some of them may have changed now.
But since last night I was speaking to jMerlin (SREMU developer) we have come to arrangement which I will come to in a minute. We have had continious setbacks with the server files as you know they are hard to obtain, and problems with some team members which could potentially push the project back.
We have decided to make an emulator based server. before you think oh god.. which people do. It is nothing like SREMU or anything currently. This will have a great advantage over the server files, less dangerous with liscensing and all that. Jmerlin started on a new project recently by himself and I asked if we could merge with him and he agreed. He has already done a lot of the hard work on it already.
This emulator will be essentially similar to the job in what the server files do etc. The ingame play will be the same, registration the same all of that. It has many more advantages, it will be easier to customize, we can have more players in game, create things like channeling and do many clevers things. Like auto dissconnecting an inactive players after an hour or so. Like I say everything will be the same.
A good thing will be... It will be Legend 3 PLUS!. Everytime ISRO updates we can update our files. Unlike Ecsro, mysro etc cannot and are always stuck on the boring 1.091. So this is one great advantage. No one has done this before so it will be totally unique and I think this server will have a high interest.
All the things I mentioned before like more exp all that.. it will still be there, everything.
But when this is out, I think it will just make ecsro and mysro look stupid.
It will have a own customized client so when we update our client, it will automatically update your installation. It will have many things like this which is very hard to achieve with server files.
There isnt really any disadvantages to this. Only advantages...
This is a total new emulator designed specifically just for this. Not sremu.
I spoke to Jmerlin and said he can finish this just a geuss. earliest in 1month+ after next week as he is busy. So we would have a beta up around then like we said we would have one.
Please feel free to ask questions to understand this better.
FAQ:
Who will participate in the beta-test ? Can I join the beta-test too?
Quote:
Well the beta users will be members from this site, and our temporary forum. We will probably make a register form or choose members on their stats. We will decide this sooner. Choosing it on the members stats is to know we have loyal beta testers who will more than likely report bugs, instead of random new users who joined.
The beta will more than likely comprise of up to 50 players + and about a week in length or so. To spot as many glitches and errors etc as possible
|
PLEASE NO SPAM, ASK ONLY QUESTIONS TO GET A BETTER UNDERSTANDING SPAM WILL BE DELETED. FAQ ADDED TO LIST
|
|
|
12/17/2008, 19:23
|
#432
|
elite*gold: 5
Join Date: Jun 2007
Posts: 3,702
Received Thanks: 1,546
|
Question for FAQ:Who will participate in the beta-test?Can I join the beta-test too?
P.s not reffering to myself,posting it as a general question.
|
|
|
12/17/2008, 19:33
|
#433
|
elite*gold: 20
Join Date: Apr 2008
Posts: 2,643
Received Thanks: 2,326
|
Question for FAQ:Who will participate in the beta-test?Can I join the beta-test too?
Well the beta users will be members from this site, and our temporary forum. We will probably make a register form or choose members on their stats. We will decide this sooner. Choosing it on the members stats is to know we have loyal beta testers who will more than likely report bugs, instead of random new users who joined.
The beta will more than likely comprise of up to 50 players + and about a week in length or so. To spot as many glitches and errors etc as possible
|
|
|
12/17/2008, 20:03
|
#434
|
elite*gold: 0
Join Date: Apr 2006
Posts: 164
Received Thanks: 210
|
These guys have had a lot of questions about what are the drawbacks and benefits of using an emulator over using the server files.
To begin, there is really only one main advantage to using the existing server files. That is, it requires far less development work because the server is done. The problem, however, is that it requires you get (or build) a database for it, to develop tools to manipulate the database, and extensive work to add anything at all custom to it. Additionally, while adding future updates IS POSSIBLE (but EXTREMELY difficult), changing things around like the way in which the server behaves becomes so challenging that it's literally easier to make your own server than it is to make such modifications.
Originally at SREmu, as most of you know, we had srvb which is just a re-make of the very old vb based emulator made to work with the latest client. Obviously, VB is a very poor choice for programming a server emulator, especially VB6. I have had the project of the C++ emu, or what we would call "SREmu" and have had it to the point of being in-game with it but due to some difficulties and due to being busy I had to abandon development on it for a while. I started 'srvc' (the similarity to srvb is intentional) as a conversion of srvb to C++ with a MySQL database. The problems I encountered, however, were due to the fact that srvb was innately unorganized and had no real structure (this also explains why it was so unstable). The code in it is also rather poor and a direct translation and implementation would result in a very terrible server.
Instead, I've decided to implement the original designs I had for SREmu in this server and call it 'sro core'. The parts of it are the same as with the official files (account server, core server, database, etc), and it will meet the standards I set for the original SREmu but much more effectively. Most of the basis is done, with room and plans for improvement in the future, to implement the SRO protocol and game-logic. As I am busy with exams this week, I will have very little if any time at all to work on this. Beginning next week the progression of this project should proceed rapidly.
The main benefits of this project are quite obvious if you ever followed our discussion at SREmu. The ideas and suggestions for expansion are almost limitless as the control for everything the server does is at our fingertips and can easily be changed. A short list of those advantages are as follows:
- Client Updates-
We will be able to extend and modify the server freely, implementing changes (regardless of how dramatic) made in the official servers into our own will not be a difficult task. Therefore, we will always be able to keep up to date on the latest patches. There may be a slight lag, however, while any new features are implemented.
- Customized Launcher & Update Process-
In order to give a better end-user experience, we will be implementing our own custom launcher & updating process. We are all familiar with JM's launcher. It's ugly, it's rigid, and the updating process is terrible and slow. Not to mention, when a large update comes (like Legend III), you have to re-download the entire 950+ MB client! What we will aim to do, with cooperation with the custom server is to provide an updating process which will never require re-downloading a client and will provide real-time server stats right in the launcher window, something the JM launcher does not do, and features that the server files do not allow.
This also means when a new update comes out, we can control when we patch your clients which means you will not have to worry about going to JM to get a patch and you won't have to worry about "am I at the same version as the server?", the update will come when the new features are available on the private server.
- Customizability-
As Eckoro already touched on, the concept of customization of the server is really one only reserved to a server emulator. Ideas in all areas can be freely implemented in a server emulator which would be near impossible with the server files. For example: if we want to reduce bandwidth, with a server emulator if a person is standing in town and has been AFK for a period of time, we can stop sending packets to them regarding the status of other players or monsters around them, including chat packets.. resulting in the user consuming almost no bandwidth in a sort of "idle" state. This is not an innate feature of the server files, but can be easily programmed into the emulator.
- Channeling-
This is an idea I set aside for the original SREmu. The idea is that when you join the server, you are put into a "channel". You only see monsters, players, and chat from your current channel, but friends and friend chat, as well as guilds and guild chat will not be restricted to any specific channel. This will allow EVERYONE to play in the same "server" at the same time without crowding and without the fragmentation of the community that playing on separate servers causes.
- Anti-Bot-
Sure, we could always have GMs running around finding botters and banning them. But this requires excessive work on the part of people. But with control over the server, we can provide true invisibility mode, true anti-bot techniques for GMs to use, and a true bot detection and prevention system. This is simply not possible with the server files. This means botting should never be a problem in our servers.
- Interruption-Free Gameplay-
As time goes on and we get more physical machines on which to host core servers, the concept of maintenance will become invisible to users except when patches are to be applied. With the room for expansion I'm giving with the emu, we will be able to make the system clusterable, and as such we can implement an ability for a client to literally switch core servers without losing connection. This will be implemented with a client-side patch (a proprietary one from us). We will implement load balancing using this technology as well as being able to evacuate all users from a core server to bring it down for maintenance without dropping a single client. This means, once we have enough servers in the cluster, play should be uninterrupted except for patching.
- Implementation of suggestions-
We will actually be able to take suggestions and implement them, something not possible with the server files.
- Custom events-
Special events with special monsters, special rates, even special items would be difficult or impossible to implement using the server files. With the emulator, we can define any kind of event we like and operate it.
The list goes on and on. The advantages of using this emulator are incredible. There really is no disadvantage other than some features may not be available until they have been fully implemented. However, after this point, the emulator will be better than the official server files in every way.
|
|
|
12/17/2008, 22:55
|
#435
|
elite*gold: 20
Join Date: Apr 2008
Posts: 2,643
Received Thanks: 2,326
|
Thanks for your post JM3, it is little more descriptive than mine and solve a few questions.
I have added this info to first post.
|
|
|
All times are GMT +1. The time now is 05:29.
|
|