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Revival of the SRO Underground section
Discussion on Revival of the SRO Underground section within the SRO Private Server forum part of the Silkroad Online category.
12/05/2014, 01:40
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#136
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elite*gold: 85
Join Date: Feb 2014
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Quote:
Originally Posted by Eckoro
True, server files do help massively, but the question is what benefit would they bring? I know of course they could be updated to match any client version, however you would only be talking about gaining a couple of extra features and giving you the ability to maybe tweak how a few different server processes work. The files can quite easily have new content introduced to them, functional changes no.
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New content is quite lame these days. We've reached quite a lot of limits and had to push as far as creating hybrid-like files where it's partially emulated. But that's a whole new level of pain in the ***.
We do have a base for an ingame overlay, for custom UI, a library attached to the sro_client that sends custom data/packets (which are filtered out before they reach the agentserver even) but never got to the point of completing everything.
If you'd like to contribute again, it'd be great. However, this wouldn't become open-source entirely since most people aren't worth the effort.
Want to help us on this? (skype:akasch93)
About getting drew back..
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12/05/2014, 08:21
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#137
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elite*gold: 100
Join Date: May 2010
Posts: 1,948
Received Thanks: 1,635
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Quote:
Originally Posted by blablaRoyal
New content is quite lame these days. We've reached quite a lot of limits and had to push as far as creating hybrid-like files where it's partially emulated. But that's a whole new level of pain in the ***.
We do have a base for an ingame overlay, for custom UI, a library attached to the sro_client that sends custom data/packets (which are filtered out before they reach the agentserver even) but never got to the point of completing everything.
If you'd like to contribute again, it'd be great. However, this wouldn't become open-source entirely since most people aren't worth the effort.
Want to help us on this? (skype:akasch93)
About getting drew back..
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I wanted to give you a "Thanks" but I don't want to ruin your magical '666' thanks count. That's too bad.
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12/05/2014, 08:34
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#138
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elite*gold: 56
Join Date: Oct 2013
Posts: 1,165
Received Thanks: 774
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Quote:
Originally Posted by blablaRoyal
New content is quite lame these days. We've reached quite a lot of limits and had to push as far as creating hybrid-like files where it's partially emulated. But that's a whole new level of pain in the ***.
We do have a base for an ingame overlay, for custom UI, a library attached to the sro_client that sends custom data/packets (which are filtered out before they reach the agentserver even) but never got to the point of completing everything.
If you'd like to contribute again, it'd be great. However, this wouldn't become open-source entirely since most people aren't worth the effort.
Want to help us on this? (skype:akasch93)
About getting drew back..
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WRONG!
we didnt reached the limit of Silkroad yet, maybe slowly the limit of VSRO 188 but u know what i think about VSRO 188. All newer files have features you cant even imagine. We just have to leave VSRO 188. But since these files are not released and never will be... weŽll see
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12/05/2014, 11:34
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#139
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elite*gold: 28
Join Date: Aug 2014
Posts: 4,096
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Quote:
Originally Posted by Syloxx
WRONG!
we didnt reached the limit of Silkroad yet, maybe slowly the limit of VSRO 188 but u know what i think about VSRO 188. All newer files have features you cant even imagine. We just have to leave VSRO 188. But since these files are not released and never will be... weŽll see 
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'Never will be' I doubt
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12/05/2014, 11:50
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#140
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elite*gold: 56
Join Date: Oct 2013
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Quote:
Originally Posted by xExorcist
'Never will be' I doubt 
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i dont talk about TWSRO
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12/05/2014, 11:56
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#141
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elite*gold: 5
Join Date: Mar 2008
Posts: 6,297
Received Thanks: 3,819
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There are many files out there that haven't been released yet. And I think, for the benefit of SRO's future, it's better if it stays that way.
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12/05/2014, 12:46
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#142
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elite*gold: 273
Join Date: Aug 2012
Posts: 4,451
Received Thanks: 2,429
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Quote:
Originally Posted by Creationist
There are many files out there that haven't been released yet. And I think, for the benefit of SRO's future, it's better if it stays that way.
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Why so curious?
Anything that's different than 1.188's files, is a pure ****. Either higher or lower version! You do not know what's the capabilities in these 1.188 files and how far you can go with its mod. It's no longer about modifying database like a jerk, it's about creating a joymax-like environment.
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12/05/2014, 13:56
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#143
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elite*gold: 56
Join Date: Oct 2013
Posts: 1,165
Received Thanks: 774
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Quote:
Originally Posted by 鳳凰城
Why so curious?
Anything that's different than 1.188's files, is a pure ****. Either higher or lower version! You do not know what's the capabilities in these 1.188 files and how far you can go with its mod. It's no longer about modifying database like a jerk, it's about creating a joymax-like environment.
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ok, i think you never saw other files. you probably never saw what you can do with newer files and you probably never saw how stable are older files
cmon VSRO have the new interface with new pvp system but trijob
vsro != oldschool
vsro != newschool
vsro 188 is a random bunch of **** is neither one thing nor another
ppl just use it because its easy 2 handle and there is a bot for it that's all
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12/05/2014, 15:58
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#144
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elite*gold: 273
Join Date: Aug 2012
Posts: 4,451
Received Thanks: 2,429
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Quote:
Originally Posted by Syloxx
ok, i think you never saw other files. you probably never saw what you can do with newer files and you probably never saw how stable are older files
cmon VSRO have the new interface with new pvp system but trijob
vsro != oldschool
vsro != newschool
vsro 188 is a random bunch of **** is neither one thing nor another
ppl just use it because its easy 2 handle and there is a bot for it that's all
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And you probably do not know what you are talking about.
Who cares about old school / new school? Who cares about stabilization? We managed already to get a fully working twsro's files without a single bug. Completed the deleted elements from its database and totally rewritten its sp for a faster handling; but we've chosen 1.188 overall because its better. Stability, we already managed to do it. No such 'exploit' word anymore, and no, it's not TROY EKSBLOET BROTECTION " TEB" with a shitload of useless statements.
Mostly, nobody cares about 'bots', the true community do not care about it. bots ruined silkroad and removed its true meaning.
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12/05/2014, 17:32
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#145
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elite*gold: 20
Join Date: Apr 2008
Posts: 2,643
Received Thanks: 2,326
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Quote:
Originally Posted by Syloxx
ok, i think you never saw other files. you probably never saw what you can do with newer files and you probably never saw how stable are older files
cmon VSRO have the new interface with new pvp system but trijob
vsro != oldschool
vsro != newschool
vsro 188 is a random bunch of shit is neither one thing nor another
ppl just use it because its easy 2 handle and there is a bot for it that's all
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From having looked at the twSRO files there isn't really much more to them than people see in 1.188 / 1.193 files. It is quite possible to update these files so they could be considered to be 'equivalent' to the latest kSRO with content. The only complications with this are reproducing some triggers that are missing and item drops (depends how exact you want them to the original). Hive, Nest and Tactics can quite easily be reproduced from npcpos.txt in the client, most of the data is pretty generic. I know some people have introduced and taken certain things from kSRO, but I haven't seen a complete port yet. I'm not up-to-date on newer functions they've added to the game - but of course some of those will be missing from the .exe's and some will be hidden, most legends/expansions they have introduced utilise functions that are already in place e.g. Hotan Fortress > Jangan Fortress. Some stuff can actually be enabled in the client simply by adding lines into define.txt (if it's a supported hidden features).
But there is no point boasting about the twSRO files you have, they are not the furthest step away from what the community already has. People are not fussed by the newer job system, an improved pet UI, guild interface window, they offer little to the gameplay. I don't think many people can really do any better than what's already been done, the files have been out for 4 years now and people have tampered with a majority of caps / old-school etc. - you even tried a server with the files you have.
After that whole paragraph... kSRO isn't even really a lot further along with their game than we are, Joymax stopped investing money into this game even before the server files came out. These newer features they have in their game have done nothing to improve their user-base, so why should it for us? The game is burnt out, however I think there is still potential for a server with better professionalism, design, planning and management. In my opinion these are the areas people should focus on and they would sit on a decent kSRO base.
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12/06/2014, 06:17
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#146
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elite*gold: 56
Join Date: Oct 2013
Posts: 1,165
Received Thanks: 774
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Quote:
Originally Posted by Eckoro
From having looked at the twSRO files there isn't really much more to them than people see in 1.188 / 1.193 files. It is quite possible to update these files so they could be considered to be 'equivalent' to the latest kSRO with content. The only complications with this are reproducing some triggers that are missing and item drops (depends how exact you want them to the original). Hive, Nest and Tactics can quite easily be reproduced from npcpos.txt in the client, most of the data is pretty generic. I know some people have introduced and taken certain things from kSRO, but I haven't seen a complete port yet. I'm not up-to-date on newer functions they've added to the game - but of course some of those will be missing from the .exe's and some will be hidden, most legends/expansions they have introduced utilise functions that are already in place e.g. Hotan Fortress > Jangan Fortress. Some stuff can actually be enabled in the client simply by adding lines into define.txt (if it's a supported hidden features).
But there is no point boasting about the twSRO files you have, they are not the furthest step away from what the community already has. People are not fussed by the newer job system, an improved pet UI, guild interface window, they offer little to the gameplay. I don't think many people can really do any better than what's already been done, the files have been out for 4 years now and people have tampered with a majority of caps / old-school etc. - you even tried a server with the files you have.
After that whole paragraph... kSRO isn't even really a lot further along with their game than we are, Joymax stopped investing money into this game even before the server files came out. These newer features they have in their game have done nothing to improve their user-base, so why should it for us? The game is burnt out, however I think there is still potential for a server with better professionalism, design, planning and management. In my opinion these are the areas people should focus on and they would sit on a decent kSRO base.
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1st of all sure TWSRO offers much more features then VSRO 188 since joymax begun to make everything configurable every single new feature (example new job system) is configurable in rates, reward, required goods to start the AI trade etc etc recipes are more configurable then the current "recipe" system, you can set recipes as "get on char creation, learn by npc for gold or drop them" means if you drop the recipe once for example you can build that item ever and ever again if you got the materials. The new upgrade system (not valid on TWSRO but in newer files) are completely configurable its simply nothing hardcoded.
Then the binaries have got many new functions (change charname, change guildname, new elixirs, alot of new params etc)
With the new job system you are now in the position to create job based skills (passive or active) you can create job quests via lua allow job exp by mob kill or quest only i got alot of new events in the event.sct just have to enable them in the server.cfg i can modify the events since they are not hardcoded anymore, i got the Halloween bombs working (in vsro they are also added but without a function), you can readd some bombs, change the ddj to a HELLO for example and use them for new features.
and btw i started a testserver, and i was planing to launch the server but i never did it because i become lazy and had much 2 do its not because ppl didn't liked it. many ppl judge the new job system because that what joymax made out of it (pay2win) but nobody of ppl they say "omg new jobsystem sux" know whats possible with that system
i also bet that ppl will cry if i say "new server with upgrade alchemy system" even if i do a awesome thing with it just because joymax did it pay2win
they wont even give it a try and this is the problem, intolerant ppl they cant play without a bot and dont even try out new thing.
before everything was better!! "yes also the future" pff
this are just a few possible ideas
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12/06/2014, 10:21
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#147
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elite*gold: 28
Join Date: Aug 2014
Posts: 4,096
Received Thanks: 2,653
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Quote:
Originally Posted by Syloxx
1st of all sure TWSRO offers much more features then VSRO 188 since joymax begun to make everything configurable every single new feature (example new job system) is configurable in rates, reward, required goods to start the AI trade etc etc recipes are more configurable then the current "recipe" system, you can set recipes as "get on char creation, learn by npc for gold or drop them" means if you drop the recipe once for example you can build that item ever and ever again if you got the materials. The new upgrade system (not valid on TWSRO but in newer files) are completely configurable its simply nothing hardcoded.
Then the binaries have got many new functions (change charname, change guildname, new elixirs, alot of new params etc)
With the new job system you are now in the position to create job based skills (passive or active) you can create job quests via lua allow job exp by mob kill or quest only i got alot of new events in the event.sct just have to enable them in the server.cfg i can modify the events since they are not hardcoded anymore, i got the Halloween bombs working (in vsro they are also added but without a function), you can readd some bombs, change the ddj to a HELLO for example and use them for new features.
and btw i started a testserver, and i was planing to launch the server but i never did it because i become lazy and had much 2 do its not because ppl didn't liked it. many ppl judge the new job system because that what joymax made out of it (pay2win) but nobody of ppl they say "omg new jobsystem sux" know whats possible with that system
i also bet that ppl will cry if i say "new server with upgrade alchemy system" even if i do a awesome thing with it just because joymax did it pay2win
they wont even give it a try and this is the problem, intolerant ppl they cant play without a bot and dont even try out new thing.
before everything was better!! "yes also the future" pff
this are just a few possible ideas
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Let me say it again, nobody likes the new job system, whatever is the reason, they still don't like it.
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12/06/2014, 13:40
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#148
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elite*gold: 20
Join Date: Apr 2008
Posts: 2,643
Received Thanks: 2,326
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Quote:
Originally Posted by Syloxx
1st of all sure TWSRO offers much more features then VSRO 188 since joymax begun to make everything configurable every single new feature (example new job system) is configurable in rates, reward, required goods to start the AI trade etc etc recipes are more configurable then the current "recipe" system, you can set recipes as "get on char creation, learn by npc for gold or drop them" means if you drop the recipe once for example you can build that item ever and ever again if you got the materials. The new upgrade system (not valid on TWSRO but in newer files) are completely configurable its simply nothing hardcoded.
Then the binaries have got many new functions (change charname, change guildname, new elixirs, alot of new params etc)
With the new job system you are now in the position to create job based skills (passive or active) you can create job quests via lua allow job exp by mob kill or quest only i got alot of new events in the event.sct just have to enable them in the server.cfg i can modify the events since they are not hardcoded anymore, i got the Halloween bombs working (in vsro they are also added but without a function), you can readd some bombs, change the ddj to a HELLO for example and use them for new features.
and btw i started a testserver, and i was planing to launch the server but i never did it because i become lazy and had much 2 do its not because ppl didn't liked it. many ppl judge the new job system because that what joymax made out of it (pay2win) but nobody of ppl they say "omg new jobsystem sux" know whats possible with that system
i also bet that ppl will cry if i say "new server with upgrade alchemy system" even if i do a awesome thing with it just because joymax did it pay2win
they wont even give it a try and this is the problem, intolerant ppl they cant play without a bot and dont even try out new thing.
before everything was better!! "yes also the future" pff
this are just a few possible ideas
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Changing character name is hardly a feature that will win over the community, simply having a feature under a website could suffice this. Don't get me wrong, if I was doing a server I would use these files, but what I'm saying is it doesn't bring much to the table. It's like having a PS4 and a PS4 slim for example, it's just more convenient, but still plays the same. I don't hate the new job system - I didn't really experience it. The main reason people don't like the idea of new files is because they can't bot, that is probably one of the biggest flaws to this game/community.
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12/06/2014, 14:17
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#149
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elite*gold: 56
Join Date: Oct 2013
Posts: 1,165
Received Thanks: 774
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Quote:
Originally Posted by Eckoro
Changing character name is hardly a feature that will win over the community, simply having a feature under a website could suffice this. Don't get me wrong, if I was doing a server I would use these files, but what I'm saying is it doesn't bring much to the table. It's like having a PS4 and a PS4 slim for example, it's just more convenient, but still plays the same. I don't hate the new job system - I didn't really experience it. The main reason people don't like the idea of new files is because they can't bot, that is probably one of the biggest flaws to this game/community.
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i would compare it with "ps3 ctf vs ps3 ofw"
ps3 ctf = cracked games (bots)
ps3 ofw = more feature support and multiplayer gameplay (some new features like i said be4 and active players behind each char)
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12/06/2014, 15:13
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#150
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elite*gold: 20
Join Date: Apr 2008
Posts: 2,643
Received Thanks: 2,326
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Quote:
Originally Posted by Syloxx
i would compare it with "ps3 ctf vs ps3 ofw"
ps3 ctf = cracked games (bots)
ps3 ofw = more feature support and multiplayer gameplay (some new features like i said be4 and active players behind each char)
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Don't try to pick holes in my analogy, I'm sure you get what I am getting at.
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