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Github Repository for KO Development

This is a discussion on Github Repository for KO Development within the Private Servers forums, part of the Knight Online (ko4life.com) category; Hello, I am unsure how many developers frequent Gamers4Life, as opposed to other places, but I felt like this information ...
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    Senior Member Shurt's Avatar
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    Default Github Repository for KO Development

    Hello,


    I am unsure how many developers frequent Gamers4Life, as opposed to other places, but I felt like this information needed to be spread here as well, just in case there were any. Snoxd has recently (as in, earlier today) set up a Git repository for KO servers, as a means of standardizing and fixing what is essentially a patchwork system, creating over many years by many different people. The project is only just getting underway, but I invite you to head over to the Git repository and poke around. You are free to clone the source (essentially making a local copy of it to work on), or fork it off, which allows you, if you have a Github account, to maintain a version that you have made slightly different than master. Hopefully, enough development will happen that you can submit pull requests, which (after approval) will allow you to merge your code with the master. While we're certainly going to need a number of people to help out, right now we mostly need those that are confident using C++, in order to get us started.


    The hope, I think, is that we can someday (hopefully sooner, rather than later) get KO to a place where maintaining a server through the bugs and issues is not so difficult. Perhaps we'll be able to keep KO alive for a little while longer.


    I'm sure that this idea is going to take some flak. In fact, it would surprise me if it didn't. Using Git is a radically different idea than what the PSKO community is used to, where developers tend to keep fixes and patches private, so that their server has a "leg-up" on the competition, so to speak. I think the days of single developers trudging through fixes is probably over. KO needs some kind of cohesion if it is to survive.


    I enumerated the current issues, as I see them, in a post on Snoxd, which I will provide below, for those wishing to read them. I sincerely hope that we can pool our resources and leave behind something that can last for awhile longer.


    Github link: https://github.com/twostars/snoxd-koserver/
    IRC information: Quakenet, channel #snoxd-server (QuakeNet Web IRC (qwebirc))


    Please note that the IRC chat will not be used to aid people with their current servers. It will only be used to discuss development concerning the Github project. Thanks!


    Hello,


    Many of you might know me, in some way or another. If you don't, well, I've been around KO for quite awhile. In one form or another, I've been playing this game since about 2004 or so, back when MYKO was the only game in town for English players. I've seen the game's high points and unfortunately, all of the lows as well. It doesn't make me an expert, but I think an extra opinion couldn't hurt.




    I won't pretend to know about the inner-workings of the current private KO server community, but it does appear that there is an issue right now that is stopping it from growing into what it could (and most certainly should) be. The first problem appears to be that nobody wishes to share anything, for fear that it will, inevitably, be leaked. This is understandable. But here is my question: what does it matter? From my (admittedly minuscule) experience, it seems that Snoxd is the only place to go for KO developers and tinkerers alike. It also appears that Snoxd is the only place to go for releases/fixes/patches, of any measurable use. If that is indeed the case, then how would anyone effectively pass off these fixes as their own? I'm not advocating for new features to be pushed onto this hypothetical repo, just fixes. Sure, there would most certainly be some growing pains in adopting a Git repo, such as the initial influx of fixes and patches, all credited to random people, even incorrect people. Honestly though, is the current system any more developer-friendly?




    There is so much brain power behind KO that it baffles me to see everything so walled off. More importantly, the current environment is hostile to any new developers because everything is packed up and encrypted. How is a new developer supposed to learn anything beyond the basics if the "advanced" patches are blocked from their study? This, I feel, is the second problem that the KO private server community faces, that getting new blood in this community is incredibly difficult. I have felt for a number of years that, given the right environment, KO could be an absolutely terrific game, if the community would just come together. The third problem, as I see it, is that the game (and the repairs that it needs) is beyond any single individual. Instead, we need a team of people to accomplish this task. Development here rarely appears to include multiple people, which forces the developer to work for hours and hours with very little payback. Why not, instead, collaborate with someone of equal skill-level and push out the fix in half the time?




    Perhaps another thing this community could benefit from would be a small Wiki of some sort, to combine and share any information that a person might have that does not lend itself well to a release/fix/patch.




    KO desperately needs an infusion of life, if this whole community is to last much longer. The game is going to need some bright developers and dedicated people to keep the game going. Please take this at face value. As I stated, I won't pretend to know anything about developing things for KO. My only reason for this post is that, to this day, KO holds a very significant place in my memory as the first MMO that I ever played. I found friends in this game that I still talk to on a daily basis. I don't want to see the whole thing crash and burn. Is the hoarding of releases or knowledge really worth driving KO into the ground?


    Thanks for taking the time to read. Hopefully KO can regain a bit of the shine that it had back when we all started.
    Kallop, Rexi, Janek and 6 others like this.

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    +13342123123123

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    Basically our objective is to get it to a standard USKO version (1.914 currently).

    [s]Lacking the ability to get into the client EXE presently, so until that happens we're just working on updating it to 1.298 (or anything I'm already familiar with, with 1.5XX, 1.7XX & 1.8XX versions)... if you're not a confident C++ developer, but know someone who can dump a client EXE (doesn't even have to be runnable, just looking to disassemble it) it'd be truly appreciated. Either way, should have that sorted within the next few days.[/s]
    This isn't really an issue anymore. Managed to update my packet logger, so development could proceed.
    Last edited by twostars; 08-16-2012 at 06:37 AM.

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    World War 3 Senior Member SacredHealDane's Avatar
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    Quote Originally Posted by twostars View Post
    Basically our objective is to get it to a standard USKO version (1.914 currently).

    Lacking the ability to get into the client EXE presently, so until that happens we're just working on updating it to 1.298 (or anything I'm already familiar with, with 1.5XX, 1.7XX & 1.8XX versions)... if you're not a confident C++ developer, but know someone who can dump a client EXE (doesn't even have to be runnable, just looking to disassemble it) it'd be truly appreciated. Either way, should have that sorted within the next few days.
    I heared u making an emulator is that true?

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    Quote Originally Posted by SacredHealDane View Post
    I heared u making an emulator is that true?
    That'll stay private, at least until we see where this community project takes us. If it goes well (i.e. others actually *do* start contributing), I might port some of its systems over.

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    World War 3 Senior Member SacredHealDane's Avatar
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    Quote Originally Posted by twostars View Post
    That'll stay private, at least until we see where this community project takes us. If it goes well (i.e. others actually *do* start contributing), I might port some of its systems over.

    Well good luck ,Hope if you realy make one , then that wont flood with the koxpers and botter around ,if u'll find a fix for it that could be the most epic server ever made!!!

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    (\/) (;,,;) (\/) Why not Zoidberg? Admin camaz0tz's Avatar
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    Stickied for a huge step forward for private servers. I also bolded the most important part...

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    Quote Originally Posted by camaz0tz View Post
    Stickied for a huge step forward for private servers. I also bolded the most important part...
    Thanks for the sticky, and it's definitely worth bolding. Had a few come in asking for PSKO help there already!
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    TwoStars ,thx alos for help all
    Everyone you help

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    Really another good idea. PSKO devs should work together to bring back the good KO that we all miss instead of fighting over money and give us bad replicates.
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    This is the only thing I wanted ever since I started playing private servers
    But, of course there is going to be the people who are greedy and just stay private with everything.

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    Quote Originally Posted by Santa Claus View Post
    This is the only thing I wanted ever since I started playing private servers
    But, of course there is going to be the people who are greedy and just stay private with everything.
    This is no different to normal. If they're cheap enough to be doing that, they most likely won't get far regardless.

    Anyway, as we're finally publicly in-game with USKO 1.914 it's time to start working on updating existing & implementing new functionality (to give some idea of its current state, it doesn't even support upgrades, let alone things like mining).
    This is where the issue tracker will come in handy. Simply compile & run the server (there's a bare essentials guide in the subforum for this project @ Snoxd, linked on github) - at this stage I'm not even using AI, myself, so just Ebenezer/Aujard/login - throw the patcher in your USKO client folder (in the "What you'll need to get, compile & run the project" thread on Snoxd) and get in there, poke around & report anything that's broken on the issue tracker.

    From there, you could either wait for a contributor to work on it, or fork the github repository, work on resolving it & once you're done, submit a pull request to our master branch so that we can implement your patch for everyone's benefit (and help get things down much quicker; the more you help out with, the less we have to focus on, and the more we can get done in a short amount of time).

    Looking forward to your help with the project.

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    So basically you want to unite all (or most of) the ko devs in order to make unbugged & secured updated client?

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    Quote Originally Posted by MyDestiny View Post
    So basically you want to unite all (or most of) the ko devs in order to make unbugged & secured updated client?
    A server, yes. From source.

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    Quote Originally Posted by twostars View Post
    A server, yes. From source.
    Well, who is helping right now?
    Because it seems all have their own server o.O

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