Yeah I'll help out for sure I'll hop on irc someyime soon
This is a discussion on Github Repository for KO Development within the Private Servers forums, part of the Knight Online (ko4life.com) category; Yeah I'll help out for sure I'll hop on irc someyime soon...
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Yeah I'll help out for sure I'll hop on irc someyime soon
what is the server progress actually?
>> Github Repository for KO Development
Assume anything not listed is (really) fully functional.
Firstly, forgive me because this post is rather raw. We're at the state where the server's functionally extremely complete, so we can begin to start actively planning out the finer execution details. So this is rather an extremely informal update (we don't even have an actual thread yet, let alone a set name, so there's not much I can positively tell you at this point in time -- we'll have a proper update in due time).
As a few of you that have jumped in IRC have noticed, development's been a little slow over the last couple of weeks (other priorities), so we didn't really get to working on much more of that list since my last update. I did however go over the codebase (a little) cleaning things up, and generally addressing menial things we'd "TODO'd" for later. Just general bug fixes, updating old code (so I could completely kill off some legacy code), performance optimisations, etc. Minor stuff that's in the back of our minds that did need doing, but wasn't a huge priority to get done. We also did manage to get a little bit of hack prevention done, too, though we're still working on it (collision's surprisingly really good at the moment -- still some flaws to address [relating to incline + how it handles the bounding box of the player model] but pretty good, and speed hacking is exceptional [currently nothing left to do with it, no issues we can observe or really anticipate]).
It should pick up again, now that Aesteris has a bunch more time (as of today, actually). Really though, what's left to do (in terms of not-yet-implemented functionality) is fairly nonessential stuff; the server could easily run without it, without much issue (probably achievements are the most glaring item -- next to the buyback system -- that haven't been completely implemented yet; we have, however, documented their behaviour, implemented support in the server & ported over the data, so all's left is the actual implementation of achievements).
We don't, however, intend to even consider launching anytime soon, there's just too many servers at the moment -- especially with OSKO's latest server around the corner. It'd probably be better off to wait until next break (for most people anyway), which would give us plenty of time to refine the server and develop new content (... not to mention the tools for content development). On that note, I really want to play with some event ideas soon. Should actually be fun to write, as compared to trying to hack in support in say... 1.298... yuck.
TL;DR:
Server progress is fairly much where it was; it's functionally complete, though lacking achievements & shop buybacks, which I'd say are really the only two remaining cared about (or at least, noticeable) features.
Where we're at with prepping for a launch (though we don't intend on launching for a while, there's many servers launching right now, and we still need time to get all our ducks in a row [for cake, of course. Ducks love cake.]):
- we've enlisted the (professional) aid of a graphics designer (specialising in web design), who's designed our website for us and is willing to stick around for any graphics work we can give him (yay!).
- started building the website.
- prepared most of the content tools for use, though we still really need to work on cleaning them up to get any real work done with them.
- started giving server-side hack prevention serious thought & implementation (i.e. collision detection, speed hacking, etc.) -- still some way to go there, but it's about time (finally) we focused on it.
- started seriously profiling & load testing the server to determine bottlenecks/ensure it behaves fine under any real load (i.e. no real [server] performance implications under flood, do our best to always ensure a session is available for a legitimate player [or relinquished ASAP for a malicious user], ...).
- putting in some serious thought regarding our hosting/production workflow, so as to ensure everything remains as smooth as it can be no matter what the situation (research, research, research! Jonny's especially been providing invaluable insight here!).
A lot of it sounds like common sense, but really they're just things we've put off thinking (excessively) about to avoid being distracted by them too early. The server itself must come first, what we do with it comes after.
As said, this post is rather premature & raw, so forgive me the lack of any specific details.
... the ball is rolling.
looking good man gj! btw just from curiosity, what is the type of the server? you gonna do it like usko?
You sure you arent working for OSKO?
What? I actually admire him.. Hes prolly better than Sevki and those, but just seeing how they are processing with same stuff on the same stuff and some words make me actually thought that merging OSKO with Twostars is definetly a hundred*cigs combination. Some people told me 19xx or those are getting closed by the court specially in Turkey, if it's sued and tracked ofcourse but i'm not sure.
Open a charity, or a shareholding for your project and i am in ;p
up good ++
dsalğüdasdas
Twostars do you have scrolls ingame or just only pus?
and if yes. which ones?
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