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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; Originally Posted by Nagato i got you and that's awesome, everything is fine for me, but the only thing i'm ...
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  1. #61
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    Quote Originally Posted by Nagato View Post
    i got you and that's awesome,

    everything is fine for me, but the only thing i'm afraid of is minor cooldown, lol. that's why i worry so much..
    Fortunately, that's just configured in the client/database.

    Quote Originally Posted by Chunk View Post
    How could I help, if you don't mine me asking. I've read through most of them, one I was thinking is your premium system. I wanted to ask if the text would be on your chat bar or you would have it in the top right corner with a drop down system like USKO.
    The premium issue's fairly low priority, all that issue's saying is "I have premium but it doesn't help me in any way!" (i.e. no shop discounts, NP gain, etc). The premium time is loaded/shown. With that client, it's shown in the top-right. Note though, that it's handled the same way server-side since 1.298 -- the client's just deciding what to do with the that info.

    Here's one I just recently closed, regarding the cape costs which is still actually waiting on a confirmation one way or the other:
    https://github.com/twostars/snoxd-koserver/issues/168
    Remaining question being: is the cape cost in clan point form, i.e. NP/36 or is it in NP form? Initially I was going by what the UI suggested, however Kocu seems to think it's taking too little (ergo, it should be in NP form).

    Code:
    sCapeIndex	strName	nBuyPrice	nDuration	byGrade	nBuyLoyalty	byRanking
    10	black                         	0	0	0	36000	3
    11	blue                          	0	0	0	36000	3
    12	red                           	0	0	0	36000	3
    13	purple                        	0	0	0	36000	3
    14	green                         	0	0	0	36000	3
    15	yellow                        	0	0	0	36000	3
    16	dark purple                   	0	0	0	36000	3
    17	orange                        	0	0	0	36000	3
    18	light green                   	0	0	0	36000	3
    29	iron window bar               	0	0	0	180000	3
    30	cross                         	0	0	0	288000	4
    31	checker                       	0	0	0	432000	5
    32	bisymmetry                    	0	0	0	648000	6
    33	eagle                         	0	0	0	864000	7
    40	black                         	0	0	0	360000	8
    41	blue                          	0	0	0	360000	8
    42	red                           	0	0	0	360000	8
    43	purple                        	0	0	0	360000	8
    44	green                         	0	0	0	360000	8
    45	yellow                        	0	0	0	360000	8
    46	dark purple                   	0	0	0	360000	8
    47	orange                        	0	0	0	360000	8
    48	light green                   	0	0	0	360000	8
    60	Imperial Household5           	0	0	0	1080000	8
    61	Imperial Household4           	0	0	0	1368000	9
    62	Imperial Household3           	0	0	0	1728000	10
    63	Imperial Household2           	0	0	0	2160000	11
    64	Imperial Household1           	0	0	0	2880000	12
    See, like here we have all the cape costs: 36000 -> 2880000.

    When you donate NP, it's divided by 36 to bring it down to clan point form, right? Donated clan points are stored this way.
    When you buy a cape, its dialog refers to it as it does regular national points. "nBuyLoyalty", and the fact they're all considerably quite large and multiples of 36 gives me the impression that those costs are in raw NP form (and thus must be divided by 36 before we take it from the clan fund).

    So if you were to buy the 'black' cape there, assuming that cost (36,000) is in "NP form", it'd only take 36,000 / 36 clan points from the fund, i.e. 1,000 clan points.
    In that issue, Kocu suggests that this is invalid behaviour and it should be taken as is, so it'd require 36,000 clan points (that's 36,000 * 36 donated NP... or 1,296,000 NP) for the first cape. This seems awfully high to me.

    Unfortunately, I'm not a clan leader on USKO (nor do I play, but those amounts seem so terribly high...) so I can't really check for myself. :/

    Other than that, if you're not willing to run through the guide and throw up a quick server of your own to have a toy with and see what needs implementing/fixing, a lot of it's just filling in the blanks with issues. I'm familiar enough with the game up until KE-ish, but beyond that some of those issues assume the reader knows exactly what's going on. Some of them are fairly ambiguous, the time it takes to investigate what's meant by them, verify what's actually happening and then identify what should be happening could have been better spent on other tasks. Information is extremely vital to a lot of these, accuracy is fairly important to emulating the game (admittedly I've played it a little loose with accuracy today...).

    Probably the two biggest issues right now are skill support and AI.
    Skill support has been quite the process, there's a lot still needs implementing (I need to update the unsupported buff/debuff list with all the obscure (de)buff types I made the server aware of earlier).
    As for AI, well... most of the effort's been spent on fixing/cleaning up the game server. While the underlying AI systems have been updated, it's still got a lot of work to go before I'm even considering implementing things like event spawns (I want to redo how spawns work, for one). Really, the majority of AI code is just magic numbers and copypasta, which causes it to make very little sense without a heck of a lot of research... ;_;

    When AI's more ready, we'll be able to implement type 7 skills (i.e. monster behaviour skills like "Binding" and "Provoke"), and events that evidently rely on controlling/spawning NPCs/monsters... it has a way to go.
    Last edited by twostars; 06-22-2013 at 11:45 AM.
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  2. #62
    Senior Member Diver's Avatar
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    twostars you gonna launch a server soon?

  3. #63
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    Quote Originally Posted by Diver View Post
    twostars you gonna launch a server soon?
    Not really, the project's a long way off that. My heart's set on making it workable, not necessarily using it myself... but it's a long way off yet to even consider anything like that.

  4. #64
    Regular Member Chunk's Avatar
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    I'm afraid you're on your own when it comes to me, I'm a KE player, never played USKO started my KO career on Private servers so..
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  5. #65
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    Should probably update this as it's been a couple of months since the last update.

    Firstly, those who kept an eye on the project probably noticed they haven't been able to access it for the last few weeks.
    This is because we eventually decided to just make it "private". This isn't to say we shut off access completely - those who really do want to contribute are given access to do so - it is simply because it started becoming very popular with turks, and for various reasons (not bothering to search existing tickets so we had dozens of identical issue reports, not understanding English/posting in Turkish, persistent feature requests), issue tracking/management was becoming a nightmare & as a result, actual development was slowing to a crawl.

    Since it's been made private, however, we've reprioritised issues mostly according to expansion, and have setup milestones for each expansion to help give clear goals, and some estimation for how long things are going to take.

    There's been far too much activity to list every little change here and there, so I'll try to just list the major stuff (leaving quest scripts mostly aside; Annunaki has been working a LOT on NPC/quest behaviour):
    - fixed Scarecrows to behave identical to official (finally).
    - implemented support for all buff/debuff types except: DC premium buffs, generic premium item buff, and some unused (de)buff type (so we have no idea what it is, or what it's meant to do).
    - implemented support for the party leader promotion feature.
    - fixed the bug with buying merchants causing the client to crash, so these are now completely usable.
    - implemented support for set items & their bonuses.
    - implemented support for cospre item bonuses.
    - implemented support for Krowaz item bonuses.
    - implemented support for Krowaz skill procs.
    - ensured the AI server was notified about buffs/debuffs so that it can apply the updated stats to the player or spawn for use there.
    - ensured a player's max HP is now capped at 14,000 HP.
    - fixed damage calcs (to some extent. Not guaranteed to be completely accurate yet, this has still to be looked at).
    - implemented support for spawning monsters/NPCs.
    - implemented monster summon skills (i.e. monster summon staff).
    - implemented the Chaos Stone system.
    - implemented type 7 (monster behaviour) skills; Binding, Provoke.
    - implemented support for death taunts (they're actually skills targeting dead players).
    - all existing skills should now finally be supported (note: some may not behave as they do officially, later testing/confirmation will be required to address these).
    - implemented daily reset of rankings/grades.
    - implemented support for "CONT Recovery" item (refunds all of a player's donated NP when they leave a clan).
    - implemented most of the zone entry requirements. Special cases such as Castle Siege War & level-restricted instance behaviour are not yet handled (but will be when the events themselves are implemented).
    - implemented support for server XP/Noah events.
    - implemented support for stored clan notices.
    - implemented support for the "Duration Item", for extending the duration of a skill.
    - implemented support for NPCs casting skills via quest scripts (e.g. to obtain buffs from the National Enchanter).
    - implemented the manner point system.
    - implemented the obtaining of "Meat Dumplings" on kill.
    - implemented support for the Knight quest (and anything else that relies on checking or changing clan grades/rankings).
    - all random number generation now uses the Mersenne Twister algorithm, so essentially: more random. Also fixes a couple of instances where it wasn't seeded, and thus wasn't random at all...
    - fixed the upgrade system to allow for previewing items and handles all test cases correctly.
    - implemented a timed event manager, which allows us to add items to a queue to be called at a certain time, which heavily simplifies all sorts of timed logic behaviour; not just game events, but things like HOT/DOT as well.
    - finally reimplemented DOT/HOT on NPCs (this was removed early on as we migrated the entirety of the skill system to the game server).
    - dropped complete support for VS2010, in support of C++11 functionality.
    - started working towards a cleaner code-base, relying on C++11 functionality to help ensure cleaner, faster, and most importantly, safer code. Found a couple of bugs in the process of cleaning this up, so I'm sure it's prevented us from introducing similar bugs in the future.
    - implemented the Chaotic Generator.
    - implemented accessory compounding.
    - implemented support for clan handovers.
    - implemented handling of reverse unlocks.
    - implemented expiration items.
    - implemented skill cooldowns/cast times.
    - reimplemented the party system (mgame's original system was a mess, and really awkward to use).
    - implemented support for a generic game event system.
    - implemented the Forgotten Temple event.
    - implemented support for clan name changes.
    - implemented support for the makeup NPC & its feature change functionality.
    - implemented stat overrides for siege weapons (so siege weapons are completely supported now).
    - reimplemented PVP zone rankings, so the system now works as it does officially (minus persistence, but not sure if that's official behaviour or not).
    - implemented the item manufacturing system.
    - fixed NP packets, so premium NP & clan donated NP show correctly now.
    - reimplemented zone/region code to behave far more sanely & consistently.
    - implemented support for complete, real, zone instancing (I don't even want to know how mgame handles it...).
    - implemented support for Bulletin Boards (both load fine, unlike official...).
    - cleaned up all weighted chance logic to be handled more generically.
    - implemented quest triggers for monster kills (so monster kills are counted now).
    - implemented the starting of the Max/Seed quest & its unfortunately hardcoded (hardcoded officially too) trigger.
    - implemented most of the Sheriff System.
    - implemented spawn cycling, for things like bosses & 7 Key quest NPCs.
    - cleaned up the player & NPC request packets further, as they're all essentially the same, there was no need for the ID & flag to be handled for each and every packet of its kind.
    - implemented random bonus "Noah events" on coin looting.
    - base character stats are no longer hardcoded into the server.
    - fixed quest searching behaviour, so most NPCs behave now using the official scripts.
    - implemented support for older clients, specifically the 1.298 client but it'll probably handle most other clients without too much drama (I did allow for the minor changes for these newer clients, but it hasn't been tested). This is mostly for testing, but it'd be nice to ensure other versions are supported fine too, for instance... 1.534).
    - implemented private arenas; this works infinitely more saner/logically than mgame's system) though I'd still want to make some changes to the client to handle this even better (for instance, page selection buttons on the match list UI don't do anything. Server supports page selection, but since mgame didn't/doesn't have proper instancing, they decided to just use the first 5 and made the buttons useless...).
    - implemented the alliance system.
    That was rather a long list; scarily, I didn't even include anywhere near half of the stuff we specifically implemented or fixed. :|

    Currently working on finishing up support for KE-era & base functionality. Which leaves reimplementing wars, CSW, clan guards, rental system, and the remaining parts of the King system. After that, to the VERY few ROFD-era functionality that hasn't already been implemented, so... Bifrost (ROFD-era...ish) & the monster suppression squad... and then, the other expansions.

    Busy busy busy...
    Last edited by twostars; 09-03-2013 at 07:40 PM. Reason: typo
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  6. #66
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    Glad you updated this thread, i really am awaiting the final result. As i see you've accomplished alot! Keep up this work, twostars and ofcourse the others that are involved in this project. I really do appreciate what you are doing, and all i can do is hope it will get finished without any problems or some1 ruining it.

  7. #67
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    This update's mostly for the couple of people that keep entering the channel and leaving when they don't see any talking within the brief hour (if that, and usually while I'm asleep) they stay connected for.

    Since the last post, we've been mostly focusing on implementing game event functionality and generally bringing it up to date with the various expansions.
    - rewrote wars, so we now support the various types (though only the Lunar & Dark Lunar Wars are actually implemented/tested. Nereids & Snow exist, but haven't really been overridden yet), and in the invasion zone, refugees & monuments.
    - implemented war heroes.
    - fixed reward distribution for things such as Warder/Keeper kills. Works as it does officially.
    - reimplemented Bulletin Boards as the structure is a whole lot clearer now (was reading too much into the structure, there really was no logic to it)
    - implemented Bifrost.
    - implemented trap tile behaviour.
    - implemented Castle Siege War.
    - implemented automatic clan donations (thanks to brutalsnake for helping out with this!).
    - cleaned up zone entry requirements, so there's very little override logic to it now (means more reliable/consistent entry requirements checked in a couple of places)

    Really though, the only reason I'm posting this is because there's actually been very little work on the server project the past few days.
    It's because Aesteris & I have been busy experimenting with client map functionality. With very little 3D rendering/drawing experience, we decided we'd give writing our own map viewer a go. Very surprisingly (to us!), we managed to get it to rendering a wireframe heightmap of the terrain (thankfully I'd already done the work reversing the various old & new map formats, so all I had to do was include my own project & read in the data from that. Using it was actually fairly easy.).

    Next we were attempting to texture it (again, loading the textures I'd already implemented -- so that was fine enough), but we haven't yet got around to making that happen.
    I decided to try my luck at updating mgame's map editor (though I still want to implement the viewer for learning purposes; it's one thing updating the formats, it's another understanding how the data's used. Something I'd really like to learn!).
    The main issue with the map editor in its original state is it does not load the client map files; it requires what appears to be some other format used for the map editor itself, which obviously don't come with the client. I've had to reimplement all the load code to not use this, but load the data from the client maps instead (and update the load code to support the format changes...).

    So far I have the main terrain being drawn, & the tiles textured (though there's something amiss with that I still need to figure out that's causing the tile textures to blur. Map editor was loading it much differently to the client, so...), objects drawn, rendered, textured correctly, etc. Updated it to support the new (ROFD+) *and* the old (1.098 and KE-ish) formats. Not sure if I need to support the models in the Chr folder (map editor loads them with the rest of the objects), but if so, found they encrypted the animation files using the same encryption method (albeit not the same key) as the TBLs (... which I haven't fully reversed yet, sigh). So disabled loading those for new maps for now.

    Need to work on reimplementing all the save code, but so far it's looking pretty good (screenshots of Moradon in the 1.886 client; note that the weirdness is due to it culling stuff because my far plane/tile region settings are set fairly low)...

    So, in conclusion, the server project isn't not being worked on. Just been a little distracted with this project for now, but I really should get onto finishing up the King system & working on one of the instance events like Monster suppression squad. :P

  8. #68
    I am Timmeh Senior Member
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    Quote Originally Posted by twostars View Post
    This update's mostly for the couple of people that keep entering the channel and leaving when they don't see any talking within the brief hour (if that, and usually while I'm asleep) they stay connected for.

    Since the last post, we've been mostly focusing on implementing game event functionality and generally bringing it up to date with the various expansions.
    - rewrote wars, so we now support the various types (though only the Lunar & Dark Lunar Wars are actually implemented/tested. Nereids & Snow exist, but haven't really been overridden yet), and in the invasion zone, refugees & monuments.
    - implemented war heroes.
    - fixed reward distribution for things such as Warder/Keeper kills. Works as it does officially.
    - reimplemented Bulletin Boards as the structure is a whole lot clearer now (was reading too much into the structure, there really was no logic to it)
    - implemented Bifrost.
    - implemented trap tile behaviour.
    - implemented Castle Siege War.
    - implemented automatic clan donations (thanks to brutalsnake for helping out with this!).
    - cleaned up zone entry requirements, so there's very little override logic to it now (means more reliable/consistent entry requirements checked in a couple of places)

    Really though, the only reason I'm posting this is because there's actually been very little work on the server project the past few days.
    It's because Aesteris & I have been busy experimenting with client map functionality. With very little 3D rendering/drawing experience, we decided we'd give writing our own map viewer a go. Very surprisingly (to us!), we managed to get it to rendering a wireframe heightmap of the terrain (thankfully I'd already done the work reversing the various old & new map formats, so all I had to do was include my own project & read in the data from that. Using it was actually fairly easy.).

    Next we were attempting to texture it (again, loading the textures I'd already implemented -- so that was fine enough), but we haven't yet got around to making that happen.
    I decided to try my luck at updating mgame's map editor (though I still want to implement the viewer for learning purposes; it's one thing updating the formats, it's another understanding how the data's used. Something I'd really like to learn!).
    The main issue with the map editor in its original state is it does not load the client map files; it requires what appears to be some other format used for the map editor itself, which obviously don't come with the client. I've had to reimplement all the load code to not use this, but load the data from the client maps instead (and update the load code to support the format changes...).

    So far I have the main terrain being drawn, & the tiles textured (though there's something amiss with that I still need to figure out that's causing the tile textures to blur. Map editor was loading it much differently to the client, so...), objects drawn, rendered, textured correctly, etc. Updated it to support the new (ROFD+) *and* the old (1.098 and KE-ish) formats. Not sure if I need to support the models in the Chr folder (map editor loads them with the rest of the objects), but if so, found they encrypted the animation files using the same encryption method (albeit not the same key) as the TBLs (... which I haven't fully reversed yet, sigh). So disabled loading those for new maps for now.

    Need to work on reimplementing all the save code, but so far it's looking pretty good (screenshots of Moradon in the 1.886 client; note that the weirdness is due to it culling stuff because my far plane/tile region settings are set fairly low)...

    So, in conclusion, the server project isn't not being worked on. Just been a little distracted with this project for now, but I really should get onto finishing up the King system & working on one of the instance events like Monster suppression squad. :P
    But don't worry turks are way ahead of us right? haha

  9. #69
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    Quote Originally Posted by ilovemyko1 View Post
    But don't worry turks are way ahead of us right? haha
    What?

    10 chars

  10. #70
    I am Timmeh Senior Member
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    Quote Originally Posted by twostars View Post
    What?

    10 chars
    I don't remember who it was (probably would have made it make more sense) but it was on this forums where some turkish dev said all the english devs sucks and the turkish devs are way better

  11. #71
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    Quote Originally Posted by ilovemyko1 View Post
    I don't remember who it was (probably would have made it make more sense) but it was on this forums where some turkish dev said all the english devs sucks and the turkish devs are way better
    Ah. I may have read (and replied to) that post. Can't remember what it was either though.

    So, why don't you idle IRC? Weren't you going to mess around with stuff? Did you ever get around to doing so?

  12. #72
    I am Timmeh Senior Member
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    Quote Originally Posted by twostars View Post
    Ah. I may have read (and replied to) that post. Can't remember what it was either though.

    So, why don't you idle IRC? Weren't you going to mess around with stuff? Did you ever get around to doing so?
    Was out of town I'll be around more now though for sure

  13. #73
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    Quote Originally Posted by ilovemyko1 View Post
    Was out of town I'll be around more now though for sure
    Whee :P

    So, finally finished implementing/updating the save code to support all of the various map versions. Currently loads & saves both terrain and objects.
    Still need to fix tiles, but once that's done the map editor will be usable, despite being a little limited in usage; since it doesn't import/export some of the other map formats like lighting, sounds, etc, and you currently need to create maps using existing maps, you can't create a completely fresh map... yet. It's getting there, though. ;_;
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  14. #74
    Senior Member Aristona's Avatar
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    The amount of time and resources used for this emulator is unreal.

  15. #75
    Sir DooM* Senior Member DoomBringer's Avatar
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    Aristona alive?
    Make new gg server pls

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