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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 Aristona Does Facebook's frontend sources look like something a complete newbie can download and write the backend ...
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  1. #91
    ℒℰℊℯи Senior Member Oscar's Avatar
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    Quote Originally Posted by Aristona View Post
    Does Facebook's frontend sources look like something a complete newbie can download and write the backend for it? It has always been javascript heavy, and I had my baby steps into programming by messing around with Vinthian's and your panels. (apart from some random borland c++ stuff I've seen during school.) What I did was probably taking Facebook's fixed navigation CSS sources (fixed nav bars were extreme rare thing back then), tried to replicate my own plus trying to add some AJAX to the links. Isn't it how you learn stuff basically?

    You need to have a look at: The 11 Phases of a Web Developer?s Career (As Illustrated by Memes) | Nettuts+

    I fully agree. I believe Facebook thing related to phase #2, and me toying with your panel should be related to #6.

    Haven't you play soccer back when you were kid and tried to play like whoever your favorite soccer player is, trying to do the same tricks he does, wearing his soccer uniform?



    Definitely. I would also like to see it myself. Would be funny.



    Probably not an oversight but rather a habit. I usually init all our repos with proper stuff like readme, license, gitignore, project template etc.

    I'm not sure if you remember, but there was a discussion about your panel on Snoxd and you ended up the conversation with a word like: "It's so old. I don't even care anymore. It's all yours." I'm sure we should dig that deeper and see what you've thought about your project years ago.



    You wrote the initial stuff in 2009 - those controllers and views were written for KI 3. (I see voting/advertisement feature in account controller which I quickly coded for KI 3 release.)

    Anyway, initially I didn't think you would care about it after years, but if you really do care about it, I can update all the constant naming back to KODEVS and give you credits for whatever is yours. It's no problem - I can happily do it.



    I didn't leak it. I don't know who did either cause I can't remember the past well. One question though: why would I leak something I paid money for?

    The only thing I remember is; one day, we got hacked and everything on dedi were uploaded. Database, server files, tools (I believe a tiny app of yours were leaked too, was it a TBL editor or something?), panel etc. Is it really my fault? I know Realizzt hacked us once by figuring out my e-mail's password and sending a ticket to data center about dedi's password, but I'm not sure if he was the one who leaked your panel. We got hacked so many times and I stopped counting. There has even been a case where two hackers hacked us at the same time and they were trying to kick eachother out of dedi. Can you imagine how fucked up our situation was?

    Actually, you can get the same thing by typing "twostars panel" on Google and selecting one of the turkish forums/upload/warez sites.



    You claim it's bad, but it's not that bad. Uses service locators, MVC based, contains a DBAL (which emulates prepared statements although with some flaws), contains a template engine, supports nested views, easily multilingual using Lang and passing params. All this with around 20KB models and classes which written back in 2009. If you think you did something terrible, you're overly underestimating yourself.

    Why did I develop many things on it and loved it religiously? Well, because it was awesome. It felt like cure for cancer after dealing with Vinthian's panel. (Remember tr(); th(); td();, procedural nosense stuff) I learned PHP toying with your panel, breaking it and rebuilding. At first, it looked so complicated (I barely knew what $this was, and why things didn't work if I erase that, lol) but one night, after toying with your panel all day long, things started to tick, everything made sense. I didn't sleep until morning. I kept developing things, from upgrading MyKOL to develop new stuff. By the time I learn the basics of PHP, I had a solid grasp of what is MVC and what are the basics of OOP.

    Really, you shouldn't underestimate your project. Have a look at Github, look some of the projects with at least 1K stars. They're terrible.

    I don't know if something inspired you to develop that panel or you develop it using your imagination. Regardless, that's the core functionality of every web framework out there.



    For sure majority of it is your work, but what is bad about people using it to develop their own projects? What is bad if I used your DBAL to handle my queries? I would be happy with people using my work to develop their own projects.

    I'm not going to repeat everything once again. Read my first and second paragraphs about Github.

    Not really - apart from 1-2 multimillion dollar company, nobody knows anything. Not the companies nor not the software engineers with great graduation marks. They don't cringe at me - why would they? They're sick of software engineers using procedural code with zero knowledge. As long as you know the core concept of OOP (nothing like SOLID is involved, just the basics of OOP) and be able to write a basic class for converting currencies, they welcome you. On the other hand, I try to improve myself everyday, reading articles, following godlike developers, trying new things, willing to learn. That's what employers look for.
    tl;dr?
    /tenchars

  2. #92
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    I like how after that entire post you *again* completely ignored the main point of argument... also my suggestion to leave this thread alone, as you're completely off-topic and don't even pretend to offer anything to the thread (or the project).

    On a more on-topic note, been working on the client source the past few days (just getting back into the swing of it, because it's been half a month since I was last super active on it). Mostly cleanup, bit of portability improvements, but also implemented the main quest menu (will need to implement the quest say/message dialog next, I think). Have quite a few UIs left to support, especially a few that are going to be painful (i.e. anvil dialogs [upgrade, accessories], the chaotic generator, cape [implementing the swivel animation should be.. interesting]).

    Apart from the fact that the client still has kinks to work out (e.g. it'll let you into the game before the info packet's received, a few packets like loot need rewriting/updating because they're dated and horribly broken, and general item stuff because that's written ABSOLUTELY HORRIBLY and has caused many bugs I've already resolved), main functionality that needs implementing for 1.298 support is as follows:
    - King system (election, treasury NPC UIs, and sending the related packets, /prize and other commands).
    - Quest list (on the character info UI).
    - Quest search.
    - Rental system (needs emulating on the server's end too, so doesn't matter terribly much yet. For now, the main UI is a priority).
    - Cape NPC UI: I fully implemented clan symbols already, and capes are implemented, the UI (and its animations [that look more than a little painful]) to buy the capes just needs implementing.
    - Anvil + chaotic generator. The latter probably doesn't even exist in the official 1.298 client, but I'll implement it regardless.
    - Bifrost timer. As with the chaotic generator UI, this definitely doesn't exist in the official 1.298 client. There's really no reason for it not to, and implementing it anyway, so it won't matter to implement this for 1.298 either.
    - Private arena NPC. Oh the stuff I want to implement properly with this (proper pagination, for one. MORE THAN 5 INSTANCES!) This system was never finished officially; not in the client, not in the server. Now I can do both (already improved it as much as I could server-side, it's just the stupid official client limitations being annoying). On a related note, already implemented support for the "sub-zones" these use (don't really have a better name for them; but essentially for each zone/instance they have another series of them defined in the TBL for each actual zone to use. It's super awkward, and server-side instances [which I support properly now] make this completely useless, but nevermind).
    - Siege NPCs.
    - Transformation support.
    - On a similar note as transformations, siege weapon support.
    - Newer (this is before 1.098, remember) skill support (updated buffs, newer skill types).
    - Updating the weapon glow; they do glow already, but the effect's different. Need to look into this further, it'll probably be something super simple.
    - Sound. Sound is a major issue: right now there's sounds for effects (and walking. My god, the walking sound. *cringe*), but no background music or such.
    - Objects need to handle rotation effects.
    - Merchant system (all of it: the UIs, showing the vendor stall, the message when trying to move to warn you that it'll close the stall, the overhead icons, etc).
    - Tile events (this is only really for CSW, where it defines the area the weapons can be used and such). Still need to finish completely reversing the file these are stored in, but once that's done I can consider reimplementing it in a better approach, as it's kind of awful.
    - Alliances. Not much to this, as there's really nothing special happening here: just the UI & packets, the chat type is already implemented.
    - Party bars: Won't do much about these until I get to implementing the skill system better, but currently it'll only use the one HP/MP bar set, as opposed to a different one (and its effect, if applicable) whether you're taking DOT, slowed or whatever. Also, it shows all party bar entries regardless of whether the slot's filled; really, it just needs a bit of attention at some point, as I've mostly ignored it.

    So really, a lot's already implemented and working fine (enough). Once I have a more complete base, I really want to do something about their UI system (a lot of it is complete hackery. Seriously, it's unbelievable...), and other stuff (portability!), but until then, implementing things the way they intended is going OK. For 1.298, anyway. ROFD's UI changes, especially the quest stuff, are probably going to be annoying...

  3. #93
    God. Moderator Kallop's Avatar
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    Quote Originally Posted by twostars View Post
    I like how after that entire post you *again* completely ignored the main point of argument... also my suggestion to leave this thread alone, as you're completely off-topic and don't even pretend to offer anything to the thread (or the project).

    On a more on-topic note, been working on the client source the past few days (just getting back into the swing of it, because it's been half a month since I was last super active on it). Mostly cleanup, bit of portability improvements, but also implemented the main quest menu (will need to implement the quest say/message dialog next, I think). Have quite a few UIs left to support, especially a few that are going to be painful (i.e. anvil dialogs [upgrade, accessories], the chaotic generator, cape [implementing the swivel animation should be.. interesting]).

    Apart from the fact that the client still has kinks to work out (e.g. it'll let you into the game before the info packet's received, a few packets like loot need rewriting/updating because they're dated and horribly broken, and general item stuff because that's written ABSOLUTELY HORRIBLY and has caused many bugs I've already resolved), main functionality that needs implementing for 1.298 support is as follows:
    - King system (election, treasury NPC UIs, and sending the related packets, /prize and other commands).
    - Quest list (on the character info UI).
    - Quest search.
    - Rental system (needs emulating on the server's end too, so doesn't matter terribly much yet. For now, the main UI is a priority).
    - Cape NPC UI: I fully implemented clan symbols already, and capes are implemented, the UI (and its animations [that look more than a little painful]) to buy the capes just needs implementing.
    - Anvil + chaotic generator. The latter probably doesn't even exist in the official 1.298 client, but I'll implement it regardless.
    - Bifrost timer. As with the chaotic generator UI, this definitely doesn't exist in the official 1.298 client. There's really no reason for it not to, and implementing it anyway, so it won't matter to implement this for 1.298 either.
    - Private arena NPC. Oh the stuff I want to implement properly with this (proper pagination, for one. MORE THAN 5 INSTANCES!) This system was never finished officially; not in the client, not in the server. Now I can do both (already improved it as much as I could server-side, it's just the stupid official client limitations being annoying). On a related note, already implemented support for the "sub-zones" these use (don't really have a better name for them; but essentially for each zone/instance they have another series of them defined in the TBL for each actual zone to use. It's super awkward, and server-side instances [which I support properly now] make this completely useless, but nevermind).
    - Siege NPCs.
    - Transformation support.
    - On a similar note as transformations, siege weapon support.
    - Newer (this is before 1.098, remember) skill support (updated buffs, newer skill types).
    - Updating the weapon glow; they do glow already, but the effect's different. Need to look into this further, it'll probably be something super simple.
    - Sound. Sound is a major issue: right now there's sounds for effects (and walking. My god, the walking sound. *cringe*), but no background music or such.
    - Objects need to handle rotation effects.
    - Merchant system (all of it: the UIs, showing the vendor stall, the message when trying to move to warn you that it'll close the stall, the overhead icons, etc).
    - Tile events (this is only really for CSW, where it defines the area the weapons can be used and such). Still need to finish completely reversing the file these are stored in, but once that's done I can consider reimplementing it in a better approach, as it's kind of awful.
    - Alliances. Not much to this, as there's really nothing special happening here: just the UI & packets, the chat type is already implemented.
    - Party bars: Won't do much about these until I get to implementing the skill system better, but currently it'll only use the one HP/MP bar set, as opposed to a different one (and its effect, if applicable) whether you're taking DOT, slowed or whatever. Also, it shows all party bar entries regardless of whether the slot's filled; really, it just needs a bit of attention at some point, as I've mostly ignored it.

    So really, a lot's already implemented and working fine (enough). Once I have a more complete base, I really want to do something about their UI system (a lot of it is complete hackery. Seriously, it's unbelievable...), and other stuff (portability!), but until then, implementing things the way they intended is going OK. For 1.298, anyway. ROFD's UI changes, especially the quest stuff, are probably going to be annoying...
    Seeing all these updates makes me wonder.. Are you remaking the game or just fixing a majority of all the bugs and using it as an emulator? I mean are you actually fixing MGAME's code from scratch?

  4. #94
    I am Timmeh Senior Member
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    Quote Originally Posted by Kallop View Post
    Seeing all these updates makes me wonder.. Are you remaking the game or just fixing a majority of all the bugs and using it as an emulator? I mean are you actually fixing MGAME's code from scratch?
    I think it was more as he got a new cool toy for the client and got side tracked on it xD and made it a new side project

  5. #95
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    Quote Originally Posted by Kallop View Post
    Seeing all these updates makes me wonder.. Are you remaking the game or just fixing a majority of all the bugs and using it as an emulator? I mean are you actually fixing MGAME's code from scratch?
    Quote Originally Posted by ilovemyko1 View Post
    I think it was more as he got a new cool toy for the client and got side tracked on it xD and made it a new side project
    This.

    I'm honestly not sure yet, but I actually find the client-work a lot less demanding than I'd previously anticipated. The first step though is emulating the existing features (and fixing the existing bugs, whether they still exist officially or not), but there's a whole lot that can be done with it afterwards, for example: an actual auction house, something KO is sorely lacking. Also introducing native portability for other operating systems, but that does require cleaning up & abstracting a great deal of DirectX code & writing an OpenGL port. I'm not entirely sure if it's worth attempting to use a "real" engine, as a lot would need to be rewritten for it, so just implementing the OpenGL port seems like the direction to take here.

    Beyond that, I have absolutely no plans. Ideas, perhaps, but no plans. Really, as ilovemyko1 said, it's just a fun side-project (that opens up way more options in the long run, if PSKO is even around then. ;p).

    If you've got any suggestions/ideas, I'd be happy to hear them. KO has so much potential.

  6. #96
    Senior Member MySexualIntention's Avatar
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    Quote Originally Posted by twostars View Post
    If you've got any suggestions/ideas, I'd be happy to hear them. KO has so much potential.

    Needs more blue, rick got the idea.

  7. #97
    God. Moderator Kallop's Avatar
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    Quote Originally Posted by twostars View Post
    This.

    I'm honestly not sure yet, but I actually find the client-work a lot less demanding than I'd previously anticipated. The first step though is emulating the existing features (and fixing the existing bugs, whether they still exist officially or not), but there's a whole lot that can be done with it afterwards, for example: an actual auction house, something KO is sorely lacking. Also introducing native portability for other operating systems, but that does require cleaning up & abstracting a great deal of DirectX code & writing an OpenGL port. I'm not entirely sure if it's worth attempting to use a "real" engine, as a lot would need to be rewritten for it, so just implementing the OpenGL port seems like the direction to take here.

    Beyond that, I have absolutely no plans. Ideas, perhaps, but no plans. Really, as ilovemyko1 said, it's just a fun side-project (that opens up way more options in the long run, if PSKO is even around then. ;p).

    If you've got any suggestions/ideas, I'd be happy to hear them. KO has so much potential.
    To be honest the only suggestions I could give would be based on my experience in private servers which is mostly the in-game stuff. I can't speak for everyone though. People have different tastes and I doubt your project is in the point where you'd have to start thinking about in-game events and such anyway

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    Quote Originally Posted by MySexualIntention View Post
    Needs more blue, rick got the idea.
    *writes that down* More blue. Got it.

    Quote Originally Posted by Kallop View Post
    To be honest the only suggestions I could give would be based on my experience in private servers which is mostly the in-game stuff. I can't speak for everyone though. People have different tastes and I doubt your project is in the point where you'd have to start thinking about in-game events and such anyway
    I actually didn't really consider events much, because they're mostly server-sided.

    With regards to 1.298:
    - Forgotten Temple is done (no client work needed),
    - Wars are done (again, no client work needed),
    - Castle Siege War is implemented (need to implement transformations/siege weapons though),
    - Bifrost wasn't in 1.298, but even still, that's implemented: it just needs the Bifrost timer UI which is probably the most simple UI that exists. Oh, I suppose the name replacement, but that's a menial task (with that in mind, I'll add it to the issue tracker, so I don't forget!).

    If you consider the king system, then I guess there's the UIs (and the king cape override, which is implemented), but apart from that I can't think of any special logic.

    With regards to newer events, I guess the counter in BDW (and whatever else), and actual monument capturing functionality, as opposed to just destroying the monument (but that was only implemented relatively recently, so meh), and name replacement for the Chaos event. So, not really a lot there -- events really are mostly server-sided. ;_;

    That said, I've yet to implement Juraid Mountain, so I'm not entirely sure what needs doing there, but as far as I know the client does something hacky with drawbridge spawns. The spawns themselves appear to be monsters, whereas all other "objects" are actually NPCs. Not sure of the logic behind that, perhaps they required it to be hacky as there were no corresponding levers for the drawbridges. I don't really know, but that's probably the only exception (and it's not 1.298, so I can ignore it for now. Yay!)

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    The command function during wars... did that ever work properly? (:nd) like really? at least if they're gonna try to indicate what the big yellow thing at the top of our screen blocking our hp bar is, they should get the word COMMAND right... and why does it have to stay for like 20 seconds? we're not retarded, if you can't read you should be in school, not playing this game.

    Another thing, how come does your AP stay the same at all point before your weapon durability hits 0... couldn't they think of something better? The AP is one of the best element of the game, they should make it so that every aspect of it is primordial

    my 2 cents... sorry if those points were brought up before

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    Quote Originally Posted by hellzbellz19 View Post
    The command function during wars... did that ever work properly? (:nd) like really? at least if they're gonna try to indicate what the big yellow thing at the top of our screen blocking our hp bar is, they should get the word COMMAND right...
    Hah, I don't actually remember what that was. UI bug, if memory serves but it's been a while.

    Quote Originally Posted by hellzbellz19 View Post
    and why does it have to stay for like 20 seconds? we're not retarded, if you can't read you should be in school, not playing this game.
    Good point, but some people aren't necessarily native-english speakers or may be preoccupied with other things. What's more concerning, IMO, is when it used to get stuck on the side so it didn't keep scrolling (I think I've already fixed this when I fixed all the other FPS issues, but need to remember to double-check that).

    Quote Originally Posted by hellzbellz19 View Post
    Another thing, how come does your AP stay the same at all point before your weapon durability hits 0... couldn't they think of something better? The AP is one of the best element of the game, they should make it so that every aspect of it is primordial
    Quite! Weapon wearing very thin? IT'S 'K, GOT 1 DURABILITY LEFT, IT'S PERFECTLY ALRIGHT FOR COMBAT. Oh, now we're down to 0? Nope, TOTALLY USELESS now.
    I don't know why they did this... laziness, or perhaps it makes sense to them... somehow. This, fortunately, is purely server-sided though, so even without the client it's perfectly fine to tweak to behave more logically. For now though, I plan to stick to official behaviour... but you're right; things like this really don't make sense and serve very little purpose.

  11. #101
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    Quote Originally Posted by twostars View Post
    Hah, I don't actually remember what that was. UI bug, if memory serves but it's been a while.
    Should be a FPS issue.

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    Quote Originally Posted by nickos3 View Post
    Should be a FPS issue.
    It showing the word wrong (or well, part of the word unnecessarily) is an FPS issue?

  13. #103
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    Quote Originally Posted by twostars View Post
    It showing the word wrong (or well, part of the word unnecessarily) is an FPS issue?
    Sorry, i was talking about "at least if they're gonna try to indicate what the big yellow thing at the top of our screen blocking our hp bar is".
    I've totally failed reading the (:ND)

  14. #104
    Banned Senior Member lowmy's Avatar
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    up up up up up up

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    SEXIEST NOSE ON EARTH Senior Member SheldonCooper's Avatar
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    I know the day will come when I will start messing with the KO database xD Anyway it's going rather poorly. It seems that I can't make item group to be linked properly to monster. As far as I understand you need to work with MAKE_ITEM_GROUP and K_MONSTER_ITEM. Now I created 6 test groups so far. If I'm not wrong iItem01 and iItem02 collumns in K_MONSTER_ITEM are meant for item groups yesh? So if I created 2 groups of 30 items whose itemgroupNum is 1 and 2. And let's say I take blood worms ID 752 in K_MONSTER_ITEM table I've set under collumn iItem01 "1" - linking it to 1st drop group table and under collumn iItem02 "2" linking it to second drop group table. When I execute sql and restart the server. Monsters don't seem to drop. Percentages on each drop in K_MONSTER_ITEM are set to 10000. Which by my understanding should be a 100% random drop from first table of 30 items that I created. Where did I go wrong? Cause when I restart server and kill worms it doesn't drop those items it's droping some random sh1t.




    It might be offtopic I don't know, but I've searched snoxd for this and honnestly I think I did everything according to twoeys guide and it doesn't work. Is it possible there is some query in database that I have that is not reading tables as it should be?

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