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#1
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Quote:
http://shadowbaneemulator.com/ (Beta) http://www.magicbane.com/ (Live) | |||
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#2
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Picked up a new Developer Volt and we are still looking for more if anyone is interested.
Basic lua support is now in and a few commands have been added. [You must be logged in to view images. Log in or Register.] and had to throw this in. ScreenShot_00141.jpg
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#3
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Loving this! great work guys keep it up!
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#5
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I'm going to have to look into this more closely, I loved the design of vanguard and eq2. One thing I miss in p99 is playable fae. I still love p99, which is good since I assume these projects are still years away. Don't know why I never thought to look for emu projects for those. Too bad soe won't just make the server engines open source when they shut down games.
I'm a programmer, can't say I've reverse engineered a server before, but I'll register on the forums later and decide if I want to contribute some(not that I have anything against it but working all day as a programer makes going home and doing it after slightly less appealing). | ||
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#6
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Patch notes from the last week or so.
Enjoy Further fixed the issue with clients reconnecting too quickly Revamped ack logic in udp code, this should greatly increase outgoing packet transmission speed Fixed a bug where characters would sometimes not be removed from the world list If a player attempts to log into world while their account already has a client, all other clients with their account id will be kicked camp command robustness improvement (blocks consecutive camp requests) Support for camp command: Added empty handler for OP_ClientLFGSearch. + Added the following UnrealTypes: + Quat - used for boats + VGShipState - used for boats + ResourceLookup, Sound, StaticMesh - used for looking up indexes in asset files + Reorganized Unreal classes into separate files + UnrealActor.h contains only the UnrealActor class now! + Renamed _3dsList.h/cpp to SGO3ds.h/cpp + Renamed PPOList.h/cpp to PPO.h/cpp + Added Vehicle/Ship classes and initial replication functionality. NOTE: there is no way to show a vehicle in game right now unless you hardcode it in ChunkServer. + Added Mover classes + They load from the mover database table based on the chunk + Updated Makefile to include new/renamed files. + Added UnrealFile classes to allow for dynamic loading of files from the database + All files properties are loaded into memory on WorldServer start from the unreal_files table so they can be queried faster when needed. + ChunkServer changes + SendZoneFiles function no longer has hardcoded file values. The files are determined dynamically based on the resources needed. + Setting the PC Model number based off the race id. However, this doesn't appear to be working fully 100% yet as there seems to be a disconnect between login server raceid and Unreal raceid. + Currently sending all movers in the chunk to the client. We probably want to limit it based on proximity like NPC's. Fixed a crash with destructing packet structs and one caused by trying to zone to an invalid chunk Fixed the disconnect packet Fixed a bug that could cause a client to hang while loading a zone Player ghosts should now be properly removed from a zone Reconnecting quickly after exiting world should no longer cause waiting on world data... to appear on character select Speed should no longer reset after changing chunks The global variable UnrealActor::next_unique_id is now atomic Fragmented packets being sent from the client are now read correctly Fixed a crash relating to reading control bitstreams Ports will now be available for reuse after a chunk shuts down
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#7
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Quote:
-Ket | |||
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#10
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Good work xinux. Keep it up!
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