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reddozen

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Everything posted by reddozen

  1. LMAO Yommy... You're 100% correct. Sell every item in your server on a black market under the table and you'll have more players that you can handle, and more money than you can spend... lol
  2. I have no clue what "IndAI" is, but it would depend on how the simulation is taking place. cause "clones" of players takes almost nothing, but with actual player connections hooking through the char server and database servers, you have a different situation. I'm not saying it's impossible. I'm only saying that I don't know enough about the current state of emulators to prove you're correct. Your biggest problem is the fact that Athena based emulators are single threaded and generally spegetti code.... There will eventually be a throughput wall that will be reached ona single threaded operation. That's why there's been so many projects to abandon it and modernize it. I used to have a build that me and a couple others made of a 3CEAM source that we converted to C++ and were threadding and modularizing the source on (it compiled and worked). That's a different story though.
  3. Unless he was running aegis (official server)... back in 2005, no emulator could hold that kind of load. I had to direct a lot of changes through the character server in the eAthena base around that time just to get it stable for close to 1,000 players online. Freya was able to handle around 2500~3000 before it started getting unstable. Would be hard to test current limits. Not near as many people play anymore, but I have seen p servers with up to around 5,000 players running emulators.
  4. Legally, no, but even if you did, it takes more than the server to get things like PVP to work. The actual limitation is the client not the server. You could just as easily put a packet into saga, but you're not likely going to be able to bypass hackshield, and the custom version of thermidia in the official client. We have resourses that make it possible to accomplish those things. I guarentee any "leaked" copy of janus is ancient, and hardly usable. The repository build was never the same as the production server build for just this reason. The NPCs, monsters, and databases were never backed up tot he repository, so it's all old data. In fact, the database tables changed a lot from the load scipt in the repository. I'd be curious to know where you found it.
  5. Just a fair warning. It's going to take a lot of work to get anyhting to an actually playable level. You will not be able to add new content to the game outside of what is in the beta files, and you will never have PVP or Guilds. The official client is just too incomplete and inflexable to mod. Good luck to you.
  6. You cannt compile the client that Yommy posted. It's missing files etc.
  7. The version of your client may not becompatiable with the server version. In other words, the client may be too new.
  8. The actual client is getting hard to find. As for the server, a full server has never leaked. Only parts. My group is recreating the client in HTML5 with webGL, but we do almost have this client leak compiled
  9. I used to get a lot of those... kinda unnecessary for anyone outside of the dev groups (so long as the dev groups are making use of them). The only (main) reason someone out side of that group would want them is to make money with them instead of sharing them.
  10. Yeaaaahhhhh... That's going to be an expensive decision.....
  11. Too bad this wasnt around when I was running servers and developing for eA... lol
  12. The downloading is typically as needed, and in the background. I know that for my client (RO2: GOTW) I can set it up so that assets are only pulled down as you will need them soon. Like if it's just outside view range, and for things like trees, you can instance them locally so you only have to pull down one copy. It's some pretty cool stuff... Good luck with your project.
  13. What resistance would you have? If anything, It would make it quicker for your players to get started. Take my RO2 webGL client I'm working on... 6GB download and install, or log into the website and start playing as soon as you have a username... This is the big advantage. It's all still being rendered on the client side.
  14. webGL is more or less the future... You're talking PS3 level graphics capability (openGL ES 2.0) and website integration... I haven't personially used RO Browser, but I've poked around the code just to see what they're doing. Being that it's open source and web based, finding people able to modify it to your liking should be very easy (CSS3, HTML5, and javascript).
  15. Yep... Good times... I've been converting the GOTW 3D into HTML5 / webGL compatiable resources. I've got Pront town rendering on the web browser so far. I'm working on Culverts dungeon currently. Once all the maps are ready, I'll start building out the game UI etc. GOTW will live again as a fully HTML5 compatiable game. We've tested it, and it's working on PCs, tablets, phones, and the PS4 (it should work on the PS Vita too, but it's as of yet untested). I should have some fly-through demos avaliable soon once the pront region is mostly done. Cool to still see files leaking out for this game...
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