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Low-rate server development progress

Posted: Mon Jul 08, 2019 8:22 am
by MasterToma
Hello,

After almost 2 months of PvP opening I would like to say thanks for all of you, who did the testing and reported bugs and improvements.
That was the goal of x100 C1 server. 95% of reported bugs (server crashes, content bugs, client ones) were fixed. Now I'm focusing on low-rate C1.

UPD: 02.10.2019
Current stage:

Infrastructure: 90% done
Multiplayer: 75% done
Stats formulas: 90% done
World basic interactions: 70% done
Items related: 90% done
Skill related: 30% done
NPC interaction: 65% done
Multiplayer interaction: 15% done

Original C1 bugs fixed: 31

As you see, server is about 70% ready, and I hope I will be able to develop it up to 80% or 90% till the December. I will post progress in this topic.

So, no, we don't abandon the project. We just moved to intermediate phase - when x100 testing is almost completed, but low-rate is still needs hundreds or hours of work.

Re: Low-rate server development progress

Posted: Thu Jul 25, 2019 10:15 am
by MasterToma
Progress after two weeks:
- big progress in skill mechanic, skill acquiring,
- 60% of passive skills are completed
- sets are completed
- more GM commands (healthy, setparam, setclass, set_skill_all)
- regeneration system is completed

Re: Low-rate server development progress

Posted: Mon Aug 12, 2019 6:24 pm
by MasterToma
First closed alpha release is published

1. builder's level up/down via setparam (lvl, exp)
2. summon item
3. teleport to location
4. hide off/on
5. healthy
6. item drop, equp, destroing (no grade penalty yet, no enchants, no craft)
7. some passive skills
8. self-cast skill mechanic (p_attack_range skill was decompiled for range)
9. target-casting buff (ww was decompiled for speed)
10. sets
11. demon set fix
12. movement (no pathfinding yet)
13. item pick up

Doesn't look impressive, but there is 300+ features hidden under those "basics"

Multiplayer works as well (players can see each other, can see item drop from each other, etc), but no player-player interaction (like attack, trading, party)

90% of passive skills and self/target buffs will be reconstructed in next 2 weeks

Re: Low-rate server development progress

Posted: Fri Aug 30, 2019 4:15 pm
by MasterToma
First closed alpha release is tested.

1. crafting is completed
2. NPC loading, moving talking is completed
3. Buy/sell is 90% done
4. by-pass exploits (via help.html for instance) are fixed
5. overflow exploit is fixed
6. passive skills and self-buff skills are completed

We will focus on NPC communication next 2 weeks (teleports, quests, etc)

Re: Low-rate server development progress

Posted: Thu Sep 12, 2019 9:59 am
by MasterToma
Hello there.

So, what have been done since latest release:

1. Fast NPC loading - NPCs are loaded to server in 5-10 seconds instead of 2-3 minutes. This custom improvement means that users will be able to play right after server's restart
2. NPC communication (talks, menu selections, quest choices, giving/removing quest items and rewards, teleports) is completed
3. Physical attack mechanics (crits, hits, shield blocks, misses, damage calculation with spread, duals/fists attack) is 95% completed, only polearms are not completed, since they hit on area instead of single target

Next week I'm going on vacation, so will report with progress around 10.10.2019.

Main focus is PvE (attacks, deads, drops, loosing/getting exp).

Re: Low-rate server development progress

Posted: Wed Oct 02, 2019 7:12 pm
by MasterToma
Hello, mates.

Short but valuable progress:
1. Shortcuts are completed
2. Skill acquiring and class changing are completed
3. Crystallization and enchantment (with +4 safeness for one-piece armor) are completed
4. Abnormals and skill reuse delays saving/loading from DB is completed
5. Multi-sell functionality is completed

Re: Low-rate server development progress

Posted: Sun Nov 03, 2019 3:18 pm
by MasterToma
Hello, fellas

1. A lot of fixes for originally missed/wrong system messages (during crafting, crystallization, multi-sell)
2. Aggressive behavior of mobs is completed
3. Areas are completed (Core's damage barrier, Orphen's debuffs, Mother Three, Aden traps, etc)
4. PvP/peace zones are ready
5. Big script enchantments - now working with scripts is much more easier
6. Parsers & lexers for pets and static objects (doors, sign boards, control towers) are completed

Next two weeks I'll be focusing on static objects finalization (open/close doors, destroy control towers, etc). Also, some work for NPC path-finding is in progress.

Re: Low-rate server development progress

Posted: Sat Nov 23, 2019 12:46 pm
by MasterToma
Hi again,

Short report: those 3 weeks we were working hard on restoring path maker - most complicated algo I've seen ever :D This one is used to let mobs find paths through obstacles.
We checked original path makers from C4 and GF-H5 in order to restore something for C1. Good news are, that this time wasn't wasted and as a result our reconstructed with 100% correctness.

Re: Low-rate server development progress

Posted: Mon Nov 25, 2019 1:28 pm
by MasterToma
Another update for recent month.

Our member, @zconll, completed all C1 scripts. For low-rate, original Chinese leaked C1 scripts were taken and completely rewritten, including all needed fixes (root exploit, boss exploits, etc). He also improved NPC loading sequence: now in case of NPC server restart (or crash), first all castle-related NPC will be loaded (very important if restart was during siege), then all citizen NPC from cities, then raid/mini/bosses, and only then the monsters.

I would also like to announce, that @zconll started working on C2 scripts

Re: Low-rate server development progress

Posted: Sat Dec 07, 2019 5:18 pm
by MasterToma
Hello, short info:

1. Bow attack is completed
2. NPC drop is completed
3. NPC exp/sp for solo contributor is completed

However I found bug in original C1 server, which allows to exploit power leveling (penalties for drop and sp/exp are calculated wrongly under some circumstances) - this one will be fixed soon.

@zconll did fix of original bug for some missed NPC spawns in C1 locations