curiosity Posted April 22, 2016 Author Posted April 22, 2016 To settle the question of open source once and for all: I'm planning to release the full source code sometime in the future. When the code is released, anyone who wishes to do so will be free to fork the project, add renewal features, organize their own development teams and whatever. As I've already stated, I will not be interested in collaboration. I will release when I've reached my milestone for feature completion, and this will be the first and final release. 7 Quote
Secrets Posted April 22, 2016 Posted April 22, 2016 That would be awesome. With a fully featured custom client implementation we'll have control on both client and server side. This can lead to some innovative stuff. Quote
ViteFalcon Posted April 22, 2016 Posted April 22, 2016 To settle the question of open source once and for all: I'm planning to release the full source code sometime in the future. When the code is released, anyone who wishes to do so will be free to fork the project, add renewal features, organize their own development teams and whatever. As I've already stated, I will not be interested in collaboration. I will release when I've reached my milestone for feature completion, and this will be the first and final release. This is awesome! Quote
CandyCandy Posted April 24, 2016 Posted April 24, 2016 I'm shocked that this project have reached this far... I wouldn't burn my energy on something fancy and not necessary at this point (like shadow modification etc), but ability to implement them are all those little things that we missed in past. Skybox - wow, why they still left it pinch black?! Looks soo ugly on high angle zoom... @curiosity, you have such deep client infrastructure understanding... No doubt you would reach pre-re pre-lua milestone. Really grateful that you working on it the way you do. Quote
Neo-Mind Posted April 26, 2016 Posted April 26, 2016 To settle the question of open source once and for all: I'm planning to release the full source code sometime in the future. When the code is released, anyone who wishes to do so will be free to fork the project, add renewal features, organize their own development teams and whatever. As I've already stated, I will not be interested in collaboration. I will release when I've reached my milestone for feature completion, and this will be the first and final release. music to my neko mimi 1 Quote
curiosity Posted May 22, 2016 Author Posted May 22, 2016 It's very helpful that Athena developers have attempted to keep backwards compatibility with older clients -- all despite an increasing pile of spaghetti code as seen in functions such as clif_set_unit_idle. With rAthena you can ostensibly compile the server for any given version network protocol. Of course, as people move on to newer clients, the old clients aren't really tested anymore and many things can go wrong. The result is that rAthena supports a lot of strange packet versions that are something of a mix between old and new. But in the end, the only thing that matters is that the server and client understands each other. Luckily it didn't take too much effort to get my client working with the latest trunk revision. Renewal seems to work also, although I got resource crashed from some new monster called "little poring" or something?? Below: me battling it out @ glast with rAthena pre-RE 10 Quote
Nova Posted May 22, 2016 Posted May 22, 2016 Always a pleasure to see updates on this project. Looking great curiosity. 1 Quote
MaterialBlade Posted May 24, 2016 Posted May 24, 2016 How's the performance so far (load times, fps, etc), fps especially on notoriously laggy maps with lots of objects? Looks like you've got particles working already, did you make your own animator or are you using RagEXE's... method, whatever the word is? Are you rewriting the way the effects are done (primitives, particles, animations) to look as close to rag as possible or are you able to copy/paste from rag itself? I'm genuinely curious about these kinds of things :] Keep it up. Ob ps: I'm taking a break from Seven Stars to work on other projects / tree of savior is consuming my life. ty for the kind words. 1 Quote
curiosity Posted May 24, 2016 Author Posted May 24, 2016 Load times are probably only slightly better than the regular client, since it's the same approach. The ground mesh is built on the main thread and must be completed before the map is displayed, while model loading runs on a separate thread and finishes later. On mobile phones it takes a couple of seconds to load a map, and on my PC a typical map loads in under one second. I believe map loading is mostly bound by I/O. No problems with FPS so far and so I haven't bothered to measure it. As mentioned I have both Direct3D or OpenGL implementations to support the renderer. I believe OpenGL is the most performant one since I've made some adjustments to heavily batch render calls. Effects are for the most part identical to their originals effect. I can't quite copy-paste from the original client, but I can borrow the approach. Here's an example of how a simple effect is implemented: void CRagEffect::IncAgility(void) { matrix vtm; tlvertex3d vert; vector3d src; src = m_master->m_pos; vtm = g_modeMgr.GetGameMode()->m_view->m_viewMatrix; g_renderer->ProjectVertex(src, vtm, &vert); m_tlvertX = vert.x; m_tlvertY = vert.y; m_pos = m_master->m_pos; if (m_stateCnt == 0) { auto player = g_modeMgr.GetGameMode()->m_world->m_player; float z = m_pos.z - player->m_pos.z; float x = m_pos.x - player->m_pos.x; PlayWave("effect\\EF_IncAgility.wav", x, 0.0f, z, 250, 40, 1.0f); g_prim = LaunchEffectPrim(PP_2DTEXTURE, { 0, 0, 0 }); g_prim->m_duration = m_duration; g_prim->m_longitude = 0; g_prim->m_speed = 1.5f; g_prim->m_accel = g_prim->m_speed / g_prim->m_duration * -1.2f; g_prim->m_widthSize = 40.0f; g_prim->m_heightSize = 20.0f; g_prim->m_alpha = 0; g_prim->m_maxAlpha = 200.0f; g_prim->m_alphaSpeed = g_prim->m_maxAlpha * 0.06666667f; g_prim->m_fadeOutCnt = g_prim->m_duration - 15; g_prim->m_texture = new CTexture*[g_prim->m_totalTexture](); g_prim->m_texture[0] = g_texMgr.GetTexture("effect\\agi_up.bmp", false); } if ((m_stateCnt % 2) == 0) { g_prim = LaunchEffectPrim(PP_3DCROSSTEXTURE, { 0, 0, 0 }); g_prim->m_duration = 50; g_prim->m_matrix.MakeYRotation(GetRadian(rand() % 360)); g_prim->m_deltaPos2 = vector3d(0.0f, 0.0f, (float)(rand() % 7 + 2)) * g_prim->m_matrix; g_prim->m_matrix.MakeXRotation(GetRadian(90)); g_prim->m_speed = (rand() % 50 + 20) * 0.01f; g_prim->m_widthSize = (rand() % 60 + 30) * 0.1f; g_prim->m_heightSize = 0.18f; g_prim->m_alpha = 0; g_prim->m_maxAlpha = 200.0f; g_prim->m_alphaSpeed = g_prim->m_maxAlpha * 0.05f; g_prim->m_fadeOutCnt = g_prim->m_duration - 20; g_prim->m_texture = new CTexture*[g_prim->m_totalTexture](); g_prim->m_texture[0] = g_texMgr.GetTexture("effect\\ac_center2.tga", false); } } 3 Quote
Stolao Posted May 24, 2016 Posted May 24, 2016 Been following for a bit and I must say everything looks amazing so far curiosity keep up the good work. Quote
Lai Posted May 29, 2016 Posted May 29, 2016 This looks great Looking forward to see the release. Quote
MaterialBlade Posted June 20, 2016 Posted June 20, 2016 I like the shadows idea, may look into that... That would certainly be a nice addition for modellers. If possible, even just for animated models so we don't have this: Quote
Vykimo Posted June 29, 2016 Posted June 29, 2016 Any update ? We really need it before ro 's end. Quote
anacondaq Posted September 17, 2016 Posted September 17, 2016 Any update ? We really need it before ro 's end. sad, but true... Quote
Fratini Posted September 17, 2016 Posted September 17, 2016 I really think RO will never end, seriously =) Quote
Nova Posted September 20, 2016 Posted September 20, 2016 That's quite the shitty attitude in the last few posts. Though I also would love to hear from curiosity, there's no point in trying to pressure him, and RO is alive and well. Quote
Stolao Posted September 20, 2016 Posted September 20, 2016 That's quite the shitty attitude in the last few posts. Though I also would love to hear from curiosity, there's no point in trying to pressure him, and RO is alive and well. Ya Ro is alive and well, just look at the kro updates and NovaRO. Quote
curiosity Posted September 21, 2016 Author Posted September 21, 2016 Guys, I'm still working on the project on my own phase. If you are desperate to get access right now and happen to be a reputable member around here, PM me your GitLab user. Note that you gain nothing from code access at this point unless you're comfortable with C++ development. It's not a ready client replacement for your server. 2 Quote
Stolao Posted September 21, 2016 Posted September 21, 2016 Guys, I'm still working on the project on my own phase. If you are desperate to get access right now and happen to be a reputable member around here, PM me your GitLab user. Note that you gain nothing from code access at this point unless you're comfortable with C++ development. It's not a ready client replacement for your server. Don't feel rushed to publish this, just work at your own pace. This is why I didn't announce my own project still. Keep up the good work and finish when you finish. Quote
AAPrime Posted December 7, 2016 Posted December 7, 2016 Hi, What version of Client do you used? is it 2010? Quote
rakuzas Posted December 19, 2016 Posted December 19, 2016 I want to follow this topic too.. Seems nice~ And BTW.. I think RO will stay alive.. I don't think it will be dead.. Since too many improvements.. And some 90's or 80's "kids" looking forward to play RO again since many games right now are quite "boring" and need to spend real money to make you strong (although some private server also same like this).. So, I wish you luck~ Quote
GodKnows Jhomz Posted January 24, 2017 Posted January 24, 2017 Any updates in this client? Hopefully this project will be released soon! Thanks! Quote
Poring King Posted May 10, 2017 Posted May 10, 2017 woah i read the whole threand just like reading One piece :3 this is pretty good project i hope this project would not be abanddon and continue . im looking for thise +1 Quote
eleriaqueen Posted May 25, 2017 Posted May 25, 2017 I stumbled on this thread by chance, and wow this looks sweet @curiosity ! Good luck with your project going forward ^ _^ Quote
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