сборка acis406-_athena_project

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acis406-_athena_project
Что нужно в ядре переписать чтобы можно было запустится с fafurion клиента? или лучше взять другой классик клиент?
 
С такими вопросами наверное лучше взять сразу серверную часть фафуриона и его клиент часть.
 
Оверпостинг
Много времени займёт?

Я просто переделал протоколы захожу на сервер, показывает онлайн, но при переходе к выбору персонажа пишет dissconect.
 
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Помимо цеферок в конфигах необходимо апнуть пакетку до 166 протокола, чтобы хотя бы войти в чар селект.
 
В общем забей на это дело, оно тебе не по рукам, поверь мне,не даром кодера берут за это бешеные бабки. Там и для опытного в этом деле человека работы на дохуя времени.
 
Да я просто для себя это делаю, не собираюсь открывать сервер.
 
Да без разниы, ошибся в цифрах.

Да я просто для себя это делаю, не собираюсь открывать сервер.
Тем более.
Там много работы, поправишь одно, ура, персы корректно отображаются на экране выбора, поправишь другое, вау, в мир вошел, ой не видно мобов, опять полез править, ой скилы, инветарь, действия и тд не работают, опять полез править. Ну если тебе скучно, можешь заняться, но на мой взгляд проще даунгрейдить.
 
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I strongly disagree.
It could be easier, if you don't know how to code, but it will never be faster. You could learn how to code and upgrade the packets faster than applying all the needed amendments to make it 100% IL/HF or whatever-like.
And if you know how to code, upgrading the packets could take you as low as 2 weeks. It took me, with 6 months of coding experience and 0 packet exchange and structure experience back then, a month to get a High Five core to run somewhat stably on a LIVE+CLASSIC Vanguard (p362), which was released in like 2021, making it much much newer than p166.
Meanwhile, editing the datapack and all the spawns, and all the formulas, and cutting (or re-adding) all the features cannot be automated, so it will take you months to do. And even then, it would still not be 100% correct, unless you are using the data from a different branch by the same developer (for example Mobius), which are also structurally identical. And this latter part is the key. If they are not identical, you gotta go back into the java and fix all the conflicts anyway.
 
от куда он будет пакетку 166 тянуть? в каком проекте она реализована лучше всего и к ней есть исходники? вот по моему главный вопрос
 
That's why I went with a newer protocol. They have the ex_packet structure visible directly in the interface.u.
 
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а что на счет различий в скилах, предметах, папердолах, аугментах (теперь там 2-3 слота а не 1), и т.д.
все новые фичи из нового протокола прийдется реализовывать, чтобы они работали, а не просто прописать 0/null, чтобы побегать.
 
Paperdolls are accounted for in my estimation since they are an integral part of a packet or two.
Same for differences with shortcuts, enchanting, etc. The time estimation is solely for the java part and mainly for the initial implementation so that it works like it does on HF. Except for here and there, where you could simply apply the new logic since it is a quality of life improvement for your future players. Examples include - auto element, auto augment, auto enchant, multi-enchant, auto fishing, etc.

If we are talking about seeing the server, entering, creating char, logging in and seeing the world and moving around, then that estimation drops to a single day, or two at most. You wanna see other chars/npc etc, add another day or two per thing.

Augments (soul crystals I'd presume) 2, 3 instead of 1 is simply a loop where you can send only 1 and it will display only 1. If you want to hide the extra slot visuals, that's client part and is not included in my estimation since I'm not a client modder.

Augments, skills, items, etc are 80%+ client work (dat files). If you know how to code, you can write yourself basic parsers to get the data from the HF DAT, change its structure to match the new client's requirements, and parse it onto the new client's DAT files. That's what I did for quests, locations, skills, items, and NPCs (maybe I even forget something). It took me a week to write the parsers, (and another week to learn to how to operate with Python, because my java parsers were way too inefficient) but that time is not calculated in the initial 1 month estimation, since it is not core-/java-related.
My parsers are as basic and simple as they come - open HF dat, extract text, split at \new line\, then split at \tab space\, extract some key like ID to compare, then open the new dat, do the same, compare, take ABC from the HF batch and replace it in the new dat at places EFG, under XYZ conditions.

Now, regarding the customs - depends what the end-goal is. You weigh your options.
If you want a clean IL/HF on a new client, you do that in 2-3 weeks via packets with 0/null. If you want to add customs, you can do that on case by case basis at a later point.
As a matter of fact, you could even outsource the implementation of customs that already exist in the client to a third party for a bit of money. If your server is successful enough, it would pay for itself and for all the customs you wanna purchase - $30 for this, $50 for that, you know how it goes.

This way, You save time for all datapack related amendments, which have to be done manually, 1 by 1, for each and every single item/skill/npc/stat/etc. Examples:
- XML structure for many many key features (some could also require altering the systems on a deeper level than that)
- Skills
- Items
- Stats
- Formulas
- Instances
- Quests
- anything else that didn't come to mind on first thought.

And, on top of that, you also have to find time to cut out anything from the newer core you don't want on your HF-, IL-, or whatever-like project.
 
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