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  1. Yesterday
  2. I totally agree with you on the whole armor/weapon model situation. they clearly got extremely lazy halfway through the expansion or just decided to make all of that extremely low cost when it came to having to make gear for all of the classes again since the character model swaps. I stopped playing retail around when monk dropped so almost all of this is fairly new to me besides servers I have played on, watched and the occasional account check on retail. Not a big fan of most of the stuff they did but I do think they sorta started going down the right route with pvp and skills so fights can be a bit more intense but with the original layout/design of the game there is not much more you can do without drastically changing it all. would love to swap the models to the 6609 models or older and then just re add all of the armor and what nots but I don't foresee that being feasible as of right now and there aren't very many who want to play on a retail patch server so anything classic up until wind walker is what 99% of the servers out there are gonna be. hopefully conquer doesn't die completely to soon from now and we can experience some more unique servers that aren't way over kill
  3. Last week
  4. I would use the latest client if it wasnt for the armor and weapons models where everything looks the same now. But there is a lot of garments and cosmetics as well that may compensate. I love the new guild war (that started at 7150) but I hate the new Arena interface... I just cant have a solid opinion. There is a lot of nice interfaces you can implement to monetize the server (first credit, roulettes, battle pass etc etc), but there is not an apple client to help reversing packets, but ProtoBuf are easy to get structures as well.
  5. yes that has been a bit of a stumble for sure but I have been able to get by with tools that are either public or were given to me so most of that has been dealt with. so far with what i have setup client wise there is no way to access features that were added after lets say 5165/5517 besides things i have edited and kept or added like ranking and the wardrobe system which have both been edited so no mounts, wings or anything like that can be accessed. I know many aren't to focused on higher patch setups because most servers are alive through nostalgia and how it was when things were "good" but from my personal pov i think the 3.0/6609+ client has much more for us to learn even though it is essentially the same as the 2.0 client there is more that can be done or made. the one major change im not a huge fan of is the character model changes and i would like to revert it but that would be a fairly huge job from my understanding. I appreciate your input even though I figured it out shortly after making the post, i noticed the huge jump to barely any lua files to them being just about everywhere so i figured it was worth looking into. Personally i think the 3.0 clients run a lot smoother than the lower patch clients especially when you remove all the eye cancer but might be just be a placebo effect, maybe as time goes we will all discover more and more interesting things or worthwhile things from these higher end clients.
  6. thanks for all the reply much love
  7. For the latest versions most functions can be disabled by feature flags and lua scripts on ini folder. (Forge itself you can remove almost everything via LUA), a lots of icons and stuff also can be removed there as well the classes from everywhere (reincarnation, role selection etc). Issue is that you need the new encryption/decryption for those files, since they're all encrypted now.
  8. Update** you can close this post, I figured out that it was controlled inside info.ini by editing one block to only give certain classes. as I always enjoy those who help with issues and post the solution here it is, If anyone else is interested in doing the same as me feel free, here is the info.ini changes I made // 选人界面相关配置 [RoleSelect] //备注:0道士-1弓手-2海盗-3勇士-8铁扇-4小龙-5武僧-6忍者-7战士-9斗神 // 显示顺序 ViewSort=1-7-8-9-4-0-2-5-3-6 // 一级界面各个职业X轴方向的偏移调整(相对于背景框) ViewOffset=-55,-70,-80,-70,-55,-50,-50,-70,-70,-70 // 职业对应索引值 ViewParam=4-5-6-7-16-17-20-21-14-15-0-1-12-13-10-11-2-3-8-9 // 二级界面各个职业图标序列帧总数 CreateRoleMaxFrame=10 changed to // 选人界面相关配置 [RoleSelect] //备注:0道士-1弓手-2海盗-3勇士-8铁扇-4小龙-5武僧-6忍者-7战士-9斗神 // 显示顺序 ViewSort=7-3-1-0 ViewOffset=-70,-70,-70,-70 ViewParam=6-7-8-9-4-5-0-1 CreateRoleMaxFrame=4 Again feel free to close this post sorry for making this post since I happened to solve it before getting any input.
  9. Not entirely sure if this is posted in the correct area(if not feel free to move or close if needed sorry) but i have been working on conquer related stuff for quite some time now and have gotten by on my own or with help from friends when necessary but i seem to be doing something that has put me in a spot that very few know about if i do end up stuck so here we are. Working on a 7762 setup that will eventually be classic and the reason for that is to just have all of the features and possible future upgrade paths if the players end up wanting more or certain features but what i am stuck on right now is removing specific classes in the gui.ini file. I have done this already with a 6609 client and had no issues but this was some time ago and i have forgotten exactly which IDs the classes are in gui.ini, even though this is technically the full 3.0 conquer client almost all of the files if not all of them are handled the same way. I have tried using the client gui program that was released some time ago but there are thousands upon thousands of IDs to look through and would just be insanely tedious trying to go about it that way. so far i have been able to remove everything related to the newer classes and newer features they added but i am just stuck on editing the classes you are able to choose from on the CC screen, most of the CC screen is controlled through ID 0-746 / 746- but even after going through every single 746 ID the closest i got was removing classes by area in the current layout. for example 746-1453 is the middle banner and 746-1435 is the middle image for that class, it doesnt control a specific class but just the class in that spot on whatever page your on. If anyone has some input or some possible assistance to this situation it would be greatly appreciated. Edit** since i seemed to have rambled on a bit here is what the post is for - Im trying to figure out where in gui.ini the class options are controlled or what ID controls them so i can remove specific classes from being chosen when characters are being made, i know i can control it through the source but the goal is for a clean look so if anyone has some input or knowledge they could pass on it would be greatly appreciated. Below are some images i had laying around that are fairly recent of how the setup looks right now minus some "polishing". First time posting here so hopefully this post doesnt look like a disaster and if it does i am sorry for that lol. any type of positive input would be helpful even basic stuff thank you!
  10. As the poster before me pointed out, that epvpr's post is likely your best "tutorial" for FPS, just keep in mind, it'll be trial and error. Sleep is used in different places in the client as you'll see. As far as the resolution goes, on older clients (I'm not sure on modern CO3 stuff), the supporter resolutions of 800*600 and 1024*768 is hard-coded in a lot of places within the clients Conquer.exe, so you'll need to trial and error that too. There's some values that are for the login screen, some for after it. You'll also need to keep in mind the GUI elements of the client, they're loaded in through "ini/GUI.ini" and "ini/GUI800X600.ini", which one's used depends on the Screenmode specified in: "GameSetUp.ini" And there's also some GUI elements that are hard-coded, so you'll need to figure that one too. A reference you should look at: https://www.elitepvpers.com/forum/conquer-online-2/215781-changing-co-resolution.html
  11. From epvp https://www.elitepvpers.com/forum/conquer-online-2/244444-unlock-fps.html#post2172177[QUOTE] Might not be exactly the same but will get you to where the limit is. You can just jump over it to unlimit it wich might see a small cpu increase or just increase it to 60dps or something. Idk how hacking the resolution into clients that don't already support resizing.
  12. hello im trying to find the resolution/ fps in conquer.exe to patch it with odbg. can someone point me in right direction thank you
  13. Tachyons don't support all PHY types and animation keyframe formats for example: 103.c3 if you try to import any animations current progress : import only my main goal was to import .c3 into blender to allow export into other formats that can be used into another engines (Unity) as apps like Biturn (.c3 extension) extract static models and my editing skills is limited
  14. What is different here than Tachyons importer? Does this allow for exporting back to the game too and any obj>C3 conversion or is it essentially a viewer?
  15. Spirited

    CO IMGUI

    As curious as this is, this is not within our community guidelines. Game preservation and contributions are a human activity. If the majority of your project is AI generated, then that's not a human contributing.
  16. Wow, I'm genuinely surprised AI was able to get you this far. I'll be following this vibe project out of pure intrigue of how far you get this way. GL
  17. Here's a breakdown of all the phases for the client: Phase 1 — Terrain Tiles (DONE) Load DDS puzzle tiles from WDF archives Native WDF reader with reverse-engineered hash Isometric projection and tile rendering Disk fallback for tiles not in WDF Phase 2 — Character/NPC Sprites Parse .ani animation files (frame data, directions, layers) Load sprite textures from WDF (body, weapon, helmet, mount, wings, etc.) Render animated sprites at correct isometric positions 8-directional facing, idle/walk/attack animations Layer compositing (body + armor + weapon + effects) Phase 3 — Map Objects & Scenery Static map objects (trees, buildings, rocks, furniture) Map cover layer (rooftops, bridges that render over players) Elevation/height data from DMap Portal/teleport visuals Phase 4 — Effects & Combat Visuals Spell/skill animations Damage numbers Hit effects, status effects Death animations, loot drops Phase 5 — Full UI Polish Proper inventory with item icons from WDF Equipment paper-doll with actual sprites Minimap NPC dialog windows Shop/trade UI with item graphics Skill bar with spell icons Phase 6 — Audio Background music Sound effects (combat, UI, ambient)
  18. Shoulda kept this hidden talent hidden king
  19. I'm actually working on that, should have something worth releasing sometime this year, all depending on life work and my kid lol (specifically working on a 5517 client, and a older version of an andriod client).
  20. DamNationZ

    CO IMGUI

    hello im new to this coding stuff but i had make this imgui with my source that i got with help with ai i just wanna release this for people to have or whatever. im not good with word and stuff but here is the source. so far it can login to my server both acc and game but i cant get it to render the map and stuff https://drive.google.com/file/d/1M_00gEnZ53_CZAcWysZQp3a-PACL0P9x/view?usp=sharing
  21. It genuinely surprises me there's no open source client projects from the community. Maybe this will change with this relatively new community forming within CoolDown. The obvious answer to this would be to become the change you wish to see. But I know my limit, and I don't know the client well enough to attempt it myself. Maybe one day, and I would move it away from DX to OpenGL for possible support on Linux (Yes I know OpenGL's basically deprecated for Vulkan, and there's translation layers like DXVK, Wine, etc).
  22. This is awesome. The npcs and monster spawns is sick, I've wanting something like this and have been thinking of making it but this is so much better than I had in mind. What are you doing to convert the client files to the images and config files for the viewer? I really want to check out some alternate versions of maps to compare.
  23. The web map viewer has been updated. I added a few official maps (about 85% quality, I'll upload lower/faster ones soon ). Updated / Added: - NPC positions and names - Mob and guard positions/zones with names - Mobile support - Removed the old dmap access grid format and switched to direct dmap access (https://co-stuff.github.io/web-floor-editor/) Maps ready to view (v6609 maps/npcs/mobs): - TwinCity (n-newplain) - Forest (woods) - Desert - MysticCastle (d_antre01) - Island - Stable (horse) - Canyon - MineCave (mine01) - NPCJail (mine-one) webmap3.mp4
  24. Thanks, I'm glad this can be useful for others in the future... and yeah, TQ always did funny stuff You're right. I forgot to import WDF, so many covers/objects and even some map textures were missing... silly me
  25. Earlier
  26. Welcome to AI now Ctrl+C comes with intelligence
  27. Do you know of or have any open source or public map editors/viewers you could share? I posted a thread a while ago looking for one. I'd ended up making some alterations and using https://github.com/spiritedsnowcat/Tiled2Dmap This tool excited me because I've been trying to get an easier way to view some of the maps, working with some of the older dmaps, i wanted to see where some of the npcs should be placed (since some of the had specific tiles that flagged as inaccessible as place holders) What can I use to extract dmaps to this format, is it just using Tiled2DMap to serialise to json and stitch?
  28. I've been thinking about how to embed the BOSS timing of my server in the game and draw it on the map. This idea has also started to communicate with duki. Great, I finally have a place to copy it. I mean study, hahaha.
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