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Lep

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About Lep

  • Birthday 09/28/1996

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  1. Yes, I'm currently limited to windows since in both Unity and Visual Studio I'd be using some windows .dll files to work with. As for Unreal, I'm not too sure, I don't have any information on that. I don't have a mac, so that's out of the question, and I'm not too experienced with much of linux, so I would have to work only on windows anyways. As for the limitations, I'd say it works on anything above Windows 7, I'd have to double check, but even if it doesn't at the moment, there's room for improvement. My thoughts on it are mostly the fighting mechanics, having random objects spawn on your screen such as blocks you can jump on or items you can pick up to use during the fight, so the greenscreen for me is a no-go, but looking at how Unreal is going at the moment, I really do want to jump on it. I'd love to intergrade something like chatgpt into the ai functions in the future, if possible, especially considering the way it's going.
  2. I kind of deiced to step away from CO for a while since I have 0 motivation towards it right now. I love fighting games so I decided to work on my own project to see how stupid and fun it would be. So... out of curiosity, I know that this is easily done with Unity and I was working a bit on it but, I kind of wanted to actually use the Unreal Engine. I was looking around and couldn't find much information on it, if I did find anything it was more of a green-screen, then remove type of option. Please excuse my animation ahead of time, I know it's crap lol and yes... I had a Tifa(cause she's bae) model just lying around and decided to use her for this example. Is it possible to make a game on Unreal Engine(easily) without a ui/background? My idea is mostly to have an AI in the desktop that will move around your computer with learning capabilities. At the same time, I want the AI to be customizable by the user and have the option to engage friends and other online users in fights... cause who doesn't like a good fighting game? FYI: I'm clearly not actually going to do this for a long long time(and that is, if I stay motivated in this project). Also, what would you guys think of a project like this? I will be asking the same question on a Unreal forum, but I mainly wanted to know the opinion of a currently small community.
  3. Lep

    Treasure Hunts

    Farming was released with the House 5 2nd upgrade patch(It was a shitty release ngl, could be better). As for fishing and chopping trees, no idea. Those were released with those old Thanksgiving/Christmas events back in the days. I don't remember if we had an animation for chopping trees, but the fishing was a shitty kneel animation with a load bar, but we did have a wieldable rod, it's gotta be somewhere in the clients. Wondering how difficult it may be to re-do some animations or fuse some together to get a better outcome.
  4. Lep

    Treasure Hunts

    The ideas that ran through my head at the moment were: If player's inventory contains item and the clue is a pose, if the NPC is on screen, the clue step is accepted. (Sadly I'm currently on 5065) Higher Clients currently have a "Chopping Tree" and "Fishing" option from those old events. If I were to upgrade my server, I might make some of those trees and add fishing spots around random areas in the world. Same goes for farming, I was thinking of adding Farming since we already have the crop areas in Twin City and on House 5, some other maps too but I would need to look into it. As for mining, it's already in the game. In my server, I'm removing equipment restrictions. I will be making certain equipment only equitable on a stat-basis, for example the higher level a backsword is or Bow, the higher Spirit or Agility your character will require. This also means that other equipment can be equipped leaving the option of "Your character needs to have this stuff equipped while talking to an NPC and have the clue step in order to receive the new clue/reward. The game has a lot of options, mostly on higher end clients that can be used and I think it's a great idea to add. It will be a lot of work and like you said, we already have the mining options and they can also get "Clue Scrolls" from killing monsters. It's just a matter of the time that it's going to take me to create it and the ideas required for those clues. It's a long term project, but it's not like if I have a time limit for my own server or anything. Could take me 100 years to complete and I still wouldn't be sad about it. If other people want to contribute or add the options to their servers, that's fine and that's mostly what I do(give ideas that take me a long time to implement) . I'd love to see a lot of new ideas and features added to servers that have the capability of doing it. Hopping on a server to just see "Top FB/SS, Top PK, Top Money" events and such don't give me as much enjoyment as finding a new feature that I've never seen on the game. I'm currently a mess with all the things I want to add and work on, specially with a little bit of ADHD lol. So someone pointed it out to me and I decided to put everything on a repository, specially since most of the things I work on are going to be public if people want it or want to use it as reference. Just need to know what the best spot to keep things at would be. Thinking of Github, but if anyone has any better ideas I'd gladly look into it.
  5. Another option from what Spirited said would be editing a client menu that doesn't get used(there's a lot apparently and some are duplicated) and just calling it with a data action.
  6. So, if ya'll know the game Runescape; I'm planning on creating "Clue Scrolls" in Conquer. I haven't touched my server in a while cause I've been busy and just down lately lol, so a change might help give a bit of motivation. Kind of wanted the community to help with the project if anyone was interested. Just need to have some ideas as to what "clues" and "steps" would be added to the game and what type of rewards should be in there. For those who don't know what clue scrolls are, here's a little bit of information: https://oldschool.runescape.wiki/w/Treasure_Trails I had some ideas but while talking to some friends who were screaming, my thoughts left me... but it would be cool if as a community, we could create something that multiple servers might use as well.
  7. Lep

    Adding Life...

    Nah, you got it all wrong. It's the same linkback, just with a different string. It makes me feel a lot better looking at different dialogue options rather than "Thanks", "Thanks", "Thanks", "Thanks", "Thanks" when that same option could be "Thanks", "Thank you", "Appreciate it", "Cool", "Great!", etc... I understand that as humans we're creatures of habit, so I would keep the options placement consistent, just with a different string.
  8. Getting bored and annoyed of seeing the same answers and dialogues for all the NPCs. Started giving them random thanking options. I'll probably try adding a little bit of randomization to the dialogues too, but for certain NPCs that people will be constantly talking to. Just wondering why people don't add things like this to their servers. I feel like it gives players a better experience. Got to give life to NPCs, else the world just feels plain and pointless. Starting by: public void AddThanks() { List<string> myList = new List<string>{ "Thanks.", "Sounds great.", "Awesome, thank you!", "Will do.", "Great, will do!", "Awesome!" }; int index = Common.Random.Next(myList.Count); var packet = NpcDialogPacket.Create(); packet.Action = DialogAction.Option; packet.Linkback = 255; packet.Strings.AddString(myList[index]); Responses.Add(packet); } public class NPC_10008 : INpc { public NPC_10008(Game_Server.Player client) : base(client) { } public override void Run(Game_Server.Player client, ushort link) { Responses = new List<NpcDialogPacket>(); AddAvatar(); switch (link) { case 0: AddText("Well, hello there new face. " + "I'm the Pharmacist of this world. " + "You'll see me in many cities and sometimes in the wild collecting herbs and making potions. " + "If you ever need any concoctions, make sure to seek me out."); AddThanks(); break; } AddFinish(); Send(); } } This is for the Redux source, but in case you weren't aware... you can add Lists and Dictionaries to your own server to have more varieties.
  9. Believe it or not, I did look into the gender issue. I have a //Others set aside for that to remember one day. Thing is that I was thinking of making makes pick female faces but that looked kind of dumb inside the game. The other option was editing the mesh of the male and female characters, but I honestly suck at designs, so that's off the table. As for your champion idea, I think that would suit the game a lot better. My story making is also kind of dull, so I write something here and there whenever an idea pops up. I'll see what I can come up with, it does sound more interesting than "you got hit by truck-kun and reincarnated in another world". I recently learned how to work on spawn packets for only one character at a time, so a random encounter sounds like a great idea. Planning on porting over the new House 5 from Conquer into this client and making that a "Guild House" with an NPC that let's guild members buy a room from her as long as their guild owns a Guild House(like FFIV). So I was also thinking, as soon as I toy around with the walk packets, I can have the Goddess walk around the area for the Guild House, and in case "something were to happen to her"(got an idea for an event just now lol) a new God/Goddess can jump into the reception and summon all Guild members for the crisis.
  10. Was looking for some feedback on the idea I'm working on: https://streamable.com/24pl9p I'll be removing that character creation section; I don't plan on having jobs/classes on the server. Also, yes, I still need to "Update" the player's name upon leaving the Oasis(can't seem to get it to do that, only the on database at the moment). Looking for feedback on the startup story and if anyone has any better ideas or updates to it. I also plan on having "Lexa" the "Goddess" randomly talk to the player throughout the game development. A callback to Lexa was also made, so anyone who types down "help" and "goddess" in the same sentence will spawn the dialogue, for example: "goddess I need all the help I can get". All ideas and feedback, negative or positive are appreciated on this.
  11. Thanks for the info, I tried to search around and around, I even replaced all the widths and heights. Can't seem to change the map size. For now I'm giving up on this lol, I'll try again in the future. With work and the holidays I don't have time to spend on the client, I'd rather focus more on the server(at times I don't even have time for that). Not sure which patch your addresses are from, some of them seem to be "dump" addresses apparently. Not sure if that's the correct statement, but it doesn't look like they're going anywhere from what I found. I'll go back to this when I have more free time and don't feel like working on the source code. However, I did find the following and I'm not sure if I'm suppose to be looking in there. Would be great if you could let me know if that's something I should be looking at for future reference:
  12. Ok... maybe it's not assembly, decompiling? Not sure... please correct me if I'm wrong, I never took any programming classes. Trying to figure out what's up with this. I've seen some people working on the lower sources and adding a bigger resolution. I haven't seen this issue on their clients, so I was wondering "What's up?". Current client version: 5065 I'm currently working with the following area and as you can see, everything seems shifted to the left, but the actual login screen looks centered with no issues. Seems like the issue is when I get in the game. I might be looking at the wrong thing, I'll keep looking into it, but would like some information on this either way. Edit: I read something about Puzzles and that's apparently what I need to be working and looking into. Could I get some information on how to find that? I would search by hex, which is currently what I've been doing lately, but I don't know exactly what I'm looking for since the puzzle sizes vary(from what I've seen as I jump around the maps)
  13. Lep

    Heya

    Yeah I know, kind of an old topic, but I stumbled upon this while I was creeping out trying to look for an old post that if I remember correctly, was in this forum like a year or 2 ago? GW2 has a few overlays, one of them being Taco and a few bots that are kind of pointless and just follow the Taco overlay around. I haven't touched GW2 in a hot minute, but I'd say that's the best you got. I'd really suggest it if you haven't and still play, I really loved it when I used to play.
  14. Lep

    Async Maybe?

    Yeah, sometimes I work on both the local and the server hosted on the VPS to see the difference and as I edit the database I'd rather just use a command to reload the NPCs at once but just in case, I wanted to have a countdown in case someone else was doing something. I have to work on a Update method for the NPCs at some point anyways, so in the meantime I might just do that while I get to learn threads. Redux is kind of weird when it comes to updating things on the map, some things have it, some don't. I've been just removing and readding everything lately, but I think it's time the code gets a small upgrade. A lot of calculations are not in the source or are messed up, so I've been mostly working on that instead of taking the time to work on infrastructure. Edit: I guess I could also just make a clock that counts down instead of stopping threads ngl -.0 Edit: I keep clicking "Quote" instead of reply...
  15. Lep

    Async Maybe?

    I haven't really looked into threading before; I might start now. I was thinking it might have been an issue due to how the server reads one thing at a time, then on to the next. I'm currently working on Redux since I've already put some work into it, I know one of your projects has async tasks in it and I've been thinking of using it as reference, if not transferring some of the work over. The question towards the Async was more towards when the map is reloading and you can't see what other characters are doing, but once it finishes, they perform the actions. I'm guessing that's where the threading comes in and I thought I could just bypass that by making the server read the jump packets and the map reload at the same time with an asynchronous task.
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