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Matt

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Everything posted by Matt

  1. Took a bit for me to find time to work on this again, but found some points. Looks like the ItemUID and Count were being forced to be the same and I couldn't see any indication as to why. Count appears to be the count of items in the warehouse. Allowing ItemUID in the warehouse packet structure be its own variable allows for items to be deposited, the items to be found in inventory, and the warehouse .bin files to be created and updated with the correct number of items. However... the game client crashes on deposit OR when trying to open the warehouse for the second time. Going to make time to look into this tomorrow while it is still fresh but it is 1 am and time to sleep for work tomorrow. First three thoughts are that 1) packet structure may be off due to ItemUID and Count having been forced to match previously. 2) Because items don't show and there is a warehouse file created that has an item in it, the warehouse update could be the issue. 3) I created a +3 super ring with an enchantment and that should have some item data. The output showed all 00s, so it's possible the crash is related to invalid item data? I'd rather not rebuild the warehouse packet and processes from scratch but honestly wondering if that would be the better route here. I'm going to see if another source for the same patch, Albetros, may help me figure out what I'm missing in the packet structure but not overly sure that is the right path. Hopefully will have an update tomorrow of it working and be able to move onto other things.
  2. Thanks for the advice! I wasn't worried about the two test accounts or the internal currently listed, but it would be smart to handle that ahead of time. I dug into the original warehouse logic and found that it is working. The issue is that the UID is not getting pulled properly, always returning 0. Probably going to take me a bit to dig into this one, as I'm not quite sure how to break it down. That was the purpose of starting this, so fingers crossed I can figure it out lol
  3. Thanks for the quick reply! So, I figured out the gold was because I didn't add the file to the project; I only tossed it in the folder. I set my git to public, since I plan to make this a public source anyway, and noticed my files weren't there. Big red flag lol. https://github.com/RTNMatt/ConquerServerV2/tree/be2da5371faa9cb9704c3e0d5bfc55dbc9645363/CoServerV2 To answer your question for anyone else who might be interested in the source: Gold is being handled from the item usage, so need to add a withdraw to the item usage packet structure and a catch break in the process file. Added a file for the deposit packet in the item useage folder, which thankfully came right after deposit, so was a sub packet of 0x0B. I'm going to investigate the warehouse a bit more. The functionality should already be in the original source code, from the looks of it, but it isn't working. I did a lot to try and fix that but honestly could of made the same mistake of not right-clicking to add the file to the project. Probably just too used to projects files only needing to be in folders to be included.
  4. I'm working on a server using ConquerServer v2 and am having an issue with getting warehouse to work as intended. Can deposit way too much gold, can't remove gold, and I can't get items to deposit at all - they disappear from inventory until closed and reopened. I've spent the last couple hours going through and nothing I changed would take. I tried to troubleshoot why no changes worked and even removed the files related to the warehouse to see if that would prevent anything. Unfortunately, it kept allowing gold to be deposited. I have all my changes on a different branch atm to ensure I didn't break anything. (Yes, I restarted the server each time to ensure the changes took for testing) I noticed no .bin files were created within the Database Warehouse section, so I thought maybe those were created upon registration. I reviewed registration and character creation, and that does not seem to be the case. Has anyone worked on this source who could give me a hint? I've been able to get most things working as intended but the warhouse and attribute points not saving after relogging are the two big ones for me atm. At the very least, this forced me to go through almost every file and add comments to try and track every process... at least some plus side?
  5. I'm not sure how many open sources are ready to go with everything working, if I'm being honest. The level of detail for each will vary. While some sources won't let you use 127.0.0.1, you should be able to use your IPv4 - you can find this in windows with using your command prompt "/ipconfig all" under your connection type. If on wifi, you'll most likely want to find the "Wireless LAN adapter Wi-Fi." This is due to how 127 is more of a loopback - not going to go into detail here on it. If you are looking for a ready-to-go server to try and do a single-player experience, Emu or Redux probably works well for you. Albetros would be good too if more things were implemented but ...if you don't know how to code then getting rebirth to work alone would be a struggle. AI is great assistance but can hinder learning. I don't believe vibe coding is going to work on a pre-made source like these but I may be wrong. I think AI could best fit writing comments for the code to help you learn what code chunks do, which will help you learn to do changes and your own thing.
  6. I'm not home at the moment, so don't want to download with hotspot to find it, but the password should be in a read me or something. If not, you can probably find it on the original thread release from elitepvpers - someone probably asked and someone else probably gave it while scolding them lol.
  7. Apologies for not getting back to you yet, I have just been busy with work this week. Wanted to at least pop in to say thanks for the response and will check on this hopefully tonight!
  8. I jumped into this to help a friend struggling to get connected. I came to find out that I'm lost myself, haha. I am using Docker, which I'm not used to, but I know how containers work. Using the ConquerLoader because it seemed simple and quick compared to the dragon launcher. I made sure to set the realm for Storm to the Docker IP, along with the LoaderSet of the ConquerLoader. When I try to log in, I get "Failed to login: the server is down!" When I try with an uncreated user/password combo I do get an invalid credentials message, letting me know the account server appears to be working, leaving the game server in question. I made sure port forwarding was done, along with inbound open on the ports for the PC. I'm a bit stumped, as I see the servers running and it shows it running when composing up in VS Code as well. Any ideas what either of us may be missing?
  9. Wow, so there are a lot of topics to cover at once haha. Consumables (Potions, Ammo): To change this, the entire game would need to be redesigned. I like Spirited's idea of a crafting system and that could have been a great way for them to healthily develop the game instead of turning it into a gotcha/casino spin. I think the removal of ammo was a great choice for the game. Though, keeping the option for special ammo would have been nice. I enjoyed the unique arrows a lot. It would be interesting to create an AoE effect on single-target attacks, allowing archers to attack the guild war pole directly without having to scatter. - HP: I believe HP worked fine as it was. Giving/taking a 1 shot KO really is part of the feel of the game. A change to damage would allow for pot changes/cool downs, though would turn it into more of a Classic WoW feel for PvP I believe. - Mana / Ammo: I feel that there is a misunderstanding for taos. Fire Taos were a ranged, high damage, class that had a high cost as well. This was meant to be expensive because there is safety in being ranged. If players optimized against taos, with earrings, they had less defense and would get wrekt'd by other physical damage dealers. A mana backsword helped greatly but had to be made, forcing it to be more expensive. A gourd allowed more points in vit but was more expensive. The same goes for water taos having high mana costs for revives and buffs. Taos just were not made to be new player friendly, needing you to have another way to make an income to fund them. Water Tao - Classic With the previous section stating taos were not made to be new player friendly, especially in today's aspects of "I'm going to play a healer class," we can focus on the different types of water taos. Yes, you had the tanky, revive, and buff other play-style. You also had melee water taos, which turned into a menace with either cyclone/superman, and the ability to buff themselves. As 2nd rb came out, this only got worse with having both and reflecting haha. Creating the ability to switch between damage and support would really allow for this class to thrive and feel more alive though. Doing that without needing alternate gear though is the trick. One possible option would be a passive that would reduce damage taken but also damage dealt, activate to swap to increase damage dealt and taken. Damage / One-shot mechanics At first, I enjoyed the idea of a log damage formula. The more I think about it, however, the less I like it. There was a restriction for being able to PK other players under a certain level, back when TC was open PK as well (sorry market accounts after a server maint haha). I think a "Player is too low/high level to be damaged by you," which changes based on the map, would be really healthy. A Gem rework would also be great, as there were so many gems that just fell out. I always enjoyed the idea of elemental damage being added but sadly it didn't go the way I'd like. A skill tree for weapon skills, like SS/FB, would be interesting. Add different types of elemental damage, add crit or increased damage, possibly increased range or width... so many options to consider. Water Devil / Second 2nd Reborn Quest / Generic Bottlenecks Bottlenecking is an interesting feature, as it is viewed almost negatively when it is such a great feature in games too. It can allow you to catch up to where you "should be" before going into the next section of the game. Water Devil would be extremely difficult for a common player just due to the mob difficulty and finding the correct spawn. 2nd reborn took forever but allowed for extra income from drops to be collected, giving gear boosts and meteor stashes a chance to build before the increased experience needed to level during 2nd rb. Unless actual quest chains and lore were added, I don't think these could really have that big sense of "awe" and "accomplishment." Item Composition A unique feature that many games don't have is upgrading the level of your items to the next stage. Taking your 110 armor and met spamming for 120 just isn't a concept most games take. This is a vastly underrated mechanic IMO. Meteors were a great item sink, basically were the backbone of the economy before CPs, and were obtainable by all levels. A unique way to change gear in the game would be to "cap" gear to a certain +. For example, Dragon Armor (level 110 trojan body) can only get to +3 as a normal, 4 unique, 5 elite, 6 super. From there, an end game boss/dungeon could be added to drop something to transform form Super to Legendary, allowing for +7/8.Fully Legendary gear could unlock another end game piece of content that allowed for +9. If you don't want people to hunt 1000s of +1s, which honestly kept the economy healthy since you couldn't just compose a +8 into a +1 originally haha, reduce the # of composition points needed. Instead of 3 +5s to make a plus 6, could lower it to 2 +5s (as an example). The composition system was the only thing to strive for in classic though, along with sockets. Class Promotion(s) I like Spirited's idea for a class tree, it could make it very unique. If left alone, you could lock it behind a quest chain with lore to add a bit more flavor to it. While there were limited skills, Conquer did one thing great: Class identity. I discussed taos a bit but look at warriors and trojans. Two physical damage classes with no overlapping skills. This is not something I expect to find in games today. Too many try to appeal to the idea of every class able to do everything and that can make "what to play" be a blurry line game. Having clear expectations is great, and weapon skills not being class related allowed for a solid class identity with room for playstyle overlap in a healthy way. Catchup mechanics - How late players can play Drop rates being calculated by level difference could be good. For example, mobs at your level would give a 50% bonus to the drop rate. Mobs ~10-20 levels under would give 100%. ~21+ under would drop to ~20%. This would keep spawns open for players based on level, along with forcing accounts to move up over time (kill enough low-level mobs and you'll level up still after all, minmacs if anyone remembers going from 90-100 killing those and giant apes). Having content/bosses for each level that can't be camped by higher levels. Change peace mode to allow for item pick up, even if a player is sitting on it, to prevent the annoyance of low/high-level accounts camping on a drop that isn't theirs. Could also have drops auto loot to inventory depending on what the drop is too. Thriving World I still remember Conquer being the original "season" mode haha. New server every other month, everyone would hop and play, do the same the next server. As servers got older, they would get merged and the season "ended" basically. I remember servers constantly having the max players online, with hundreds of accounts logged into and jumping around. It was almost to the point of having to walk in TC square because of how packed it was haha. A main server with a seasonal server would be great. At the end of the season, all accounts get transferred to the main server. Could give something unique, like increased drops or success rates but wouldn't have to. We all love a fresh start haha. This could also allow new players to avoid the veterans, which helps with the above catch-up mechanics. I just found this community recently and was surprised to see posts/replies from this month. I'm actually working on making a version of conquer with some of the features I mentioned above. I haven't worked on something like this in a while, roughly 10 years now, but am looking forward to getting something creative online for others to enjoy the game. I wasn't really able to find a conquer server that felt right, so hopefully I can make it!
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