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Posted (edited)

Hello everyone,

I am probably posting this in the wrong section, as there doesn't seem to be a dedicated area for Eudemons Online. I apologize in advance, and if you, Spirited, could create one, I would greatly appreciate it!!!!

For the past few years, I have been developing a new server engine for Eudemons Online. I've been working on it gradually, taking the time to study and reverse engineer the Chinese server sources that have circulated throughout the community.

Most of these projects are based on the same server engine that was originally released around 2006 (possibly even earlier), dating back to the Alpha/Beta stages of the game. As a result, they contain many adaptations and workarounds accumulated over the years. While they often emulate the game reasonably well, they are rarely accurate and, in many cases, implement mechanics incorrectly.

Over time, I obtained two different official NpcServer binaries. The first came from the GlobalGames leak, and the second is a newer version from 2019 that was released with the Steam edition of the game. I spent a significant amount of time reversing both versions and rebuilding their functionality from scratch into a completely new and fully functional implementation.

The biggest challenge is that, unlike Conquer Online, Eudemons Online has very few publicly available leaks, references, research materials, or reverse-engineering resources. Because of this, I would like to ask for help from anyone who has access to the MsgServer binary from either the GlobalGames version or the Steam release and would be willing to provide a reversed .c source for analysis and further restructuring.

At this point, the server engine I have developed already supports virtually all major game features with very few bugs. In fact, it is considerably more accurate and faithful to the original game behavior than many of the older Paladin-based releases that appeared over the years.

I have also developed tools capable of reading and editing the game's core file formats (.dat, .fdb, server.dat, etc.), allowing complete customization of game content and mechanics.

Currently, I am using the American client version 2190 and have implemented the Vampire, Necromancer, Shadow Knight, and Ranger classes almost entirely from scratch.

If someone can help with obtaining additional information or research material, I would greatly appreciate it. In return, I would be happy to start sharing some of the systems and techniques I have developed with anyone interested in learning, researching, or even building a future server project from the ground up.

I'll leave a few screenshots below to showcase the current state of the project.

The engine is stable, functional, and built by combining modern server architecture concepts with knowledge gathered from available Conquer Online sources. I also had the privilege of working alongside a close programming friend who provided valuable Conquer Online code references that helped us compare implementations and identify the best approaches for Eudemons Online.

Thank you, and any contribution or information would be greatly appreciated.

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Edited by leorbmello
Posted

I'd be happy to host a game preservation section for Eudemons; but the last I checked, the community was entirely based on leaked binaries. Those are illegal to host and distribute, so that's the main reason why there's no section here for it. If you were to start documenting some of its inner workings, make tooling, and start a server project without the binaries, then I'd be happy to make a section for it. Same goes for other TQ games like Warlords and Zero.

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