To all of our followers, Happy New Year :).
The new year goal for this project is to get this pserver done so that you can play!
We have got it working in node.js with login, char create, delete, game start. And are now coding a secure transition to the zone servers. Since we don't want dupe or account/character stealing happening.
We have programed scripts to help us transfer our existing source code into the new server code. So we already have existing packets in. We do have to recode some things of course due to language differences we have to go over everything manually and make sure its sutible. After we are in world and have monsters spawning again we will be focusing on the fighting system, so how we damage enemys or other players and how monsters attack. This will probably take the most time to get working as we don't know how every monster preforms and there is a lot of math to figure out or guess if anyone happens to know any of the formulars it would be apreciated if we could know about them.
Thanks to all of the people who have signed up to be testers. You may be randomly selected over the next few months to test what we have in a prior CB state. We estimate and hope to have a Closed Beta avaliable by March or May it depends on how much free time we have to develop :P. (As you know I hate estimates... its so hard to estimate a date and time when you can't see future events like some sort of psychic.)
The closed beta will be hosted in New Zealand so there may be problems with latency for those of you whom are overseas. We hope to save enough cash to rent dedicated server(s) in other parts of the world for the opening but for now testing will have to be done on what we have. Close beta accounts will have access to some gm commands over the time they are testing, with selected groups dedicated to monster spawns. By that I mean they will be able to work together to decide where monsters should be added or removed before the open. Characters and accounts will be wiped after the CB of course but participants names will be added to our website's thanks list when we get a website up and running. I will give an estimated quota for Closed Beta once we can do some tests to see how well the server will preform on our hosting we hope for a nice number like 100 or 300 though to keep it small. *Yes there are a lot of people interested hopefully they still are if we don't get a reply from people we email within a few days we will choose someone else.*
We will do a live stream somewhere in the near future to show progress.
Thank You~
for your support and encourgment over the development period and for the future.
Hope you all have a great year!
A blog about TSX a private server/server side emulation project for the game Twelve Sky 1
Monday, December 31, 2012
Saturday, November 17, 2012
And we're basically back!
Hey guys, I have basically finished Uni and have a job in software development lined up for the 26th. I will be able to work on the server in my spare time outside of work which is awesome *basically during weekends* :). Joining me in development is Zephro who is working on a webgl version of the game client.
Between now and the last update, not a lot has changed due to being super busy. My friend Zephro and I have recently been exploring Node.js it seems that its design will solve quite a few of the problems we have with the current development. Issues with multi-threading, race conditions and such. We don't want the game to crash and for people to lose all their items or progress. Some of the runtime errors in C++ can be quite hard to debug especially when you have no idea when/where it has occurred.
I realise the design flaws that we have with the current server from seeing how Node works I have decided a recode would have to be done. I wrote up something along the lines of what I would do to implement the event loop style of node in other languages like C++ you can read about Concurrent IO system here.
However Node.js seems decent enough so we may just stick with that. Yes this means a slight learning curve, its a big change to how I was currently thinking about coding but it seems to make more sense. Async for the wins! Along with Node.js there is three.js allowing us to use webGL in the browser, yes this means we could implement a web browser version of game clients without needing to use gay things like flash. Zephro is experimenting with that and web-sockets some pretty "new" technology that if/when pulled off will be great for game development in the future. His status is currently able to login he is up to character creation. Benefits of webclient for future games we make is that it will work on nearly anything providing it supports webgl,websockets and other features we use and that we cater to the input of the device. Obviously mobile devices like smart phones or pads would have touch areas and virtual controllers for moving and such where as computers have mouse and keyboard usually. The area of development is quite interesting.
We are working on porting the existing server that was up to world and with inventory and npc/monsters slightly working from C++ to Node.js, your probably thinking JavaScript for a server the fk? but it does seem quite decent once we had a good way to work with binary data/packets in a structured way. Restruct to which we have made some modifications and contributions. Everything is simpler sort of once we learn how to do in Node.
Right now the port is up to coding in Character Create/Delete. But when I have finished course fully *1 week* and have time to spend we hope to get this back up to where we were.
I realise most people probably don't care about which technologies we use to get the pserver going just that it gets finished to a playable state but none the less I felt I should update with what we are doing.
Since Node should solve a lot of issues I can code parts of the server to do with the game rather than worrying about the problems that popped up with out knowing the best practices for development of a server. To fix the C++ one it would require recoding it so we will try doing it in Node for now if that fails the option to recode is always there. But C++ takes longer to develop in than js surprisingly.
Cya till next update
Between now and the last update, not a lot has changed due to being super busy. My friend Zephro and I have recently been exploring Node.js it seems that its design will solve quite a few of the problems we have with the current development. Issues with multi-threading, race conditions and such. We don't want the game to crash and for people to lose all their items or progress. Some of the runtime errors in C++ can be quite hard to debug especially when you have no idea when/where it has occurred.
I realise the design flaws that we have with the current server from seeing how Node works I have decided a recode would have to be done. I wrote up something along the lines of what I would do to implement the event loop style of node in other languages like C++ you can read about Concurrent IO system here.
However Node.js seems decent enough so we may just stick with that. Yes this means a slight learning curve, its a big change to how I was currently thinking about coding but it seems to make more sense. Async for the wins! Along with Node.js there is three.js allowing us to use webGL in the browser, yes this means we could implement a web browser version of game clients without needing to use gay things like flash. Zephro is experimenting with that and web-sockets some pretty "new" technology that if/when pulled off will be great for game development in the future. His status is currently able to login he is up to character creation. Benefits of webclient for future games we make is that it will work on nearly anything providing it supports webgl,websockets and other features we use and that we cater to the input of the device. Obviously mobile devices like smart phones or pads would have touch areas and virtual controllers for moving and such where as computers have mouse and keyboard usually. The area of development is quite interesting.
We are working on porting the existing server that was up to world and with inventory and npc/monsters slightly working from C++ to Node.js, your probably thinking JavaScript for a server the fk? but it does seem quite decent once we had a good way to work with binary data/packets in a structured way. Restruct to which we have made some modifications and contributions. Everything is simpler sort of once we learn how to do in Node.
Right now the port is up to coding in Character Create/Delete. But when I have finished course fully *1 week* and have time to spend we hope to get this back up to where we were.
I realise most people probably don't care about which technologies we use to get the pserver going just that it gets finished to a playable state but none the less I felt I should update with what we are doing.
Since Node should solve a lot of issues I can code parts of the server to do with the game rather than worrying about the problems that popped up with out knowing the best practices for development of a server. To fix the C++ one it would require recoding it so we will try doing it in Node for now if that fails the option to recode is always there. But C++ takes longer to develop in than js surprisingly.
Cya till next update
Monday, September 17, 2012
On Hold
Hey guys as I am sure your aware I am currently working on my industry project for my bachelor so there is a bit of delayed progress :( Tri407tiny's still away have not heard from him so im sure hes busy training hard :).
I will try to get some work done on the server in holidays I end up finishing my course on November27th.
At that time Ill have to get a job but other than going to that I should be free to work on the server woot! Also I think Tri might be back then.
I will try to get some work done on the server in holidays I end up finishing my course on November27th.
At that time Ill have to get a job but other than going to that I should be free to work on the server woot! Also I think Tri might be back then.
Wednesday, July 18, 2012
So many monsters

The servers been running for almost 40 hours using under 2.0 CPU and 2.19MB of ram with a LOT of monsters spawned some items spawned *they vanish after 2 minutes* and 7 characters.
I used the same character each time due to laziness, I have not put in checks to prevent same character/account logging in twice yet but its easy to do I will be doing that before any sort of beta.
Monsters,Items,NPC's are all able to make use of EventTimers.
Next thing I will be coding more on is item pick-up and inventory usage.
I think with around 10,000 Accounts online the server will be using around 200MB of ram for character storage.
On disk 1 character takes up 4259bytes so 3 characters per account is 12777 so 10,000 Accounts would take up about 121.851 MB in character space. This is uncompressed mind you, compressed characters are quite a lot smaller which the server will use finally.
I realise quite many of you won't care about these sorts of stats but im listing it here anyway as Tri407tiny can read it when hes back.
I made the server spawn 1 monster and 1 lot of 5 silver each time I started walking, then I just clicked heaps and walked around.
Sunday, July 8, 2012
Tri407tiny's Update
Server Status - [Secret]
Character Management:
Character Loading - 99%
Character Create - 100%
Character Delete - 100%
World Managment:
Movement-95%
Spawn system-86%
Missions-1% - Yea want data
Wars/Formation-10%
Attacks-40%
Walking has been fixed and we have already implemented basic attacks. War zones are in the works and drops have been implemented. WM and WG formats have been decoded and not really needed unless the community wants to make high resolutions packs for the game so its looks high detail. The current plans are to have a program that will gather monster and NPC spawns from the game, though keep in mind we are using it on our private server, which is legal , using it on the real game to gather monster information and NPC information would help alot though it might break your TOS with Alt1(tm)(not in america though). I will be leaving for three months so it will be up to the community how fast beta will begin. Almost if not all the problems from the last update have been fixed/drastically improved. I have chosen my beta people and my beta will begin 10/10/2012 though megabyte is still choosing his people and his beta could start way before mine :D if the community shows their support and help him and, or, spam him on Skype, Msn and the development server.
Development Chat Server: (Mumble Voice Chat Server)
IP: Extendedgames.com
PORT : default
Character Management:
Character Loading - 99%
Character Create - 100%
Character Delete - 100%
World Managment:
Movement-95%
Spawn system-86%
Missions-1% - Yea want data
Wars/Formation-10%
Attacks-40%
Walking has been fixed and we have already implemented basic attacks. War zones are in the works and drops have been implemented. WM and WG formats have been decoded and not really needed unless the community wants to make high resolutions packs for the game so its looks high detail. The current plans are to have a program that will gather monster and NPC spawns from the game, though keep in mind we are using it on our private server, which is legal , using it on the real game to gather monster information and NPC information would help alot though it might break your TOS with Alt1(tm)(not in america though). I will be leaving for three months so it will be up to the community how fast beta will begin. Almost if not all the problems from the last update have been fixed/drastically improved. I have chosen my beta people and my beta will begin 10/10/2012 though megabyte is still choosing his people and his beta could start way before mine :D if the community shows their support and help him and, or, spam him on Skype, Msn and the development server.
Development Chat Server: (Mumble Voice Chat Server)
IP: Extendedgames.com
PORT : default
Friday, July 6, 2012
Update whats done now
The server now has the map manager class, item manager, npc manager, mob manager clases made and loads a list of maps. Have not fully worked out the WG or WM formats yet so have no idea of walkable area's or ground height. Although pretty sure the maps probably made up of two 3D points per square on the grid. Maybe if I toggle the render mode into showing me the vertex's only it will be easier to find how it works.
Need to code in more inventory management next. As well as hopefully a dll that can plot where monsters and npc's are. Then I would just need people to run around and cover every part of the maps on real server. That is providing I can pull it off around gameguard without it being detected :) fun fun. *Other wise we would have to manually enter the locations of monsters/npc's I would make gm commands for this and open the server up to a few of the closed beta people who are willing to setup this sort of info would need experiencd people who know where everything in the areas they cover is so theres hardly any mistakes*
As for people who keep asking when the server will be finished, I HAVE NO IDEA. (since Tri407tiny is gone for 3 months) im simply 1 guy working on it doing all the code. I have holidays till the 30th of july so intend to work as hard as I can in this time. And if I have enough free time around my final semiester of study then I will be working on the pserver or doing my other activities I do in real life :). I know it probably won't be done fully in the next 3 months and will still require a lot of work.
When it is ready for testing or for the community to help put in spawnpoints I will be making accounts and giving out the download for the pserver client which would need to be copied over the korean one. I will post here as well as email everyone who has been accepted when the time comes.
Probably won't be bothering with quests untill other more important things are done. Quests may require me having to do them on the real server to gather information which is a lengthty process.
Need to code in more inventory management next. As well as hopefully a dll that can plot where monsters and npc's are. Then I would just need people to run around and cover every part of the maps on real server. That is providing I can pull it off around gameguard without it being detected :) fun fun. *Other wise we would have to manually enter the locations of monsters/npc's I would make gm commands for this and open the server up to a few of the closed beta people who are willing to setup this sort of info would need experiencd people who know where everything in the areas they cover is so theres hardly any mistakes*
As for people who keep asking when the server will be finished, I HAVE NO IDEA. (since Tri407tiny is gone for 3 months) im simply 1 guy working on it doing all the code. I have holidays till the 30th of july so intend to work as hard as I can in this time. And if I have enough free time around my final semiester of study then I will be working on the pserver or doing my other activities I do in real life :). I know it probably won't be done fully in the next 3 months and will still require a lot of work.
When it is ready for testing or for the community to help put in spawnpoints I will be making accounts and giving out the download for the pserver client which would need to be copied over the korean one. I will post here as well as email everyone who has been accepted when the time comes.
Probably won't be bothering with quests untill other more important things are done. Quests may require me having to do them on the real server to gather information which is a lengthty process.
Sunday, July 1, 2012
Whats Happning
Tri407tiny has left for 3 months, but the project will still be worked on by MegaByte who is posting here on Tri's behalf.
We have worked out how to get items, monsters and npc's showing in game.
So now I have to code things to manage the maps,items,monsters etc which will allow us to have the monsters spawning and fighting/dropping stuff, npc standing there being npc's and items able to be dropped and picked up as well as a database to hold info about accounts and such.
The closed beta registration is working again, google flagged it as something bad automaticaly but I emailed them and got things cleared up. Participants selected will be notified via email about the connection details when we are ready to test please be patient as this will still be a while away although I am working as hard as I can since I have holidays for two weeks.
We have a glitch with walking to a location at the moment where everyone else sees you as walking the compeltly wrong way, need to caculate the new location to walk to on the server side but its being weird. So for now Ill just make other characters/monsters appear to teleport each footstep untill this can be sorted out.
After the managers are coded and spawning monsters works ill get attacking them coded in as well as working on inventory more. Then after that experience,level up, statpoints, skills and everything else.
A big thanks to everyone over at http://12skybuzz.proboards.com/ for your support, ill post some progress again soon.


We have worked out how to get items, monsters and npc's showing in game.
So now I have to code things to manage the maps,items,monsters etc which will allow us to have the monsters spawning and fighting/dropping stuff, npc standing there being npc's and items able to be dropped and picked up as well as a database to hold info about accounts and such.
The closed beta registration is working again, google flagged it as something bad automaticaly but I emailed them and got things cleared up. Participants selected will be notified via email about the connection details when we are ready to test please be patient as this will still be a while away although I am working as hard as I can since I have holidays for two weeks.
We have a glitch with walking to a location at the moment where everyone else sees you as walking the compeltly wrong way, need to caculate the new location to walk to on the server side but its being weird. So for now Ill just make other characters/monsters appear to teleport each footstep untill this can be sorted out.
After the managers are coded and spawning monsters works ill get attacking them coded in as well as working on inventory more. Then after that experience,level up, statpoints, skills and everything else.
A big thanks to everyone over at http://12skybuzz.proboards.com/ for your support, ill post some progress again soon.
Monday, June 25, 2012
6/25 Update
Server Status - [Secret]
Character Management:
Character Loading - 99%
Character Create - 100%
Character Delete - 100%
World Managment:
Movement-85%
Spawn system-56%
Missions-1% - Yea want data
Character Management:
Character Loading - 99%
Character Create - 100%
Character Delete - 100%
World Managment:
Movement-85%
Spawn system-56%
Missions-1% - Yea want data
Will have a live questionnaire soon, keep checking back.
Wednesday, June 20, 2012
6/20 Development Update.
Server Status - Need A Korean Account
Character Management:
Character Loading - 99%
Character Create - 100%
Character Delete - 100%
World Managment:
Movement-80%
Spawn system-40%
Missions-1%
Developer Competition(Untill 7/3):(12skybuzz.proboards.com)Top Design: Robus(http://12skybuzz.proboards.com/index.cgi?board=dl&action=display&thread=380&page=1)
TESTER/BETA REGISTRATION IS OPEN
https://docs.google.com/spreadsheet/viewform?formkey=dEdDTmpBUjNwQURrYUN0Y1lBWUFQYUE6MQ
MUMBLE DEV SERVER:
IP: Extendedgames.com
Port: default
MegaByte: Update will be back every five days.
Character Management:
Character Loading - 99%
Character Create - 100%
Character Delete - 100%
World Managment:
Movement-80%
Spawn system-40%
Missions-1%
Developer Competition(Untill 7/3):(12skybuzz.proboards.com)Top Design: Robus(http://12skybuzz.proboards.com/index.cgi?board=dl&action=display&thread=380&page=1)
TESTER/BETA REGISTRATION IS OPEN
https://docs.google.com/spreadsheet/viewform?formkey=dEdDTmpBUjNwQURrYUN0Y1lBWUFQYUE6MQ
MUMBLE DEV SERVER:
IP: Extendedgames.com
Port: default
MegaByte: Update will be back every five days.
Monday, June 4, 2012
Thursday, May 31, 2012
Status Update[5/31]
Server
Status - Loading World
Character Management:
Character Loading - 98%
Character Create - 100%
Character Delete - 100%
World Managment:
Movement-60%
Spawn system-0%
Missions-0%
Character Management:
Character Loading - 98%
Character Create - 100%
Character Delete - 100%
World Managment:
Movement-60%
Spawn system-0%
Missions-0%
Attack System-0%
We are working now with world load and other things of that nature, the login server is just about finished. Development is going good though as side not , the "MUMBLE DEV SERVER" is not the game server, it is a voice chat server that the devs use to communicate and answer questions from the public. Pictures will also be release in about 2-3 hours, as we wanted to make a few videos and add some voice .We look forward to gaming with you.
We are working now with world load and other things of that nature, the login server is just about finished. Development is going good though as side not , the "MUMBLE DEV SERVER" is not the game server, it is a voice chat server that the devs use to communicate and answer questions from the public. Pictures will also be release in about 2-3 hours, as we wanted to make a few videos and add some voice .We look forward to gaming with you.
MUMBLE DEV SERVER:
IP: Extendedgames.com
Port: default
IP: Extendedgames.com
Port: default
Tuesday, May 29, 2012
Custom Game UI Development Tools
It is time we released our custom UI tool set. Below is a tool set that will aid in the developmet of custom UI's for private servers that plan future release as well as gaming clan's and individuals that enjoy tailors graphics. Below is a link to the file's that will aid you in said development. Please use these tools carefully as were not sure if they will violate your TOS with Alt1 (trademarked).
Pictures as well as updates will be released tommorow. Hope to see you ingame soon enjoy the "treats".
Pictures as well as updates will be released tommorow. Hope to see you ingame soon enjoy the "treats".
Monday, May 28, 2012
Status Update [5/28]
Server Status - Need A Korean Account
Character Management:
Character Loading - 89%
Character Create - 100%
Character Delete - 100%
World Managment:
Movement-2%
Spawn system-0%
Missions-0%
Works is going great, pictures will be given tommorow, we plan on adding a few testers also. Things are looking great
MUMBLE DEV SERVER:
IP: Extendedgames.com
Port: default
Character Management:
Character Loading - 89%
Character Create - 100%
Character Delete - 100%
World Managment:
Movement-2%
Spawn system-0%
Missions-0%
Works is going great, pictures will be given tommorow, we plan on adding a few testers also. Things are looking great
MUMBLE DEV SERVER:
IP: Extendedgames.com
Port: default
Saturday, May 26, 2012
What Makes Us Unique?
Well for one we have the only known working 12 sky KR private server(login/charload only atm) for the newest 12sky KR version. We have also removed gameguard and fixed the age block. If you have any questions please comment on this blog, we look forward to having a twelvesky community.
Friday, May 25, 2012
Status Update [5/25]
Server Status - Packet Info Needed
Character Management:
Character Loading - 70%
Character Create - 100%
Character Delete - 100%
World Managment:
Movement-0%
Spawn system-0%
Missions-0%
We have succesfully patched gameguard as well as age, so now thier are no age restrictions. If you have any questions or Concerns please contact me on mumble(server info below). Pictures and videos should be released within a week.
IP: Extendedgames.com
Port: default
Character Management:
Character Loading - 70%
Character Create - 100%
Character Delete - 100%
World Managment:
Movement-0%
Spawn system-0%
Missions-0%
We have succesfully patched gameguard as well as age, so now thier are no age restrictions. If you have any questions or Concerns please contact me on mumble(server info below). Pictures and videos should be released within a week.
IP: Extendedgames.com
Port: default
Tuesday, May 22, 2012
Saturday, May 19, 2012
Status Update [5/19]
Server Status - Packet Info Needed
Character Management:
Character Loading - 70%
Character Create - 50%
Character Delete - 100%
World Managment:
Movement-0%
Spawn system-0%
Missions-0%
Made up some major ground in the last two days, once world loading begins to function the source code will be released. If you have any questions or Concerns please contact me on mumble(server info below). Pictures and videos should be released within a week.
IP: Extendedgames.com
Port: default
Character Management:
Character Loading - 70%
Character Create - 50%
Character Delete - 100%
World Managment:
Movement-0%
Spawn system-0%
Missions-0%
Made up some major ground in the last two days, once world loading begins to function the source code will be released. If you have any questions or Concerns please contact me on mumble(server info below). Pictures and videos should be released within a week.
IP: Extendedgames.com
Port: default
Thursday, May 17, 2012
Infintie Sky Developemt [5/17]
Login - Packet Info Needed
Character Management:
Character Loading - 1%
Character Create - 0%
Character Delete - 0%
World Managment:
Movement-0%
Spawn system-0%
Missions-0%
Note:
Reloaded and downloaded base frame work , will begin to add a few modifications to the twelve sky 2 login server so that we can load twelve sky one.
Character Management:
Character Loading - 1%
Character Create - 0%
Character Delete - 0%
World Managment:
Movement-0%
Spawn system-0%
Missions-0%
Note:
Reloaded and downloaded base frame work , will begin to add a few modifications to the twelve sky 2 login server so that we can load twelve sky one.
Wednesday, May 16, 2012
Infintie Sky Development Status [5/16]
Login - Packet Info Needed
Character Management:
Character Loading - 0%
Character Create - 0%
Character Delete - 0%
World Managment:
Movement-0%
Spawn system-0%
Missions-0%
Note:
I wont be using leaked or released code in this project, as that is illegal. As a side note i would also like to make itr known that this will not be an improvemnt of the leaked server files as thats also illegal, this will be a 12-sky server completly from scratch. Please stay updated for more information.
Character Management:
Character Loading - 0%
Character Create - 0%
Character Delete - 0%
World Managment:
Movement-0%
Spawn system-0%
Missions-0%
Note:
I wont be using leaked or released code in this project, as that is illegal. As a side note i would also like to make itr known that this will not be an improvemnt of the leaked server files as thats also illegal, this will be a 12-sky server completly from scratch. Please stay updated for more information.
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