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.
Walking works now :)
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