Tuesday, February 26, 2013

Server Status 2/26/13

Server Status - T6/T12

Character Management:
Character Loading - 100
%
Character Create - 100%
Character Delete - 100%

World Managment:
Movement-99%
Spawn system-99%

Attack System-65%
Missions-1% - Yea want data



Wars/Formation-40%
Teleportation System-70%

Updated the blog with a new page called "Download". Testers have / will be notified and videos will shortly follow.

Wednesday, January 2, 2013

Closed Beta Testing Phase T1/T12



Phase T1 of  T12


-------------------------------


Personal Side Development.

Monday, December 31, 2012

Happy New Year!!!

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!

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


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.

Wednesday, July 18, 2012

So many monsters

Hey guys, its been a while since there's been an update, but here you go :)

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