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  1. Past hour
  2. Read the web novel, I don't remember how far I got. Recently (Like a year or 2 ago) watched the Live-Action on Netflix. I did enjoy the premise and the characters.
  3. SalmanTKhan

    Hello

    Figured it's a great time to introduce myself since the Melia rapture. I'm Salman, I'm from USA. I've been tinkering with Melia since 2021 and one day we'll get there. Now that the age of AI-pocalypse is upon us, before all our jobs get taken and Melia is 100% vibe coded, I'd say Hello.
  4. Today
  5. Quite a bit of time has passed since I originally attempted to revive this forum and reintroduce Melia to the world, and while we're still not anywhere near completing this project, today I felt the need to post once again, as a sign of life. Ever since my last post, somehow, there have have been both many and also few changes. We have made considerable improvements to the code, its structure, and its reliability, while also adding many new features that are slowly but surely bringing Melia closer to becoming a full-fledged game server. It's been a slow process, but I believe we're still on a good path. Unfortunately, many of the changes have been focused on underlying systems and don't necessarily show on the surface, which might make it seem like the project has advanced very little. This is not the case though, and even outside of developing the code there have been advancements. One of the largest changes on my side has been a shift in how I perceive this project. What started as a server emulator for the latest version of ToS is slowly shaping into something more, as we discover how few users are actually looking for such a project. As counterintuitive as it may sound, every person I heard express interest in Melia over the years has had different ideas of what they'd want to create with it, and their ideas rarely align with the game the server is compatible with. And since we also discovered unprecedented abilities to modify the client's behavior from the server, it has become more and more viable to craft much more customized experiences than were originally thought possible. With this outlook, we gradually veered away from creating a straight forward server emulator and are now striving to make the server a piece of software that can not only recreate the functions of one game or a version of it. Instead we invision users handcrafting and piecing together their ideal world, while sticking to our ideals of making Melia as simple to use as possible for all user levels. This may all sound rather vague, but I'm excited to keep working on this project and showing you what it can evolve into over the next months and beyond. We've been here for ten years, and we'll keep going for as long as there is any interest in us doing so. I hope you'll keep following Melia with interest, and more updates are on the horizon.
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  6. Yesterday
  7. Hello Everyone, I've created a small guide (51 minutes) of how to create a skill handler in Modern Melia post rewrite. Files Accessed: PacketStrings DB (system/db/packetstrings.txt), to save on space string effects are converted to IDs (this usually changes client patch updates). Client Files: skill_bytool.ipf (This folder, in older clients it was a file, contains client side outline of a skill, like the skill behaviors, usually when you see Scp Client="NO" that means it's expected for the server to handle this part of the behavior). Tools used: Zemyna (Proxy) PaleTree (Packet Logger) 010 Editor (Packet Template)
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