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exec

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exec last won the day on May 19

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  1. I liked the premise, but frankly, I couldn't quite get into the Chinese dub when I tried watching the anime years ago. Completely forgot about this, I meant to look into the franchise again at some point
  2. exec

    Hello

    Over my dead and decaying body... Late welcome! xD
  3. 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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  4. exec

    5 years later

    You're right... Oof =|
  5. exec

    5 years later

    It sure does. Four more days until the fifth anniversary of the DMCA^^" Hard to believe that it's been that long.
  6. Hey everyone. This will be my first project log for Melia, where I'll tell you about changes and updates to the project semi-regularly. While you can also follow our progress on Discord and GitHub, it's easy to miss something there, and commits are also very technical. The project logs will not go into that much detail, I'll just tell you a little bit about what's been going on. Since this is Melia's first project log, and it's been 6 years since its original inception, let me give you a quick rundown of what Melia is and where we're at. Intro Melia is a server emulator for ToS, which means that users can use it to set up their own servers. Me and one other developer started working on it during the international closed beta, but when we actually started playing after release, we were disappointed by the game. Unfortunately, disappointment is a real motivation killer, and Melia stopped receiving meaningful updates just a few months into its life. At this point I was already the only developer left, and over the next months and years I started focusing more on other projects as well, and without updates, the server eventually became incompatible with the latest clients, which made it difficult for anyone to revive the project. That's until 2021, when Akinue started working on updating Melia. Over several weeks he managed to make the server compatible with the latest client again, which would not only open up development for others to work on the project as well, but his work also motivated me to help out a little. A little turned into a little more, and now I've somehow been working on the project for several weeks again myself. Status Right now, Melia can't really be called "playable" yet. You can create characters, log in, dress up, talk to NPCs, even kill monsters and level up, but it's all still at a testing and prototyping stage. Over the past couple weeks we've made some good progress though. We've implemented basic skill and buff systems, revised several core systems, which will be important for the future development, and even managed to do a few things I previously thought impossible. And right now, I'm working on AIs. Traditionally, AIs can be a little difficult to write. The two big approaches are state machines and behavior trees, but both can be unwieldy, especially for newbies, and they're usually not easily extensible, because all actions the AI can take must be pre-defined in the application's core. We chose a slightly different approach, where you write AIs with simple Lua code. function idle() wait(5000) emoticon("I_emo_exclamation") wander(50, 100) end 2021-10-13_18-57-40.mp4 With this approach, we're hoping to make AIs more approachable, while also keeping them flexible, because with a scripting language at your fingertips, you have more options to extend and customize AIs. Adding AIs will be big, since having monsters walk around and do combat with players will have a huge effect on making the server feel more alive and playable. Meanwhile, the iToS client was updated two days ago, and there was a small change to the opcodes. Whenever the ops change, we need to update the server and our packet logging tools, namely Zemyna, for them to be compatible with the client again. To keep using the latest version of Melia, just update your client to the latest official version. To keep logging packets, update your Zemyna_Ops.txt, by using the latest one from GitHub. I think this is all for our first project log. I don't know whether I'll post logs on a weekly basis yet, but as long as there are updates to talk about, I'll post something from time to time. Until then! Oh, and welcome to all new and old users^^
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  7. exec

    State of Development

    Update: Breaking News After a sizable pull request that updated the compatibility, to make Melia work with the latest iToS client again, work on Melia has somewhat resumed over the last couple of weeks. All features that were working before are still functional and we've been working on adding more core features, such as starting work on basic combat and skill usage, but also custom features, such as dropping items. There's still a lot to do, but progress is progress. If you want to follow the development, the best way is to join our Discord or watch the GitHub repository.
  8. exec

    State of Development

    Update: Nothing New While I originally said I would keep Melia compatible, just in case someone wanted to work on it, I stopped doing so when the interest decreased again a while back. The code is now severly outdated and making it compatible with the latest clients would require quite a bit of work, but there's still no one with the knowledge, time, and motivation to work on it. I'm thinking about working on Melia again some day, as I still like ToS's base-gameplay, but I just don't have the time at the moment. What I said before still stands though, if there's someone who's capable and willing to take over the project, they can contact me here or on our Discord.
  9. Generally, 2D is much simpler than 3D, which is also why it's much easier to find a code-free engine for it. That being said, Unreal Engine does have its Blueprint system, which is technically code-free. Maybe that would work for you?
  10. We don't support such a functions because manipulating packets could be used for unsavory purposes.
  11. Yes, the op codes and packet sizes are horribly outdated, but since it's difficult to download older clients, someone would have had to keep around the old client that Melia was compatible with at some point, which I doubt anyone did =/ Basically, we really need to update Melia.
  12. I would guess that Mabinogi CN uses different start parameters, which Morrighan fails to handle. The nxlauncher method is mainly geared towards NA, and if another region doesn't use the same launcher parameters, it won't work there. What I'd need to know are the parameters that the CN launcher passes to the Client.exe on start.
  13. exec

    About MabiPale

    For all intents and purposes it is just a logger. While it's fully compatible with Alissa (Pake) and could send packets, it requires a packet provider that supports it, and there is no public tool like that (anymore).
  14. Happy Holidays everybody!

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