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  1. Yesterday
  2. I had to smile reading your post and thinking back to the 1990's & gaming. My first thought was "dude cd_noclip" haha! Sorry, Doom reference. With walls and collision detection coming together, are you ready to tackle the "Wi Flag" or threat/threat priority for mobs? I've always found threat/threat priority interesting in AC. your progress looks great. It will be awesome when all three emu projects are out there in prime time. Keep up the good work!
  3. Hello all. I've not written in a while, because I've met some hairy obstacles to overcome. In short, it's the thorny problem of collision detection, monster movement, and dungeons, as in my last post. But I think I'm getting there now. I realised I needed a bit of a rethink. I've ended up with a bit of a cheat, but one that seems to work quite well. The basic problem just to clarify is that UAS2 in its original form has no knowledge at all about the objects in the world. It can create a monster and tell it where to go. The client then tries to make that motion happen. But what if there's a wall in the way? One of two things can happen, first the monster can effectively ignore the wall (a set position command is sent), secondly, it can run towards the given target, and not reach that target because .. duh, there's a wall in the way. The first looks stupid, because monsters aren't expected to just waltz through solid objects. The second is a problem because it can't be detected on the server. The server can allow enough time in a measured way and put the monster into combat mode when it thinks it should be in front of the player, but it can't know if the critter had got obstructed. The original game of course was not very good with collisions, but at least it knew when creatures were on the other side of a wall. How to solve... Ideally, the server would have a map in front of it of all obstacles, and be able to navigate around them After a few weeks messing around with the cell.dat data, I realised I could partly solve the problem with information in cell.dat, but the overall collision would still be a problem without doing enormous work. What I ended up with was a system where monsters could navigate to an enemy by staying to the middle coordinates of a cell, which are always 10x10. This nearly always works, but is not enough on its own. My cheating solution is quite fun. I keep track of all clients last 256 positions, whenever the X and Y change by a whole unit or more in a wrap-around buffer. Then when a monster detects an enemy, it logs that position and heads for it using the centre-cell method. Once there, it goes into a sort of breadcrumbs mode. Since the player's progress must have been througoh genuine positions that exist, the monster can follow the same coordinates and landblock cells. On the way, it can try to shortcut those routes, and so if the player dilly-dallies, it will skip those points. It also breadcrumbs its own route back "home", so something like a long piece of elastic, it can wind itself back, again checking points which it's already covered, so it doesn't blindly go round in circles. And the advantage of this is it will work outside dungeons too (but at the moment there's a few hard-coded bits that will make this not work). I also managed to get monsters have weapons and shields. This was a variation of the code I used to equip weapons and shields for the player, and was actually quite easy. I added a field called WeaponsGroup and ShieldsGroup, a new database that defines which belong to which group. I made a new tool to make it easy to set these up. So there's a pile of options that say a skeleton can have, with a few types of shield and a few types of weapon (or none at all), and it randomly picks them out when the creature spawns. Another thing I've played with was the problem of human type monsters. For reasons I am still not sure about, creatures like Bandits, and Mercenaries (any human species) were coming out naked. This is weird because they were captured with their palette and textures saved. But replicating those isn't enough in UAS2 for them to show up. So I took a step sideways... I made it save the packet data it generates when the player makes a costume change, and then fed that back into the capture software (with a few changes). So it was a case of playing dress-up - making myself look like the Bandit etc. Then, exiting, and renaming the capture log data file. A bit of database jiggery pokery to assign the new captured data to the old entry, and bingo, one correct(ish) looking Bandit. I added some randomising to the outfits, and created a small tool to assist in setting them up in the database. So far have done about 5, more to do. Hopefully I can finalise some of the dungeon code this week, and make the combat correct. Then I can happily ditch all the old code that used to handle combat!
  4. Last week
  5. Well I got the Emulation working although many things don't work properly, but yes you can get into one of the servers and actually get inside the game. There is a short tutorial by a guy named Thwargle here https://www.youtube.com/watch?v=uHMcmg-slD8 You'll have to download his launcher first though.
  6. Are we able to play the game?!?!??
  7. Thanks!
  8. I just wanted to give a shout out to Andy Cataldo, also known as "Frelorn", for dropping by our Discord chat the other day! It was awesome to see him around answering some basic questions from the community and I hope he stops by more often! Thank you. Here's a pic of Frelorn in his Admin armor in-game: He expressed how much he missed Asheron's Call, the players, and helping out the community in general. He also let us know that he is indeed under a Non Disclosure Agreement for now so what he says or can do to help is very limited (which isn't surprising). Here's a quick recap of the conversation in case you missed it:
  9. I just wanted to give a shout out to Andy Cataldo, also known as "Frelorn", for dropping by our Discord chat the other day! It was awesome to see him around answering some basic questions from the community and I hope he stops by more often! Thank you. Here's a pic of Frelorn in his Admin armor in-game: He expressed how much he missed Asheron's Call, the players, and helping out the community in general. He also let us know that he is indeed under a Non Disclosure Agreement for now so what he says or can do to help is very limited (which isn't surprising). Here's a quick recap of the conversation in case you missed it: View full article
  10. Here are the official files from Turbine: http://content.turbine.com/sites/cli...ac1install.exe http://content.turbine.com/acpatch/ac_data.zip
  11. It just occurred to me I don't actually have an installed copy of the game...I would need that to play the Emulation right?? What should I do?
  12. Earlier
  13. It's probably not worth setting up a server at the moment unless you're a C# developer looking to contribute. There's not a whole lot players can do besides run around at the moment. I'm sure someone will eventually make a video on how to set everything up once we get further down the road. Eventually ACEmu will be as close as possible to how AC was right before it was shut down. I can't speak for PhatAC but I truly doubt they have the same goal in mind.
  14. Your Discord ban was lifted shortly after it happened. I agree that it should have just been deleted and a warning issued first. What I don't agree with is this childish comment, especially for a 48 year old veteran. Do you seriously think that trolling and saying "let the fun begin" is the best way to go about things?
  15. So this will not last long, but allow me to be as respectful as your mod staff is on Discord lol, I post a meme, a pic of the guy who had a boob job a long time ago, posted next to the pic of a cute girl with nothing, is a joke ofc, no nudity was involved, and bam i am revoked lol, could have simply sent me a message and said it was a bit too much for the channel, it breaks no rules as there is no nudity. Ok so whatever lol, all you guys did was turn a nice friendly guy into a troll, i am a 48 year old disabled veteran 70% service connected for PTSD, so let the fun begin lol
  16. Major & Minor stones. Gotta love 'em! I have faith we'll be back one day. Go devs go!
  17. Can someone make a video tutorial on how to set this up.. and is this like Phatac? Or will this at some point be like the original game... allegiances, grinding, PVP, questing?
  18. Remember the Atlan weapons? And you had to goto different dungeons to get the crystals which were interchangeable with the GSA Armor? Id love to compile an actual list of must go to places
  19. Step 1: SoLL keys Step 2: SoLL Step 3: Halls of the Helm/flaming shield Step 4: Collier Step 5: Soul Fearing Yes - I got a thing against the undead... 😜
  20. @Gefferz - if I can help in any way, please let me know. Even something like data entry wouldn't bother me in the least. Love your updates and progress so far!
  21. I think the only chance we ever see AC again is from emulator.
  22. Wouldn't it be amazing if we could get a group of dedicated players to all start playing around the same time and all level together again like the game just dropped? that would be awesome! Id love to just make a big list of places to go to again... Ill do my best to spread the word I really want to see this happen.
  23. We wont raise the 7+ million dollars needed.
  24. What if a kickstarter campaign was funded to pay legal expenses in attempt to recover all source code and game data from Warner Bros. If that Kickstarter was successful, then another goal, or new kickstarter would be to stand up new servers running the real game. The company formed to maintain this would technically now own AC.
  25. Awesome. I have been waiting for an update!
  26. Best bet would to join us in Discord. https://discord.gg/mVtGhSv And poke around the code, see what it's doing, try to break it, and most importantly ask any questions you might have!
  27. Hi all, I would like to help in whatever way possible.. I am green in the coding realm, learning more since that is a valuable skill. However I am a Senior Network Engineer with much background in network, computer, storage, cloud..Basically anything infrastructure. If there is any way I can contribute, please let me know... I am up for coding challenges if that is what is needed most.
  28. Hello people. Haven't posted for a couple of weeks, because I've hit a bit of a problem, and I've been working through it. It's all down to collision detection, and how monsters move. When I dug into the code, I found that my preconceptions were totally wrong. Monster fighting would have only ever worked out in the open without this work. This has led to a week of working out how cell.dat works, and writing tools that creates new tables for navigation. I can now edit cell.dat (in place editing), which is kind of fun, so I was able to raise Arwic entirely 6 feet up into the air, and bring it back down afterwards (not in game!) I can't say I completely understand it, but enough to parse out the data I need. Effectively there will be two different methods for the world, and for dungeons. Along the way, I populated all the dungeons I could find in the capture data, cross referencing to the ones that exist in the old game (something like 500 or more, though some aren't exactly dungeons, just places that are treated the same). I think I'm getting there, but I've stripped apart the monster movement code entirely and am rewriting, and there's a few problems to iron out.
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