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  1. 7 likes
    Here's a video of where I'm at today. A few problems note the empty slot - some kind of duff item is in the database, or something I've overlooked. Sorry low quality video, capturing video is not working properly with 3D mode on. Nice to see doors working, isn't it? Little things like that are pleasing.
  2. 4 likes
    Hey guys, I wanted to share with you a video I've just finished. It's the story of the last day of Asheron's Call from my own perspective. Those who were here on that day can live it all again, and the nostalgic who played long ago can see how the game they loved ended. Those who didn't know Asheron's Call can have a glimpse of what was the MMORPG we loved for 17 years. Hope you enjoy it. I miss AC !! Feel free to share the link of this video to your friends, I'd like every AC player to see this video, I'm sure they felt the same way during the last minutes.
  3. 2 likes
    I cant wait to get my old Grindy AC back lol.
  4. 2 likes
    Thanks for the positive comments. Of course I will share in due course. Hit a bit of a problem in the last week with palettes. It all started when I realised I had no Tumeroks, the capture had rejected them. Looking into it, I found the 3d model for Tumeroks must have changed from the old days. The new model number wasn't in the original portal.dat This led me to ascertain which models were not being used, and by forcing them onto creatures with a similar build, searched for the Tumeroks, and other extinct creatures. Many seemed to be variations on zombies and skeletons, and I found the Tumerok model. Then when I started looking closely at the values for the palettes, to see why the Tumerok types all looked the same, I realised that the new capture data referenced palettes that didn't exist in the old portal.dat file. I then took a step backwards, and looked closely at the capture data for palettes and realised that the original UAS2 and its companion capturing program were in error, but that a workaround somehow made it work. The original capture program did a weird thing when it loaded up the palettes, and made a field called Unknown-1 which it stored and presented when it was time to show that creature (or item). Each palette where it exists consists of a palette file number (in the portal file) and an offset and length, which overlay into the working palette. The values captured looked weird... I realised that the offset, length pairs were in fact actually palette file numbers misplaced in the data, so 6D for length of F was really palette file F6D. Because of the botched way UAS2 used the palette values, these somehow still came out correctly in most cases. In fact there is no need for an "unknown1" field. If a palette is present, it has a count of at least 1. What follows the counts of palette, texture and model is something that looks like a base palette, or a palette for part of the 3d model. This does not have an offset and length value, but is immediately followed by sets of palette overlays that do. These are often a value, and offset and length of 0. The length of 0 means 256. I played around for ages with a drudge ravener's palette. It seems some of the palette values come from that first palette, so it's not entirely that the subsequent palette(s) just overlay. So I have gone back to the original data, and applied various fixes to the data. We now have at least a correct set of data, and unknown-1 is replaced with BasePalette. I am now writing similar code for items. Of course I had to go through and put the base palette code into every class that presented palettes rather than the unknown_1 field. The big digression was trying to match the TOD palettes to the old palettes. This was like the old days for me, doing colour matching algorithms. And I think the results are pretty good.... but haven't helped me get Tumeroks looking correct! It seems that the old Tumerok model does not use the palette at all. The only thing I can do is make them slightly bigger or smaller! So onwards.. and then I need to get back to what I was doing last week.
  5. 1 like
    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?
  6. 1 like
    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.
  7. 1 like
    Continued the conversation on Discord.. for anyone following this thread.
  8. 1 like
    Looks like you're mixing up ACEmu with PhatAC. PhatAC is closed source and doesn't allow people to create their own server. Where as ACEmu is open source and allows anyone to create their own server. Take a look at our Github Readme for quick instructions on creating your own server: Here You can also join our Discord chat channel and ask for some help there and I'm sure someone would be more than happy to help!
  9. 1 like
  10. 1 like
    Wow! I wasn't expecting UAS2 to be revived and hope that one day, i would be able to play pre-tod AC. Thanks for your work!
  11. 1 like
    Didn't Tumeroks get a rework for ToD? And ToD introduced a second look for them as well? I'll check my notes... can't seem to find anything on Maggie's site. Oh well. That's what I seem to remember ToD did a "graphics upgrade" or something. Non-Sequitor Miscellaneous Random - found this @commands page on her site though: http://www.thejackcat.com/AC/Odds'nEnds/@command.htm brings back a flood of memories on her site. Sigh.... now back to my regular post, already in progress. Anyway! Love the work you're doing and the progress made. If we're missing one mob out of all AC offered, I will still play it. Would prefer Morsmen be the mob, not tumies.. oh well. In the end, As long as I can kill undead, zombies, revs, liches, lich lords, dark magus (magi?), I will be fine.
  12. 1 like
    I also agree with this. DM was my favorite time period with the best memories (I voted for it) but there is lot of newer content I would not want to play without either. I would be very happy with somewhere between 2010 to 2012. I hate the weapon changes patch and most patch after that though.
  13. 1 like
    What is ACEmu? ACEmu (short for ACEmulator) is a new open source server emulator written in C# for the MMORPG Asheron's Call. It allows anybody to run their own private or public server. Can I play ACEmu without setting up a server? Yes, although the server owner must create an account for you first currently. This will change as soon as a custom launcher for the AC client is built. What client do I need to connect to an ACEmu server? The latest AC client and data files which are still available from the following links (Who knows for how much longer so make copies): http://content.turbine.com/sites/cli...ac1install.exe http://content.turbine.com/acpatch/ac_data.zip Does ACEmu cost anything to play? No, absolutely not. What's the plan for ACEmu? Our goal is to re-create Asheron's Call as close as possible to the way it was, right before the servers were shut down. How long will it take the ACEmu server to be reasonably playable? There's really no way to tell but progress is constantly being made. How long has ACEmu been in development? The initial commit on our Github was on Jan 15, 2017. Will I be able to customize my ACEmu server? Yes. You'll be able to edit and mold the game to your liking through various means including a config file, the database, and also the source code itself. How can I help? The best way to help (if your not a developer) is by spreading the word about the ACEmulator project to other Asheron's Call players. Do you accept donations? No, not at this time. Are you worried about C&D's? No.