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Koray

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Koray last won the day on April 30

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  • Birthday 05/17/1986

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  1. [Hidden Content]
  2. Final version of Blender GR2 addon
  3. Final version of wasm based browser Metin2
  4. New Blender GR2 Addon with Automatic Mesh Binding Fix vs. Official Granny Viewer
  5. Root metadata - 26.0.6.0 Alternative download links → Mediafire
  6. mobile compatibility has been completed with a 1:1 version of the client engine and the new GR2 engine.
  7. mobile compatibility is in progress with the new GR2 engine, compability support planned for Android 9+ and iOS 13+
  8. Metin2 on the web with WASM and new engine
  9. I finally completed the new Rust based GR2 system and wired it to the game client. So far, I have not seen any major issues. The optimization side is still not exactly where I want it to be but it should keep improving over time. It currently has 1700+ tests and 300+ source files, runs more efficiently than the original in many areas and is overall much more stable. The most important improvement, though, is the dramatic reduction in draw calls for the characters. Before: After:
  10. Hey! I built a tool that can boost the quality of in-game visuals. It supports a bunch of features like upscaling, PBR, and map generation. I haven’t had the chance to stress-test it a lot yet, so you might run into bugs or performance hiccups. If you do, just drop the issue in this thread (with any details/logs you have) and I’ll try to fix it. The repo has a full setup guide, but the most reliable way is: use a venv and don’t go above Python 3.11. Repo: [Hidden Content] One last note: Torch can get weird on newer Python versions, so please make sure you’re using the right Python version (again: 3.11 max).
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  11. Honestly, I think GR2 is still a strong and pretty optimized library, games like EVE Online, ESO, BG3 and tons of others are already using it so I wouldn’t call it obsolete. The biggest problem is just how badly M2 implemented it... Also, yeah, I used an LLM while building this because doing a project this big solo is brutal otherwise. The difference is this version isn’t spaghetti like the original codebase. It’s cleaner, more structured, and way more consistent. And I’m already on a similar project anyway, I moved whole render system to Diligent successfully. My priority is mobile, but since WebGPU seems supported too, I might try some web experiments and don’t worry, this isn’t some cash-grab thing, if it was, I’d be one of those guys opening a new server every month
  12. Hey there! To make the engine truly cross-platform and to take advantage of full multi-threading, better GPU utilization and more modern optimization techniques, I rewrote the existing Granny engine from scratch in Rust. Here are a few previews; DirectX9&C++(standart gr2 engine) / Vulkan&Rust(new engine) comparison Cross platform support: Game engine support It currently supports all GR2 exports as-is. It also implements every internally used algorithm including Oodle(0/1), BitKnit(0/1), and Bink. All curve types are supported as well. What’s still missing: GState (about ~60% is done) and SPU support (I don’t plan to add it). It’s fully stable and 1:1 compatible with the original, backed by 600+ unit tests and 10+ parity tests.
  13. tbh spending your time on stuff like this is just a waste. almost all m2 servers are made just to make money and most players(at least tr players) only play to earn through rmt now. the number of people who actually play for fun is probably like less than 10% so because of that, instead of creating something cool, people just copy concepts from games that already made it big numbers. so even if you come up with a flawless and creative idea, without a serious marketing budget to promote it (and if you had that, you wouldn’t even need to mess with a new concept), hardly anyone will play it. and without players or even with small player base, the game will end up dying pretty quickly anyway, cool ideas but there is no real benefit unless you solve m2's core problems first
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