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pepob7621

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  1. Metin2 uses a system where you "gain ownership" over monsters and players that you attack. That owner client will then send updates about the entity to the server which are accepted if reasonable enough. It is actually not meant to reduce bandwidth (the opposite, it actually increases it) but rather to improve responsiveness for an attacking client. Basically seeing the result of your action immediately without having to wait for the server to validate and broadcast it. It also avoids that the devs have to re-implement the entire combat motion logic on the serverside especially if the attacks and pushes are a bit more complex (e.g skills). With that being said, it is an outdated concept that was utilized in some olders korean mmorpgs. It is not really used in any modern games anymore and streaming the entities from the server is now the preferred way. For my project Metin Rogue I just completely removed any sort of client predictions and nuked the ownership system and let the server fully controll any movement. PvP feels more responsive than ever and I would argue also way more fair. So to truly get rid of the system you will have to change how entities are synced in the first place which is rather difficult if you are limited to the original server.
  2. Hi! This is the first version of Metin Rogue, a roguelike inspired Metin2 experience. It is based on one of my recently released indie games on Steam that was well received. As a tribute to the original game, I developed a version for Metin2. A quick overview over the concept: - You spawn with a random class and skill group along with 3 guaranteed rogue bonuses - On every level up you receive between 1 and 3 additional random bonuses across a variety of stats - You fight against monsters with unique behaviours (wolves travel in packs; boars charge at you and bears will throw you around and much more!) - All monster, boss and stone positions are newly generated with each server start - Items will drop with dynamic base attributes. You could drop the same Sword with better stats! - If you die, you lose the entire experience of your current level! While that is the core concept, Metin Rogue also has some new technical features: - A fully customizable and high performance server core, letting you configure everything from stats to monsters, loot, items and upgrades and much, much more! - All entities including monsters and players are fully controlled by the server using a modern tick-rate update system. - The server is ready to run locally; as well as publicly with everything contained in a single executable. - You are free to host your own version publicly without any restrictions. The first release contains a fully playable Map 1 as well as parts of Map 2. All listed features are fully implemented and configurable. New updates will be released when I have some time on my hands. If you encounter any bugs or issues please let me know in this thread. Server Download: [Hidden Content] Full Client Download: [Hidden Content] ---------------- To give yourself GM permissions, create a GM.txt file inside the core directory (where the game_config.ini is located at) and insert your character ID (one per line). Make sure to restart your server if it is running. After that, the following commands can be used: /item (itemname) /item (itemname) (amount) /heal /skill (id) (level) /kill /kill (range) /kick (playername) /ban (playername) /ban (playername) (days) /tp (mapID) /bonus /stun /poison /burn /slow /dispel Documentation: [Hidden Content] A look at the stat window: Some examples of how easy it is to configure your own monsters, loot, shop etc: Added GitHub as a download mirror: [Hidden Content] Revision 2 has been released (download above) Changelog: - Added Wandering Shop to Map 1 and Map 2 - Added Wandering Blacksmith to Map 1 and Map 2 - Added Map 2 Town NPCs - Added Map 2 Stones - Added Map 2 High Level Monsters - Added /gold command - Fixed an issue where upgrades where not correctly shown for small equipment parts - Walkpaths are now saved in a more clear format
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