Simple answer is no and I doubt thats going to change any time soon.
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A good year or so back, I tried my hand at getting Apollo to run with some de-obfuscated 317 client. The big roadblock being that Apollo had no actual gameplay. Sure, you could log in, and maybe open a door. Beyond that? Nada, and there was no documentation for developing your own plugins (example of decent API documentation). I can hack my way through Pascal and C# due to there being documentation and active communities, but that ain't what was around back then.
A year later, and I'm looking to get something up and running again, so I got to ask; have things progressed? I do remember Astraeus as a client that was being worked on at the time, did anything come of that? Is the only server package available, that has the core gameplay mechanics, still just Project Insanity?
Simple answer is no and I doubt thats going to change any time soon.
Damn. So the scene has pretty much been in development hell since it's inception? Right shame that there's no concentrated effort like other projects, such as the various UO server packages. RunUO, ServUO, JustUO, SphereUO, they all had fully working servers and clients as there were no splinter factions, so to speak.
What would be a good base to begin working from? I've not got a lick of Ruby nor Java, and I couldn't learn Ruby from Apollo as there was no documentation of the API. But if there's something proper to work from, I should be able to get something going, like how I learned Pascal from TES5Edit, and C# from having a goal and Microsoft's decent IDE and docs.
There are many content-filled servers released that are better than PI to use. Look around in the downloads section.
Fair enough. The most decent looking server package I could find was 2006Redone, as it didn't focus on superfluous features. Downside is that the client probably uses a software renderer, as OpenGL was implemented during 2008.
How much of a pain is it, to pair a newer client + 317 cache, with an older server? I do remember reading about client <-> server packets being different across distinct versions.
NopeA year later, and I'm looking to get something up and running again, so I got to ask; have things progressed?
You could easily pickup Ruby from looking at some of their plugins (https://github.com/apollo-rsps/apoll...r/data/plugins), and other Apollo sources on github, if that helps. There's also some C# servers out there, like Jolt V2 https://jolte.codeplex.com/releases/view/88914 but very outdated. Also, might want to do some research of what's currently popular right now; it's a waste of time working on a specific revision that no one is going to really playWhat would be a good base to begin working from? I've not got a lick of Ruby nor Java, and I couldn't learn Ruby from Apollo as there was no documentation of the API. But if there's something proper to work from, I should be able to get something going, like how I learned Pascal from TES5Edit, and C# from having a goal and Microsoft's decent IDE and docs.
If you want a documented plugin based server use Arios. the plugins are written in java
Ah right, I should have mentioned. I'm going for the old 317 revision, back when there were hardly any textures. Trick is to get a client with a hardware renderer + window resizing. Can't say that using the CPU to render the game in 720p is going to fare well, especially for users with older CPUs.
Apollo's plugins just don't have any documentation. Take the Herblore skill as an example: https://github.com/apollo-rsps/apoll...skill/herblore It's not exactly intuitive, and there aren't any comments explaining exactly what's going on.
Contrast this to the documentation I made for a simple Pascal script/: https://github.com/MajinCry/xEdit-Sc...nked%20Ref.pasCode:# The ItemOnItemMessage listener for all Herblore-related functions. on :message, :item_on_item do |player, message| primary = message.id secondary = message.target_id hash = HERBLORE_ITEM_ON_ITEM[primary] if hash.nil? secondary = message.id primary = message.target_id hash = HERBLORE_ITEM_ON_ITEM[primary] end unless hash.nil? method = hash[secondary] unless method.nil? method.invoke(player, primary, secondary) message.terminate end end end
Far as I can tell, the download links for the various Arios versions are all dead. Found one Mega link for an old version from 2014, but the poster plainly stated that it's majorly bugged. Guess I'll be sticking with 2006Redone for the meanwhile, until I can wrap my head around Apollo.
Something like this ? https://www.rune-server.ee/runescape...en-client.html
I'm not sure what you mean with that link? There's comments/documentation all over that herblore plugin. And that code looks pretty self explanatory to me. Unless you're talking about the on method. You must be looking for this https://github.com/apollo-rsps/apoll...tstrap.rb#L155
My first time learning Ruby is off Apollo, actually. It literally only took a day, simple google searches on how to do some things, and referencing existing plugins, literally. It's not hard to pickup Ruby- at all, I mean, just look at the syntax. Anyway though, there's no complete content packed/complete Apollo server released, as far as I know. (you could check out this one, outdated as well) With that said, I doubt you'll want to use Apollo, unless you actually plan on dedicating your time developing it
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