Some of my earliest lessons in "how not to write software" came from listening to the ranting of a friend who worked on the original eAthena implementation (i.e. back when it forked from the Japanese Athena project and gained the "e" in its name). All of the fragile handoffs between the multiple server types (character, map, login) and the client. Most notable were the mountains of code, network and otherwise, that h…
Ragnarok MMO open-source HTML5 client
31–40 of 54 posts
Re: Ragnarok MMO open-source HTML5 client
#32Earlier quoted context omitted.
iRO was not free. The only time it was free was during the beta IIRC. After that there was a fee.
Hasn't it been free to play for years now? They get their revenue from their shops, like how most private servers do it.
Re: Ragnarok MMO open-source HTML5 client
#33Some of my earliest lessons in "how not to write software" came from listening to the ranting of a friend who worked on the original eAthena implementation (i.e. back when it forked from the Japanese Athena project and gained the "e" in its name). All of the fragile handoffs between the multiple server types (character, map, login) and the client. Most notable were the mountains of code, network and otherwise, that h…
I've read parts of the eAthena source code recently ( https://github.com/eathena/eathena ) and was very impressed with the code quality. Maybe they fixed the code base, or I didn't hit the worst parts, but I left feeling it was in good hands.
Never mind security. Trying to wrap your head around the code behind why opening a dialog via item X and performing client action Y on the keyboard would bypass what should have been a server-side security check for a very important game mechanic was a lesson in all sorts of SE principles. Unnecessary coupling and spooky action at a distance, for starters. Repeat this a hundred times and mix in a handful of SQL injection points, plus some fundamental disagreements in how and when the game's content assumed characters would appear on a new map, versus how and when the official servers actually worked.
I am curious if and how eAthena eventually deviated from some of the idiosyncratic behavior of the official game servers.
From what I've heard in the years since I stopped playing, though, is that Gravity took the profits from their microtransaction e-store and managed to actually plow that money into improvements for the GM team's ability to meaningfully manage their servers and community. So my first paragraph likely applies only to a bygone era.
Re: Ragnarok MMO open-source HTML5 client
#34Re: Ragnarok MMO open-source HTML5 client
#35In the back of my mind, I always wondered if a project like this could be done (given that RO is MUCH less resource intensive than the quake engine, and other html5 demos I've seen, etc)...
I am so happy to see this project exist, I love this.
Re: Ragnarok MMO open-source HTML5 client
#36Hope that this is better code than the OS Ultima Online stuff I looked at years ago. Which looked a lot like decompiled binaries, even the original code…
It was still really fun though to play as a GM on your own little personal server and melee guards.
Oh, I'd give the world to play that game again, pre-Trammel, with the active user counts that existed back in the day. The only choice today is the ruined mainline (WoW clone) servers, or ghost-town private (T2A) servers :(
Re: Ragnarok MMO open-source HTML5 client
#37Next up: open-source HTML Ragnarok Online bots.
Re: Ragnarok MMO open-source HTML5 client
#38Re: Ragnarok MMO open-source HTML5 client
#39Oh my Lord...This just took all the way back to my teen years, I played RO from like . . . 12 years old all the way until I was 18/19ish. It was an amazing game, I know I still log into my buddy's private server every now and then to PvP a little bit and it's always a fun time!
Just starting the demo, and hearing the music gave me chills. I have spent countless hours in that game.
Re: Ragnarok MMO open-source HTML5 client
#40Where is the actual JS code for the client?