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Ragnarok MMO open-source HTML5 client

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Re: Ragnarok MMO open-source HTML5 client

#31
post #30

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…

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.

Re: Ragnarok MMO open-source HTML5 client

#32
post #29

Earlier 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.

It is free to play now. The comment I was replying to seemed to indicate it was the earlier years of RO. Maybe I was mistaken.

Re: Ragnarok MMO open-source HTML5 client

#33
post #31
post #30

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…

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.

Oh yeah, while I haven't read the source directly in years, it is much changed. I was referencing 2004, only six months or so after iRO officially came out of beta. To say it improved since then is an understatement. Based on what I last knew about the scripting capabilities of the Gravity server implementation (circa 2008), I can safely say that eAthena eventually came to provide an easier model for rudimentary content creation and management than the official software.

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

#35
This game was the first MMO I really got into.

In 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

#36
post #13

Hope 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…

Ultima Online was just a nightmare. They constantly released major protocol changes with each new patch, and those were pushed out on an almost weekly basis.

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

#37

Next up: open-source HTML Ragnarok Online bots.

Meanwhile you can probably connect HTML client to already existing open-source non-HTML bot [1] using its bot-as-a-proxy feature. Adding automation stuff directly to HTML client shouldn't be hard, assuming network protocol handling and state keeping already provided for you.

[1] https://en.wikipedia.org/wiki/Openkore

Re: Ragnarok MMO open-source HTML5 client

#39
post #6
post #4

Oh 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.

I don't know how such a minimalist and simple could be so addicting. War on Emperium, PvP, and hours grinding cards. And even on low rates, just getting lost in these various worlds, exploring every little map...so many memories.
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