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Povstalez

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Everything posted by Povstalez

  1. Hi, it’s been a while since I shared any updates 🙂 I’ll start posting them little by little. Swimming implementation:
  2. For the past few days, I’ve been working on optimizing the effects and meshes. The video shows 1,500 characters moving around and casting skills, along with an FPS counter and frame-time graph.
  3. The big systems, such as the Olympiad and sieges, are done. Now it’s time to tackle the smaller stuff. Fishing, pets, striders, lottery, derby, private shops, and macros are ready. P.S. If anyone has experience launching projects and would like to try launching a project using my client/server, feel free to message me on Telegram and we can discuss it: @artem_lemeshev
  4. Please don’t call Ukrainians “Russians” - we have some problems with that.
  5. Well, it turns out 100 characters really wasn’t enough for a proper test. Here’s a simulation of 1,500 players in a single location — each one is randomly equipped, running around randomly, and casting skills.
  6. Yes, exactly. Out of the box, the client won’t support L2OFF or L2J, but I’m developing it with future adaptation for them in mind. Once the project is open-sourced, it should be relatively easy to adapt the client to work with them. I ran a quick test with 100 players in Giran town square. Each character is simulated on the server, moves around, and uses skills:
  7. Luniage - a custom Interlude client on Unity, with its own server Hi everyone. I've been quietly working on this for a long time and I think it's finally at the point where it's worth showing. Short version: it's Interlude, but the client and the server are both mine. The client is a custom one, built in Unity — not a patched or reskinned original. The server is written from scratch in C#. The only thing that comes from the old game is the content: the world, the models, the animations, the sounds, the icons, the interface art. The game looks and feels like the game you know. Everything underneath it is new. Why do this at all Because the old client is a 2004 executable and anyone who has ever tried to add something to it knows exactly how that conversation ends. You can't add a window. You can't change how a skill looks. You can't fix a bug that's staring you in the face. Every server that wanted a feature of its own had to fake it through HTML dialogs and system messages, because the client simply won't bend. At some point it stops being worth fighting. I'd rather keep the game and rebuild everything around it. Where it is right now You can sit down and play it. Not a tech demo, not a walk-around-and-look-at-the-trees build - an actual character. Most of the game is in: movement, combat, the skill system with its real formulas and timings, items and equipment, enchanting, shops and player trade, quests, parties, clans, and the whole interface that ties it together. Progression works from level 1 all the way through A grade - you can level, gear up, join a clan and run content today. What's missing isn't the foundation. It's the top end - and that's exactly where the work is pointed next. Videos What I'm working on now Castle sieges and the Olympiad. The two biggest systems the game has, the ones that turn a working world into a server people actually stay on. And visual effects. They already run, but "runs" and "looks the way you remember it" are two very different things, and closing that gap turned out to be a much longer road than I expected. I'm going through them one by one. Does it run outside Windows Yes. It's a Unity project, so Windows, Mac and Linux are just build targets. I actually develop on a Mac, which has kept the whole thing honest about staying portable. Will it work with my existing server No, and it never will. The client talks to my server and nothing else - that's the trade I made, and it's the reason everything above is possible in the first place. If you're looking for a drop-in replacement client for a setup you already have, this isn't it. What's the goal First and foremost, to launch my own project on it. That's what the client and the server are being built for, and that's what sets the priorities. Longer term, I'd like to open-source it. This community has spent twenty years working around a client nobody can touch, and I think the honest ending to this story is handing over something people can actually build on. I'm not putting a date on that - first it has to be good enough to be worth someone else's time. Can I try it Not yet. When there's a build worth handing out, it gets posted here first. In the meantime I'll be posting progress regularly, and I read every reply. If you've run a server, built a client, or just spent a decade staring at this game and know exactly which detail everyone gets wrong — please say so. A good share of what's right in this project is right because somebody pointed at a screenshot and said "that's not how it looked." Thanks for reading.

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