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Packet ID: 222    Packet size: 263 

Source IP      :    192.168.0.3: 1124

Destination IP :  69.90.218.237: 6980

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000000 07 01 00 C5 02 00 00 09 | 07 54 56 03 09 0B 01 07    .........TV.....

000010 02 54 54 56 07 00 02 55 | 56 00 51 00 53 57 04 07    .TTV...UV.Q.SW..

000020 55 08 54 01 07 01 53 00 | 56 55 56 01 06 05 04 51    U.T...S.VUV....Q

000030 03 08 51 08 51 56 04 54 | 06 55 08 02 09 51 56 01    ..Q.QV.T.U...QV.

000040 53 06 55 04 53 00 56 56 | 53 01 09 02 09 01 51 54    S.U.S.VVS.....QT

000050 51 09 55 56 09 03 04 07 | 05 55 04 06 55 04 06 09    Q.UV.....U..U...

000060 04 51 01 08 08 06 05 52 | 06 04 01 07 54 03 06 52    .Q.....R....T..R

000070 55 06 55 55 51 01 02 04 | 54 03 55 54 01 57 51 55    U.UUQ...T.UT.WQU

000080 05 52 05 54 07 51 51 55 | 07 02 53 53 00 52 05 52    .R.T.QQU..SS.R.R

000090 07 01 54 00 03 05 05 08 | 06 05 05 06 03 00 0D 08    ..T.............

0000A0 01 07 09 03 51 03 07 53 | 09 51 06 07 54 0A 50 56    ....Q..S.Q..T.PV

0000B0 02 52 04 05 55 51 02 53 | 00 08 54 04 52 56 06 02    .R..UQ.S..T.RV..

0000C0 09 00 08 03 53 56 01 05 | 00 55 06 08 56 04 0D 06    ....SV...U..V...

0000D0 07 52 06 07 04 0A 06 01 | 04 54 04 00 05 02 04 54    .R.......T.....T

0000E0 00 09 52 53 05 04 01 04 | 05 05 01 52 51 52 0D 06    ..RS.......RQR..

0000F0 51 08 09 54 53 00 0D 01 | 02 03 54 53 01 05 03 08    Q..TS.....TS....

000100 56 54 07 02 54 0B 06                                  VT..T..

 

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  • Posts

    • 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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