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Source code released by Viri


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Is anyone able to pm me the source code that Viri released?

I saw in a changes thread that Anume said if you want to read it you should ask someone who has recently pulled it to pm it to you.

 

Now that I understand coding much better than I did years ago when it was initially released I'd like to look over it again =)

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  • 2 weeks later...

Unless you have at least some experience with coding the code will be nearly useless to you. It doesn't give you any game breaking information or quest info and it is not a strategy guide. Also I believe much information has been removed aside from the current game being change so much. Honestly I can't see why anyone would want it, just play the game.

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Correct. It's only value is for coding practice and funsies. If you've got experience coding, and are interested in learning how things were done for the game several years ago, let me know in a PM and I will send what I have to you. If you don't have the experience, or are just looking for an easy way to decode secret info.... yeah won't work. A lot of it is likely outdated, anyone that looks at the change log can see that (it's what, 6 years older or more now?) 

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Correct. It's only value is for coding practice and funsies. If you've got experience coding, and are interested in learning how things were done for the game several years ago, let me know in a PM and I will send what I have to you. If you don't have the experience, or are just looking for an easy way to decode secret info.... yeah won't work. A lot of it is likely outdated, anyone that looks at the change log can see that (it's what, 6 years older or more now?) 

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Correct. It's only value is for coding practice and funsies. If you've got experience coding, and are interested in learning how things were done for the game several years ago, let me know in a PM and I will send what I have to you. If you don't have the experience, or are just looking for an easy way to decode secret info.... yeah won't work. A lot of it is likely outdated, anyone that looks at the change log can see that (it's what, 6 years older or more now?) 

 

 

05-05-2009

 

The code can be a valuable tool or an hindrance.

If you know how to read it, and are smart enough to understand it, it can give you insight on many mechanics.

Then again, if you read it wrong, you could be doing something stupid that you would not do if you didn't have the code.

For example, someone once convinced me that fighting on horseback had a penalty. Sure enough something on the fight code is about horseback. So there I go dismounting before every fight cause, you know... mechanics. Only to learn some time latter, that particular piece was about Paladins and their mounted combat bonus.

 

This is how the code can harm you.

Other stuff there is no advantage in knowing.

And other stuff you already understand enough to not need to know the nightmare details of the code.

For example, the imms have said many times that you should have 60 saves across the board.

But now with the code knowledge, you will be most likely doing math, checking if you are at optimum level. When the hard rule of 60 would be more than enough and a lot simpler.

 

Also be prepared to look into the Necronomicant, because annotations are few, and some of them are wrong. Not to speak of Virigoth typos. Remember this is code written on code written on top of more code. With changes in this 6 years that you know nothing about.

Some are in the forum changes log, but some aren't. Like the fact that goodies sanctuary last longer. This one I learned from play-testing.

 

Still, it's very positive that the code is leaked every once and again, as this will allow the opportunity for players to set up new FL servers, if mud ever dies.

I for one, if I have more decent programing skills, I would love to code the FL mechanics on a browser mud game. Bring the exiting PK mechanics into a more Visual detailed world.

Even thought how to achieve this. Since the mechanics would never work in a 3D world, due to how moving works in MMOLG's, and the flee mechanics and chasing and where... Nightmarish. It would have to be a single image per room.

Like a jpg as background, and you move like in the mud. When you move, the game loads a new image. We could have the images in the hard-drive of the PC.  The PC's would be little men over that jpg. Isometric view. Fighting would be craptastic with damage numbers floating over heads into the sunset. Or dodge/miss/parry words.

Perhaps a HP/Mana display. And an arrows rose indicating the room exits, clickable to allow you to move through that exit.

No idea how to do scan or where.

 

Anyway, good luck.

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I wouldn't try to use it to make your own mud, coding standards have changed so much that it actually won't compile without quite a lot of tweaking. My 2nd year level of Comp Sci isn't sufficient enough to do it (without investing considerable time).

 

But Mya is right in some thing, there are certain things that are never even hinted at, for example you get a bonus to assassinate if you're grouped with the person you're assassinating and also some weapons affect skills like blackjack.

 

Finding out what weapons Qclasses don't get was probably the best use of the information that I ever found out.

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