(09-05-2012 12:26 AM)Extreme Wrote: [ -> ]I just know one thing, if it open source, we will die.
The main developers will abandon the board and the custom releases will appear just to fix things that their server needs.
Why?
I think this possibility is not related with open or closed source. If "The main developers will abandon the board" with closed source, it will be a death of emulator, with open source we have some chanses for a resurrection.
(09-05-2012 12:26 AM)Extreme Wrote: [ -> ]@Wap
Why do you want to filter all packets?
I'm curious now.
Ok.
1) Login packets:
1.1) I don't know,
how to disconnect player, while he is log in and account is already in use. This occurs, when player losing internet connecting for a part of second. (Bad login 1, f_onaccount_login is not firing)
1.2) I don't know, how to disable Fightbook(ini flag is united with tooltips).
1.3) I don't know, how to request info about player hardware(my be, I'm mistaken, but I think it should be requesed on login).
2) Server packets:
2.1) I know no adequate way to make personal visibility for NPCs / players, because is not possible to block char update packets(for example, is needed for quests).
2.2) I can't fix bugly delays on packet exchange. It is a long story... One place, where you can see it, is the ships. But it occurs in PvP too.
2.3) I can't fix visualrange > 18.
It is only a bit of example related with packets. But there are many other issues, that is not / hardly fixable by scripts.
(09-05-2012 12:26 AM)Extreme Wrote: [ -> ]Client crashes? It's broken scripts.
I'd never got client crash while running sphere. Even in pvp or pvm, or whatever.
1)
Sometimes Sphere has general bugs for client crashes.
2) Now I doesn't have this problem on the build I'm using(Feb 2011), but I had random freezes / crashes on last builds. Unfortunately, I didn't had time(and motivation, because l'm not assure, what last builds is better than Feb 2011, for example, 2011 build have stable EF_NETWORKOUTTHREAD, but NetworkThreads in the last builds is complitely unstable) to test this complitely, may be it is fixable by ini / scripts, may be not...
Are you really using last builds on a living shard and your players have connection problems? What version of client do you use?
Quote:12+ is speed hack.
Practically, when player doesn't have an ideal internet connection, he may send more than 10 run packets in a second. 12-13 is possible. Clearly, there is no problem to fix permanent speed hack, but is it hard to prove a very short acceleration: "resend" and other methods.