Documentation
Forum rules
This forum houses many years of development, tracing back to some of the earliest posts that exist on the board.
Its current use is for the continued development of the server and game it has always served: TMW Classic.
Documentation
Hi,
is there any documentation about the network protocol the servers use? I'm particularly interested in the char server protocol, since i want to try do write a new char server that is compatible with the login and map servers. But i can't find the information.
I found a protocol documentation for manasource, but that protocol seems to be different from that of tmw athena or hercules servers.
Why i want to write a new char server? Well, i think the proeprties/attributes system is too complicated, too error-prone and not flexible enough. So i'm currently experimenting with a new properties model, which can be loaded completely via xml, and where the various property interactions may be configured. Skills and weapons and other items then simply get their own properties, which, when equipped or used or whatever, are inserted into this property tree and so automatically update anything necessary, without explicitely coding it. I hope this will result in much less errors in property handling. Well, at least i hope so. I'm writing it with c++11 and with the boost lib, which should both result in quite good quality.
Currently i'm still experimenting with this properties tree. But sooner or later i would have to do real tests, and for this i need the protocol documentation.
is there any documentation about the network protocol the servers use? I'm particularly interested in the char server protocol, since i want to try do write a new char server that is compatible with the login and map servers. But i can't find the information.
I found a protocol documentation for manasource, but that protocol seems to be different from that of tmw athena or hercules servers.
Why i want to write a new char server? Well, i think the proeprties/attributes system is too complicated, too error-prone and not flexible enough. So i'm currently experimenting with a new properties model, which can be loaded completely via xml, and where the various property interactions may be configured. Skills and weapons and other items then simply get their own properties, which, when equipped or used or whatever, are inserted into this property tree and so automatically update anything necessary, without explicitely coding it. I hope this will result in much less errors in property handling. Well, at least i hope so. I'm writing it with c++11 and with the boost lib, which should both result in quite good quality.
Currently i'm still experimenting with this properties tree. But sooner or later i would have to do real tests, and for this i need the protocol documentation.
Re: Documentation
Siegfried, the mana world probably will switch to other server soon. This mean your work can be useless
For properties need change not only char server but also map server.
For properties need change not only char server but also map server.