C# Optimized pathfinding After some tests of the community, we found that many instances of monsters on a map will cause a lot of memory usage. As I found out, the root of the cause was how we do the pathfinding for the monsters. Because of that, I took this as a challenge
C# Demo Console Client for MU Online For a test of the new nuget packages of MUnique.OpenMU.Network.Packets I wrote a small demo client. You can find the source code here: https://github.com/sven-n/MuConsoleTestClient It encapsulates most of the packet creation and parsing for you, so you don't have to mess
MU Online SimpleModulus revisited Recently, I was working on getting game client version 0.75 to work with OpenMU. One big obstacle was the SimpleModulus encryption which was somehow different in the earlier versions of MU Online. You can find an analysis of it here. According to a change log in a leaked 0.
MU Online On item duplication exploits and how to prevent them Hello, first of all, if you're Webzen or a private MU Online server owner or developer, don't take this post as a threat. These item duplication examples which I will describe are known to me since many years. As you might imagine a lot of other
MU Online About game server architecture patterns Hey there, I found a really nice blog about game server architectures: https://gameserverarchitecture.com If I would categorize the original MU Online game server into one of the mentioned architecture patterns, it's probably mostly the monolithic one, with some slight signs of the map centric pattern in
Release MUnique OpenMU Network Analyzer Hey people, today I release a little tool to analyze network traffic between server and client which use the mu protocol. The cool thing is, the packet structures are defined in xml files, so it can be extended like you wish. Changes on this xml files also work on-the-fly -
OpenMU A closer look at the MU Online packet encryption in the past days I wondered why some parts of the encryption and decryption keys for the network packet encryption (aka SimpleModulus) are actually the same. So I tried to dig a bit in the SimpleModulus algorithm and the usage of these keys. Lets see how this keys (e.g.
OpenMU Naming of the OpenMU Project There are only two hard things in Computer Science: cache invalidation and naming things. -- Phil Karlton Some of you might have noticed, that there is a private MU Online Server "OpenMu" and maybe several other (dead) projects with a similar naming. I want to clarify that my
Release There it is :) I finally decided to push my project to GitHub. You can find it here: https://github.com/MUnique/OpenMU About the current state: It's not complete, and probably there are many bugs left. I didn't connect a real game client to it since years, until a
OpenMU A little status update Hey, I guess you wondered why it takes so long until I put my stuff on GitHub. I hope you understand, that I don't want to put some broken stuff online - I think most people will try it one time, see nothing works, and never look at
MU Online MU Online Season History I guess some people wondered which features got added to MU Online with each new season. Me too, so I did some research until Season 6 some time ago. Here are my notes: Season 1: * Crywolf event * Castle Siege event * Fenrir pet * Ancient Items (which drop in Land of Trials
MU Online Coming soon I'm preparing of going open source with my little game project, which I want to publish under the MIT license. It's a game server implementation (some people would call it an emulator) of a MMORPG, called MU Online. I'm working on this project since