Saturday, August 14, 2010

Crafting, more news

Hello everyone, i just wanted everyone to know that crafting now works along with most critical features of the original UCGO.

we will be releasing in just a few more day's be sure to keep checking out Website and forums!

some music i've been listening to while developing, great band indeed. =)

Friday, August 6, 2010

Whats New

Well to start off with, we'll be releasing the server "as is" in a few weeks to the general public, which means it wont have every feature the original UCGO had but it'll slowly get to that point whilst users are testing,so from day to day expect server software updates, here's the kicker the general public wont test for a few weeks however in a week or so the Japanese may begin to test.

This is primarily for the japanese donaters that have stuck with us for a long time, since we're releasing so soon we're working around the clock to ensure stability and last minute features so the japanese should expect to have some form of contact with me or through allexino in the next few days.

So as happy as i am to finally get this thing out of the door and into the world im not satisfied Feature wise but i suppose we'll get there so on to whats new with the server?

You may now transport as you normally would in official, you may PvP or PvE, you may also make a trip to space if your heart desires so, additionally also equipping weapons work and im pleased to say we're on our way to making it fully functional.

Stay tuned in for more information in the coming week have a good day, and to the copy cat here's all we have to say to you at Titans-Server.

Thursday, June 3, 2010


Well it's been a while since i've posted on my personal blog, sorry about that but i've just started a new job a month ago and my hours have been crazy i have a few updates about Titans-Server.

We now have Combat working, today mark was running around and blasting the NPC's and killing them on top of this we've fixed container issues which allow us MS Inventory and their Weapons container, not only that but since this has all fallen into place im going to begin working on crafting and Mining, as i speak we're adding in Skill progression, also we've figured out the criminal system in UCGO so that will fall into place aswell.

Also not to mention two day's ago i reversed data we had no pre-existing logs is now possible to Rank up/down, after Crafting and Mining i will begin to reverse data for Newman/Richmond to make Control for these cities possible, i cannot give a release date but from what i can see we're not very far off from opening up a test for the public..i turn 21 tomorrow =) so i problably wont be on for those of you who see me in Skype/Vent that is all..

Tuesday, April 20, 2010


Friends list is now working, only thing left to do is update the requesting players side!

I would say the chat server is very close to completion, i will work on teams next and after thats complete we'll begin work on the GameServer adding in Buying/Selling/Combat and Equipping, release is not too far away now, so i'll keep you all posted!

By the way if anyone wishes to donate so we can have the money on hand to open up a dedicated server when its ready please do so via this!

Donation is set to 30$ for Japanese, if your from anywhere other than Japan donate to

thank you everyone!

Monday, April 19, 2010

Group Chat is fully working

Hello everyone, i just wanted to post and update about group chat. You may now fully utilize every option in group chat, every function in group chat works here is a list.

Invite - Works
Reject - Works
Leave - Works
Notify other Participants of people who have left - Works
Chat - Works

So, now i will move on to finishing teams, and Adding/Deleting Friends/Team Members.
I am still hoping to release within just under two months, thank you.

Thursday, April 15, 2010

Some news..

Not alot of news so far just random stuff we've been up too, i've added a few features and done some internal work on the new server, most notably team creation and group chat now works.

We've decided we're going to release in two months time, some features arent guaranteed but they should make it in shortly after, enjoy.

Wednesday, March 31, 2010

We've come very far...

Well, im on my break from coding on our servers for a few minutes..i have literally spent day and night working on this thing and it's paid off i figure i'd talk a little about how the servers work now.

So, its no secret we've been working on this thing for nearely four months its been a LONG four months and i know you've all been lingering about our forums and website/blogs scavenging news
since the inception of these servers we've tried our utmost hardest to focus solely on stability and speed since we all know most private servers tend to lag holding a fraction of the games official population.

We have taken this into consideration and had also thought about our previous server that John had his hand in creating which he is now trying to promote miserably, so really when we were brainstorming about which way to go with the new server software we had a TON of ideas, some great and some that didnt work too well when implemented we're well away from having a completely finished product but i'd now like to tell you about how the servers work now.

So lets see, we have four MAIN servers Info Server, Login Server, Game Server and CMS (Communications) Server, so apart from that other server what did we do different with our new servers this time?

I'll tell you FLEXIBILITY, each server is very very flexible about what it can do and accomplish for instance every server intercommunicates with each other always sharing very vital information when needed for instance, when you log into the Login server upon recieving your character list did you know that everything about your character is loaded at that very moment?

Think about it like this, the other server that you guys may have tried connects you right to the game server after selecting a character..the game server then runs dozens and dozens of queries from local files to gather all your information as your loading in, yeah yeah nothing new every private server does that right?

The answer is WRONG, our login and game server does not behave this way instead when you receive your character list your player object is put into a Lobby and then all vital information required for loading into the game is then serialized and then encrypted and sent to the game server using serialized objects what does this mean?

Well, in short before you even select a character to load your information is already at the game servers fingertips so that when you hit that green START button you load into the game as fast as your computer will allow the game to load itself the servers have no bottlenecks/lag here.

So, thats right our login server since it isnt doing much work in terms of packets (all it does is supply your character info) it's also doubling as our information server it handles all database loading and saving that means that the other servers Game/CMS do no queries at all, they do exactly what they need to do and leave the login server to retrieve and save their player information and since we have only the login server doing database work, that leaves our other servers without the task of taking that extra bit of time to communicate and retrieve/save data to the database.

In short their only task is creating the data thats needed to be sent to every player leaving them very fast, secure and lag free and let me explain a bit on secure.

There can not and will not be any sort of cheating on this server whatsoever when logging into the game the servers put you through an authentication process ensuring no one can cheat by memory editing or packet injection no matter what you try..even client modding you will not succeed.

Another way to shed a little light on how much care is in this project, every packet we've come to work with and implement has been completely reverse engineered, we know what every byte of data does so with this server you wont need to worry about petty bugs with very simple things like with our competitor, since our competitor likes to speed through his server and implement very unstable methods of packet creation >=|...

So, thats right every packet structure is reversed documented then implemented along with the systems it needs to interact with everything else inside the server and with that i can say that after a few more smaller game systems implemented are implemented its public stress test time

Alright guys thats it for now stay tuned..