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

Update


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 of..it 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

Update

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
cereberusgrave@yahoo.com

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..

Thursday, March 25, 2010

Some rambling

Its been a while since i've posted on here, im not much of a talker unlike mark =P i figured i'd talk about the server for a bit and whats new..

well in terms of how far we've come as you know we reached zone not too long ago, after that mark did some great work on integrating the NPC server and Multi-Client, the CMS/CHAT server was still a bit bare in terms of functionality i've been working on that lately.

the CMS/CHAT server would disconnect before, i redid a few packets and added a few crucial packets and even implemented the Chat function wasnt too hard, there still needs to be some stuff done to get it right im making headway on that with some internal tools to help the server log quite a few things, my main goal is to make a system that will break down incoming packets and log their data so we can easily trace bugs etc, in terms of testing some private testing is coming along well not too long and we'll have something playable for everyone, we've been testing with players and NPC's and im pleased to say our servers can handle massive amounts of players and data.

So you shouldnt see our server crash before combat has commenced lol, theres still a few quirks here and there but nothing we cant fix easily, from now on its all about completing smaller internal systems and adding the crucial game systems back which at this point is easy streak all the hard work is done thank god..

Thank everyone American, British and Japanese for sticking through with us i know its been a long ride i know you have all been waiting patiently but your waiting is starting to pay off, soon you'll recieve and even better than normal UCGO experience with good bits of new things added.

Such as in game mail, i cant explain the specifics but we have quite a few things planned, though they are very interesting ideas sadly they must wait until we do things of a higher priority, combat, crafting, teams etc again i want to thank all of you for sticking with us because in the end THIS is the server you want to play on, new features, bug free etc because at the heart of this project ever since 2007 the only thing on the mind of Mark, Dragoonith and I are the players and believe me we're working hard on taking care of all of you!

Well in closing i hope you're all enjoying our updates we've been churning out we try really hard to bring satisfaction to the players and in the end im sure you will all be very satisfied!

Regards, Dante.

Saturday, February 27, 2010

Small Update on testing

Well i guess its time for an update, so i've been going on alot about opening a private test.
We are very close to it thanks to mark he's done some extraordinary work, at the moment we're hoping to start it on the 30th if not shortly after.

The purpose of the private test is to get as much feedback as possible on the server performance and bug feedback, because at this stage we'll be adding all the ucgo features into the server and also testing new additions to the server framework e.x. clustering.

I know the wait on this server has been long and tedious but we're close and i think all of you will be happy with how much care we've taken on this new server software i really think you will all enjoy it, especially when we're at the point of running events!

Shortly after the test i believe we will have some sort of NPC's in the game, in an ongoing test to build and improve the AIServer, so be on the look soon to see some new information on testing!

Monday, February 22, 2010

First Post - the start of a dream

Hello everyone, mark has had his blog for a while i figured i'd create one as well to let you all know.
That he;s not the only one responsible for this great server software we're creating, first i'd like to post a bit about myself!

My name is Brian im 20 years old borb on 06/04/89, i've had my nose to the grindstone for three years now on ucgo development, i'd like this opportunity to explain a little about the project also.
The project in the beginning consisted of two developers myself and dragoonith, for those of you that played with me in ucgo during the day's of official knew me as "Dante", now onto the project.

The project started in 07 about 5-6 months before ucgo went down officially i wont go into specifics but at that time dragoonith and myself were aquaintances, we played the game a bit together off and on.
The day i heard of ucgo's tragic upcoming death i was speechless i thought to myself "how can a game thats so well recieved in japan and here in the "US" to those who knew of it be shutting down?

So at that point i didnt know what to do, ucgo was so dear to me i had made so many great friends, with the japanese, chinese and other americans the news for me was almost unbearable.
But there was hope this hope came from having a friend very knowledgeable in packet reversing and mmo server construction this man is Xenozephyr, on a side note everyone of you whether you play my server or johns should thank him for intiale ground work on ucgo, when i contacted him about ucgo i was distressed and didnt know what to do, but he offered an alternative, create a private server for ucgo i thought to myself "i cant do this im not smart enough", he assured me that "you can never go wrong following your dream".

So, with my limited programming background mainly VB.net and C# i decided to give it a go, so for a few 100$ Xenozephyr reversed UCGO's packet encryption and some essential file formats which led to the creation of some tools to decrypt and extract UCGO's file's and a tool no one should be without in this line of work a custom "UCGO Packet Sniffer" built upon his latest packet sniffing framework, at that point dragoonith agreed to fund the tools and packet encryption, after about two weeks Xenozephyr had most of our tools done he released the packet sniffer to us so we could begin sniffing net traffic between the UCClient and server, which led to us and many others in the community catching packet logs of UCGO while playing in their game session, these packet logs were vital to the servers recreation, at about a month in we finally we able to pay Xenozephyr for the packet encryption, at which he gave me some examples of its use and some advice on my first server project he said to me, "at this point all you should worry about is creating a dummy server and reversing the UCGO packets and documenting their variables and uses".

Then soon after that i began work on the server named "Titans-Server" in Visual Studio .NET 2003 coded in C++, my first steps into the world of server programming coming from a mostly game programming background was a hard transition at first but alas about a week into it i had a semi functioning info and login server.

This proved to be a hard task at the time because i was a newbie to net programming and Reverse Engineering, but with his help i quickly learned to reverse engineer packets and learn some great things about C++ from him after that we we're on our way to resurrecting UCGO.

There is alot more to the story which i may explain later but at this time this is the short version

Right now we're developing a new server built with the framework of Apache Mina and the powerful java programming language.
So far we've built the info, login, cms and game server they are mostly a W.I.P but this is beginning to look very professional especially with our clustering ideas.

We have zoned in, and can currently walk around in game, Mark our very young and talented team mate has been working on the multi-client system, this will enable the players to see other players in simple terms.
I had set a deadline and said by the end of february i'd have something to show our test team, if things keep going as well as they are and mark keeps churning out his high quality work we may make it, however in the event we dont, a test should follow early march, thanks for reading guys.

Oh, and about xenozephyr, the man who taught it all to me is the original dev for SWGEmu he made pre-cu possible via is superb reversing abilities, like i said everyone thank him because without his patience and eagerness to teach a somewhat capable mind of the asrt of mmo packet reversing and server emulation, we wouldnt be where we are today!

So if your reading this make sure you post a comment giving thanks to him, and i'll get him the link so he can see all of our gratitude towards his initial hard work!

thanks for reading!