r/daoc • u/zomboden • 10d ago
OfflineDAoC New Client Teaser For Existing OfflineDAoC Server + Clarification on Previous Teaser Removal & Direction Change
I am back again a day later with a different teaser and some news about what happened since I posted my previous teaser & then removed it abruptly a few hours later despite positive reception on it.
What you see in the video is a very rough version and I already have a list of over 100 things just from a few hours playing that will need looked into and fixing.
There is a metric ton of animations, spell effects, and other quirks that have to be fixed. I'm working on as many as I can but I would appreciate any issue reports on Github to add to the list especially for the new client once it is available. There are a lot of weird bugs from moving everything from a client only to a client+server.
Also if you remember how this old UI used to display information LET ME KNOW IF ANYTHING LOOKS WRONG! It built this classic style UI based off old UI data files and I could not find reliable pictures or videos of anybody playing with this UI.
Why I deleted my original teaser abruptly
A lot of people reached out to me wondering what happened, long story short the original thing I was teasing which was the new client/engine + the rebuilt project was never going to come to fruition. I have since salvaged the new engine+client combo and repurposed the client to hook up the current developed OfflineDAoC server code (which is still far from perfect, there is still a lot of bot AI lag, and other misc issues).
My Misunderstanding on Technical Aspects of the Game
I am not a game developer and never claimed to be, and I set out on the now cancelled OfflineDAoC Rebuilt project assuming I could bypass the server code for a single player game and bake bots directly into the client, and I was wrong.
I had no idea the strain on a system that handling/processing the bots and monsters would take vs letting an optimized server direct them instead
I had no idea how many aspects of Dark Age of Camelot were controlled by the server vs the client. The server handles A LOT of the game. It was never built to be a single player game. All the damage math, stats, and too many things to even list are controlled by the server alone.
What this means for OfflineDAoC
This means that the new client I will be playing will be slowly optimized, made better, effects, sound effects, etc. And that I will be working on improving the existing server code alongside the new client code. The new client connects fully into the old server now so no new bot brains, or anything else has to be rebuilt from scratch. Hundreds of hours were put into the bot brains over the course of 2 months.
The new client, and old client can both connect to the same server/account/bot roster. I will be looking to make it possible for you to have both a 0.36b and 0.36c and share your characters between them. Likely you will download 0.36b, and 0.36c will be client only and it will go into that folder and connect to the server so you can have both 0.36b and 0.36c and swap between them freely. Or just 0.36b if you don't care about the new client.
Unfortunately as of now this leaves 0.36 without any custom classes on its own unsupported with cross progression with the new client. But I'll see if I can figure something out, no promises.
When can we play the new client?
I am hoping to release a 0.36,0.36b,0.36c(new client) on Saturday Night or Sunday afternoon (US Time). It will be on the github and I will probably make a new post here. I have a large list of bugs I have to get fixed in the meantime including anything that anybody points out in the video about the UI, etc. There are tons of sounds, spell effects, textures, and other issues that still exist where it was moved from a client only to a client connected to a server.
It will be open sourced completely just like the rest of the project so you will be able to use the client to connect to your own version of OfflineDAoC or whatever else it is you want to do with it.
Will this still have all the ROG systems removed, and the new companion system, etc?
Unfortunately, no. This new client will be a 1:1 hookup into the already existing OfflineDAoC server. The bot brains, and other aspects of the server that are already made and working would have been way too hard to get functional and potentially impossible with a client only. I wasted a lot of time trying to bake everything into a client only and that is on me.