Source Tales of Pirate 2026 DX9 by alexxst.st

alexxst

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Hi

I'm presenting my version of Pirate King Online (PKO), which will be actively developed with ongoing bug fixes.
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My version of PKO is now very different from https://pkodev.com/threads/tales-of-pirate-2022-dx9.126/, although it was originally based on it.
  • The networking layer has been completely rewritten and is now in the CorsairsNet project.
  • The protocol has been changed from binary to msgpack, so now you can print all packet data for debugging.
  • Nothing is read from or written to packets directly anymore — serialization/deserialization is used instead, which guarantees there will be no network errors on the client or server side.
  • All packets are covered by tests.
  • GateServer, GroupServer, and AccountServer have been rewritten in .NET (F#).
  • GateServer will be able to handle as many clients as your machine can support.
  • SQL injection vulnerabilities have been completely eliminated in the .NET servers.
  • A unified logging system based on C++20 has been added to the C++ projects, replacing the unsafe sprintf-based approach.
  • Lua has been updated to the latest LuaJIT & LuaBridge, so now you can add and call functions cleanly.
  • LuaBridge will now clearly show and report all errors that previously went unnoticed because CaLua silently ignored them.
  • It will no longer be possible to accidentally pass a Character* to a function expecting an Npc* in Lua.
  • The Lua calling system has been completely rewritten, and manual attribute checking has been removed.

Coming soon:
  • All txt/bin tables will be dropped in favor of a unified string data loading system based on embedded SQLite.
  • The server and client will be migrated to x64.
  • DirectX will be upgraded from version 9 to 10.
  • An asset pack storage system will be added.
  • Tools for working with game resources will be added directly to the solution.

P.S. Feel free to create bug reports — I'll be fixing them from time to time. Pull requests are welcome!)
 
These Mothana files have an FPS issue due to improper application of DirectX 9. I tested them for 3 months.
 
These Mothana files have an FPS issue due to improper application of DirectX 9. I tested them for 3 months.
I would say it's not just one problem, but I've counted more than 5... The frame rate is incorrect, and it needs to be fixed. My main goal is to bring the client to a more stable state, where resources load properly, there are no crashes, and errors are easily diagnosable. I will definitely fix the FPS this week or next. You can create an ISSUE
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on GitHub to remind me to fix it.
 
I can send you the complete error report for those files. Send me your Discord.
 
Only github for errors & bugs. There are file attachment mechanisms there.
 
not bad , have u tested new exes fo login etc?
we did few tools for login, and test same as bareclient kind good way to test current exe same when people play,login,talk etc
, people sit and complain about fps while they create the bug it wasn't even exist ingame
they force name show, etc and it use "Draw" in very bad way to consuming gpu but since all their games using cpu , so u can image how suck its going
this small example how same source can be very different if you use correct methods of renders
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1774973081098.webp
 
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From a security point of view, it's better.

Not yet, I'm currently focused on the task of organizing the game's resources - putting all the txt files in one place, sqlite, so that they can be edited without errors by any DB client. This has accelerated the client's loading by a factor of 4.

Then I'll focus on the resources - models and images. I'll create a more stable system for loading them into the client.

I'll update SDL

And I'll convert everything to x64

And then I'll work on the engine and try to squeeze everything out of it.
 
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