Source Tales of Pirate 2026 x64 DX9 by alexxst.st

The quality of the client's code is somewhere between a piece of shit and a portal to hell. Any action can break it in completely unexpected places. Even Claude Opus 4.7 in xhigh mode can't always track all the nuances. Logs for loading each object/action/etc will help.
 
The quality of the client's code is somewhere between a piece of shit and a portal to hell. Any action can break it in completely unexpected places. Even Claude Opus 4.7 in xhigh mode can't always track all the nuances. Logs for loading each object/action/etc will help.
specially in argent around 2m tile with 47k object loaded , with like 1m tile unused

i saw in your repo gameserver /gameclient both using same sqllite db
does accountserver/groupserver using the same db?
i guess for people to use may need tiny read me for setup/using to get more feedback "even i doubt they will do "

some argent p.s
1776968989097.webp
1776969010067.webp
1776969030653.webp
1776969048249.webp
 
My build version is very raw and I haven't made a github release yet.
The account server and the group server currently use the same database.
Once I've completed all the cleanup tasks, I'll release a tool that will help split the sqlite database into two versions: one for the client and one for the server. The current setup is designed for developers to easily debug and run the entire system.
 
i saw ur post, and try to play using main branch, and there is surprise that i didnt notice on discord,
u changing the discord rpc to something guy and rainbow flag.
but thats not funny joke expecially for beginner like me. I Know its a FREE Source from your Work.
ngl is disgusting, and ruining my discord. if there is guide for changing them back, that very helpful,
in client source, the rpc is still same as mothanna source, but in discord it show gay and ranbow flag
 
I have no idea how to fix this, I haven't gotten around to working with discord yet, because I'm refactoring the texture loading pipeline. It is embedded as it was, nothing has been changed. You can create an issue on github so that I don't forget to fix it as soon as I finish my task.
 
Client/src/PacketCmd.h
C++:
static const char* APPLICATION_ID = "1208400389993406494";
static int SendPresence = 1;
static int64_t StartTime = time(0);
static void updateDiscordPresence(const char *details, const char *state)
{
 if (SendPresence) {
    DiscordRichPresence discordPresence;
    memset(&discordPresence, 0, sizeof(discordPresence));
    discordPresence.state = state;
    discordPresence.details = details;
   // discordPresence.startTimestamp = StartTime;
    discordPresence.largeImageKey = "image";
    discordPresence.largeImageText = details;
    discordPresence.instance = 0;
    Discord_UpdatePresence(&discordPresence);
 }else {
    Discord_ClearPresence();
 }
}
static void discordInit()
{
    DiscordEventHandlers handlers;
    memset(&handlers, 0, sizeof(handlers));
    handlers.ready = handleDiscordReady;
    handlers.disconnected = handleDiscordDisconnected;
    handlers.errored = handleDiscordError;
    Discord_Initialize(APPLICATION_ID, &handlers, 1, nullptr);
}

The image pool is set on the Discord side when you create an app in the Discord Developer Portal.
And it is selected by name using largeImageKey.
 
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