[HN Gopher] AzerothCore: Self-Hosted World of Warcraft 3.3.5a Se... ___________________________________________________________________ AzerothCore: Self-Hosted World of Warcraft 3.3.5a Server Author : hugodutka Score : 118 points Date : 2024-04-10 11:39 UTC (2 days ago) (HTM) web link (github.com) (TXT) w3m dump (github.com) | sshagent wrote: | I've hosted this software server (with and without mods) for | friends and family a few times. Its pretty solid and the mods | help bring additional fun or to fill in the gaps of low | population. If you love WotLK, i'd recommend it. | skerit wrote: | It looks very interesting. What's the default content like? | Looking at the SQL in the repository, doesn't seem like there's | _that_ much quests provided? | sebstefan wrote: | Normally everything is there, the game's quests have been | datamined a long time ago | | The question is more what's bugged and what's not | mikedelago wrote: | For what it's worth, most of the quests work fine. There's | a _few_ that have issues, but the vast majority work just | like they did in 2010. | | The largest issue I can think of that actually impacts | overall gameplay is the thread system [0]. It definitely | works, but currently threat at times isn't given or reduced | in the correct amounts. The most common way this manifests | is Growl from Hunter pets not properly taking aggression | away | | [0] - https://github.com/azerothcore/azerothcore- | wotlk/issues/5985 | nik736 wrote: | I am not sure about AzerothCore, but back then with Antrix | and Ascent the Database was always provided separately, while | the emulator only offered the schema. | mikedelago wrote: | The repo represents a "BlizzLike" server in its' entirety. | The 640MB of SQL actually does contain all of the quests for | WoW 3.3.5a. | | A sibling commenter quipped about which quests are bugged and | which aren't, but the reality of it is that the vast majority | of quests work perfectly fine, including the quests that are | heavily scripted (such as the Battle for the Undercity) | sshagent wrote: | Its blizz like. Last time i played was only some of the weird | raid quests that we're a little iffy. But you could easily | load this up and not notice it wasn't blizzard hosted (except | on one about!) | vsnf wrote: | > MaNGOS | | I feel like MaNGOS never really got good enough, and instead all | the solutions in use branched off it. At least, MaNGOS certainly | had a reputation for being janky and inaccurate 15 years ago | Valkryst wrote: | I'm glad to see that the community is still going strong. I spent | a lot of time working on private servers in the past, primarily | on TrinityCore with a few modifications to add support for Lua | and misc. features. | | Hopefully this project continues and adds support/tools for | easier content creation and better documentation/customization | than we've seen in the past. | sebstefan wrote: | How does it compare to CMangos? | | https://github.com/cmangos/mangos-wotlk | mikedelago wrote: | I'm not too familiar with CMaNGOS, but my understanding is that | the original MaNGOS is the ancestor of AzerothCore (as well as | most other C++ WoW emulators). | | The primary differences that come to mind between CMaNGOS and | AC are AC's larger and more active community, AC's module | system, and CMaNGOS has a relatively good bot (as in, non-human | players) system [0]. | | As an aside, AC does have a playerbots module [1], but my | understanding is that it doesn't have the same polish as | CMaNGOS's. It's also distributed as a patch to the upstream AC | repo instead of a standard AC module, so that can be a pain for | some as well. | | [0] - https://github.com/celguar/mangosbot-bots [1] - | https://github.com/liyunfan1223/mod-playerbots | ramesh31 wrote: | I remember those glory days of Nostalrius before Classic was | released so fondly. It was the first time I'd gotten that | community feeling in a game again since the early 2000s. The | state of multiplayer gaming in general is so toxic and horrid | today that I don't bother. But they really had something right in | that Vanilla WoW/Everquest/FFXI era. No dungeon finders, no | flying mounts, no instanced PVP. Just people figuring things out | together and being forced to cooperate. | jwells89 wrote: | I think that an underrated element in the success of early WoW | is how it's not all that complicated or technical and generally | didn't take itself that seriously (if even if some players | did). | | Modern MMOs are almost the exact opposite, especially in raids | where insanely complex encounter design has become the norm. | That's great for the handful of people who enjoy that but not | so great for the wider playerbase. Old WoW worked because it | was playable for an absurdly wide audience -- back in TBC I | regularly ran into everybody from teenagers to age 70+ retirees | and other demographics that sit solidly outside the usual gamer | crowd. | netbioserror wrote: | The tradeoff has been in time investment. It takes very | little time to get the gear and materials needed to start | working on Mythic Dragonflight raids, while Heroic and Normal | can get started even faster and are actually quite easy by | comparison. Meanwhile in Classic, the skill ceiling is low | but the time investment is through the roof. My first time in | Classic was SoD and just leveling to 25 was damned | exhausting. I can't imagine going to 60, and I can't imagine | the materials and money I'd need to seriously consider | raiding. | jwells89 wrote: | The thing about Classic is that it doesn't work well if one | is trying to race to cap and raid readiness. Leveling and | gearing up is as much "the real game" as endgame raiding | is. As such, it works a lot better when played at a relaxed | pace with less of a focus on the destination, as the | majority of players did back in 2004-2010. | bombcar wrote: | That's the biggest difference - I played classic and | there were entire guilds (including mine) who never even | bothered thinking of trying to do an actual raid. We had | a few raiders but they were independently contracting | with bigger guilds as subs. | | And we were totally fine with it. | mikedelago wrote: | Hey, I'm on the contributor team for AzerothCore, mainly focusing | on maintaining the docker images and linux build CI! Cool to see | it here. | | AzerothCore's "killer feature" is that it has a module system, | where the game server can use C++ code to hook onto events. It's | pretty slick and works quite nicely. | | One of the things I've been interested in working on is setting | up dynamic linking for the modules so it's easier to just | download the compiled module and run it with the server instead | of compiling the server with the module. The biggest problem I've | run into with my implementation for that is the .so for each | module ends up being on the scale of hundreds of megabytes, which | seems incorrect. | Sakos wrote: | Man, this project looks great. | https://www.azerothcore.org/catalogue.html#/details/64692616... | This especially sounds amazing and I know what I'll be doing | this weekend. | | How difficult is it to start contributing to AC? | mikedelago wrote: | It can depend - some things, like content related issues may | require triaging which can take some time to do. | | Testing PR's and confirming that the behavior is correct is | actually one of the best things people can do to help - | that's something we're always short on. | | For most of the code, as long as you can justify the change, | it makes sense, and it's in line with the style standard, | it'll probably not be an issue | lairv wrote: | I can't wrap my head on own hard it is to make such a project, | what's your view from the inside, is it a massive thing ? In | term of complexity, lines of codes, people involved, etc. | Rexxar wrote: | Do you know if it would be possible to create a new client and | create something completely different than wow or is it | fundamentally tied to wow gameplay ? | bschmidt1 wrote: | Why so you can change the timeline and seize the crown from | Thrall when he invited you to join him in Durotar and you | declined? Because you have my axe if you do - the Horde | should have stuck to its wild roots! | dylanzhangdev wrote: | I have downloaded and played with this on my computer many times | and am very grateful to the great open source community for such | a great product. There will be a period of time every year or two | that I really want to play, and then I will get bored after | playing for a while (the most likely reason is the lack of | interaction with friends in the single-player mode). This is my | reason. They support writing some scripts in Lua, which is | interesting. | wkat4242 wrote: | Nice! So this is WotLK? I'll try it out. I left WoW around | Cata/Pandaria. Especially the panda thing I found stupid. It was | so childish Kung Fu Panda style. | | Would be nice to go back and visit some of the forbidden areas | like gamemaster island and the hidden area under ironforge | bombcar wrote: | I didn't mind the pandas as much as the continued ... wotlking | of the world. | | It was all better when there wasn't as much of an overarching | story that they really felt they had to force you into. | | And dailies. Fuck dailies. I already have a job. | polski-g wrote: | We call them wizard chores. | bombcar wrote: | I understand every single step in the progression to them, | and I still hate it. Literally drove me away from the game, | barely ever to return. | jwells89 wrote: | While the most common uses of cores like this is to spin up | "blizzlike" servers or "funservers" that use the original content | but with boosted XP, loot, etc multipliers, to me what makes them | interesting is when combined with client modding, the possibility | of custom content -- new zones, quests, loot, races, classes, and | with some ingenuity even new systems. | | They're good foundations to build on. One would be hard-pressed | to find an MMO client+server that's as polished and complete. | | The legal risks involved make it too risky for anybody within | Blizzard's reach to do anything but private tinkering with, | unfortunately. It makes me wish for legislation that makes non- | commercial game modding and reverse engineering strictly legal. | xandrius wrote: | I agree but I do think copyright should apply here, so it | should be open but in 20+ years, since the company is still | active and making quite a bit of money off it. | JohnMakin wrote: | There are very vibrant, massive population private servers for- | profit out there that have been around forever and seem to be | doing just fine - see the Warmane project. | w-ll wrote: | I learned so much C# eary modding | https://github.com/runuo/runuo an open Ultima Online server. | mise_en_place wrote: | I wonder if you can use the WoTLK Classic client to connect to | this. IIRC there was a project to proxy WoW Classic client | connections to server emulators like these. | jwells89 wrote: | It might prove more challenging than one might expect, because | the Classic clients are actually modern WoW clients patched to | behave like the originals. Blizzard apparently evaluated using | the original clients, but found that differences in server | architecture and lack of security patches made that | impractical. | SpaceManNabs wrote: | I thought this was illegal? I tried using a private server Summer | 2012 and it was shutdown by the end of the summer. | doctorpangloss wrote: | The light path is authoring AzerothCore. | | The dark path is fundraising from that audience of male 30-45 | year olds with massive disposable incomes to make your own game. | prerok wrote: | Sorry if this is a stupid question but I cannot really understand | how it works. I get that this is a server and you can connect to | it with a client... but what client can connect to it and speaks | the same protocol? | | You still need to have the WoW client installed, right? | kemayo wrote: | Yeah, specifically you need to find a copy of the WoW client | waaaaay back at version 3.3.5a and then tweak it slightly so | that it connects to your custom server instead. | | https://www.azerothcore.org/wiki/client-setup | prerok wrote: | Got it. Thank you! | spxneo wrote: | is there something of AzerothCore calibre but not C based | languages? something like Python or Javascript that can perform | like it. | TylerE wrote: | That's literally impossible as they (especially python) is a | fundamentally much less performant language. It's like | expecting a clapped out rental car to beat an F1 car in a race. | | This is a multithreaded server supporting dozens to hundreds of | players simultaneously. All the game logic runs server side | (else the players cheat). | whartung wrote: | But why is this so performance bound, particularly for just a | couple of users? | | I mean, sure, if you're hosting 1000 of your closest friends, | I can see the potential issues. But for you, and a small | party, it shouldn't be that awful. | | Large groups, close together, are the largest load factor on | a server like this because of the explosion of interrelated | event broadcasting. "Oops, Lulzmage just cast Blizzard on a | pack of 10 toons in the midst of a two 40 man raids attacking | Orgrimmar." WoW has never handled them well, and it's | fundamentally why they rarely do "world events" anymore, even | with the modern sharding tech. | | But a hundred folks across Kalimdor killing boars one on one, | eh, not that big a deal. | jwells89 wrote: | All this is true, but naturally the projects that _can_ | scale are going to be getting the majority of dev attention | since those can be used for large scale private server | projects like Nostralius. There's not nearly as strong of a | "market" for servers intended for small friend groups. | TylerE wrote: | Even on a tiny instance, that efficiency could be the | difference between needing a $5/month server and a | $50/month server. (or being able to run it on something | like a Rasp Pi vs a server-grade computer) | spxneo wrote: | I see theres no way to avoid it then. | | is there some sort of performance benchmark showing number of | online players per server compared to other similar solutions | (paid and unpaid) | _chimmy_chonga_ wrote: | I've played around with ACore a good bit, mostly using their | docker container builds. Which are amazing and I wish a lot of | the other emulators would follow suite. | | One issue I did run into was with calling the WoW admin apis, | which are soap. The documentation seems to suggest they just | "work" after changing your server's configuration but I, for all | my effort, could never get it too while using the container | version | w1nk wrote: | These projects are awesome to see, there are similar efforts for | everquest. Is anyone aware of anyone trying to create different | clients/renderers for these MMOs? A VR client for any of these | worlds would instantly be amazing. | rolltrunhert wrote: | For everquest, there's been some projects over the years. I | dont know if any is very active at the moment. | | One is https://github.com/daeken/OpenEQ | | For more info, see the EQEmulator / ProjectEQ discord channel | #project-open-eq | Brainspackle wrote: | so who wants to join the wow server I setup this weekend? ;) | nerevarthelame wrote: | I can't wrap my head the enormity of reverse engineering a WoW | (or any MMORPG) server. It just seems like there are so many | possible types of inputs to the actual server, with so much of | the logic happening in Blizzard's black box, that it wouldn't be | possible to come up with a decent server emulator. Impressive | work. | bombcar wrote: | Surprisingly large amounts were offloaded to clients especially | early on - iirc early pvp was a madhouse because "accurate | correct line of sight" and other things you should never trust | the client on were only done server side in instances. | Zetaphor wrote: | As someone who has reverse engineered an online games protocol | (Anyland, admittedly much less complex in scope), I can provide | a little insight. I started from a known point that would be | easy to replicate and observe, and then just built out from | there. Once you've got a foothold you can start to build up an | understanding of how the various components interact, and with | each new discovery you increase gain new insight into other as | yet unmapped systems. | | This is still incredible work on their part that would require | an incredibly deep understanding of the game mechanics in order | to reproduce their artifacts by observation | gotbeans wrote: | Dmca in 3... 2... | bschmidt1 wrote: | NFT people: Now's your chance to prove your concepts. ___________________________________________________________________ (page generated 2024-04-12 23:00 UTC)