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Autor Topic: Source 5.2 Pegasus/Mudream  (Visto 40592 veces)

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Offline radrains010 #360 Posteado: March 24, 2026, 02:32:13 PM

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If anyone has modified MuHelper, please share the source code. Thank you.
The stationary movement and hunting range aren't working properly. Please tell me how to fix it.


Offline staticbb #361 Posteado: March 31, 2026, 06:31:46 PM

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Antes dava um bug de quando criava o char, bugava a tela toda, eu consegui arrumar, porem agora quando escolhe o char  e pede pra conectar, quando vai carregar o mapa onde eu estou, o jogo simplesmente fecha do nada, como posso corrigir isso, pra dar continuidade nesse projeto?


Offline mkslep #362 Posteado: April 01, 2026, 11:13:05 AM | Modificado: April 01, 2026, 12:25:05 PM by mkslep

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Hey there, you crazy guys! Has anyone updated the entire project to 64-bit? Did you take fixes from other 5.2 versions and apply existing fixes from other projects, for example, using the 5.2 base to fix Pegasus? If anyone has any information, please share it to update the post. Thanks, you crazy guys!

MuPegasus5.2 Modernization Plan
This document outlines the strategy for updating the MuPegasus5.2 codebase using TakumiBase5.2 as the primary reference. The goal is to modernize the architecture, graphics, and performance of MuPegasus without losing its stability and core functionality.

Background Context
Based on the repository documentation:

MuPegasus5.2: The current functional base. It uses a classic architectural approach with OpenGL 2.1 (fixed-function pipeline), standard Winsock/ASIO networking, and older C++ paradigms.
TakumiBase5.2: The modern reference. It features OpenGL 3.3+ (programmable pipeline with GLSL shaders), better project organization (e.g., source/Graphics/, source/UI/), and modern libraries like GLM and GLFW.
CAUTION

This is a massive refactoring operation. Replacing the core rendering engine and reorganizing the project structure runs the risk of breaking existing functionalities if not done iteratively. Strict testing will be required at each phase.

User Review Required
IMPORTANT

Please review the phased approach below. Since we are dealing with two large C++ codebases, my proposed execution strategy involves first cloning both repositories into a local workspace, performing a deep structural diff, and then migrating component by component.

Are you comfortable with me cloning both repositories into a local workspace directory (C:\Users\Admin\.gemini\antigravity\scratch\mu_migration) to begin the active code comparison and refactoring?

Proposed Changes (Phased Execution)
Phase 1: Workspace Setup & Code Analysis
Clone MuPegasus5.2 and TakumiBase5.2 to the local scratch workspace.
Perform a deep structural mapping of MuPegasus5.2\Source vs TakumiBase5.2\SRCMainGS\Source.
Identify exact differences in ZzzOpenglUtil.cpp, ZzzCharacter.cpp, and networking modules.
Phase 2: Project Restructuring & Build System
Reorganize the flat Source/6.Main_UP52_Full structure of MuPegasus into logical modules inspired by TakumiBase (e.g., Core/, Graphics/, UI/, Network/, Gameplay/).
Update Visual Studio solutions/projects (.sln/.vcxproj) or introduce CMake to handle the new directory structures and dependencies (GLEW, GLM).
Best Practices: Migrate raw pointers to smart pointers (std::unique_ptr, std::shared_ptr) where lifecycle management is clear, following modern C++ (C++17/20) standards.
Phase 3: Graphics Engine Modernization (The Most Critical Step)
Target: Upgrade OpenGL 2.1 fixed-function to OpenGL 3.3+ programmable pipeline.
Port shader support (CShaderGL.cpp/.h), Vertex Buffer Objects (VBO), and shader files (shader.vs, shader.fs) from TakumiBase.
Replace old fixed-function math with GLM (OpenGL Mathematics).
Refactor ZzzOpenglUtil.cpp and ZzzBMD.cpp to utilize the modern rendering pipeline for models, terrain, and UI.
Phase 4: Performance & Code Optimization
CPU/GPU Optimization: Implement Takumi's approach to LOD (Level of Detail) rendering and particle system management to reduce CPU overhead.
Optimize the main game loop and multi-threading implementations (replacing older thread management with modern std::thread or Boost equivalents as used in Takumi).
Phase 5: Security & Networking Enhancements
Analyze TakumiBase's ProtocolAsio.h and encryption implementations.
Reinforce custom packet validation to prevent common MMORPG exploits (e.g., speed hacks, packet injection).
Ensure backward compatibility with existing server infrastructure so custom integrations aren't broken.
Open Questions
WARNING

Build Environment: Do you currently compile using Visual Studio 2019/2022 (MSBuild), or do you prefer migrating fully to CMake?
Dependency Management: TakumiBase uses specific versions of dependencies (GLEW 2.1.0, GLM, GLFW 3.x). Should we strictly copy Takumi's dependencies/ folder into MuPegasus, or download fresh packages?
Commit Strategy: Do you want me to initialize a local Git repository for the merged MuPegasus project so we can track the exact changes I make during the migration?
Verification Plan
Automated/Compilation Tests
Continuous compilation checks (msbuild) after each module migration to ensure the C++ code still builds.
Verify no missing linker dependencies (.lib files).
Manual Verification
You will need to run Main.exe against your existing server after the Phase 3 (Graphics) migration to verify that UI, 3D models, and the environment render correctly using the new OpenGL 3.3+ pipeline.
Login tests to ensure networking encryption hasn't broken.
VBO shaders etc..


Offline louis #363 Posteado: April 01, 2026, 02:33:57 PM

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Fix for #define g_pNewUIMuHelper


Update 43 is ready!!!
Discord: louisemulator

Offline Malkom99 #364 Posteado: April 01, 2026, 08:15:28 PM

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Fix for #define g_pNewUIMuHelper
 

fix pick items acient and excelent and other items whit mu helper using name? and cant share fix party buffs using mu helper?


Online miracle1 #365 Posteado: April 01, 2026, 10:20:04 PM

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What is the big difference between this project and source 5.2 base?


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