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AzerothCore: Self-Hosted World of Warcraft 3.3.5a Server
- sshagent 2y agoI'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 2y agoIt 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?
- nik736 2y agoI 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.
- sebstefan 2y agoNormally 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 2y agoFor 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 https://github.com/azerothcore/azerothcore-wotlk/issues/5985
- mikedelago 2y agoThe 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)
- time0ut 2y agoThat is impressive considering Battle for the Undercity was bugged for months in official WotLK classic.
- sshagent 2y agoIts 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 2y ago> 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 2y agoI'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 2y agoHow does it compare to CMangos? https://github.com/cmangos/mangos-wotlk https://github.com/cmangos/mangos-wotlk
- mikedelago 2y agoI'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 https://github.com/celguar/mangosbot-bots [1] - https://github.com/liyunfan1223/mod-playerbots https://github.com/liyunfan1223/mod-playerbots
- ramesh31 2y agoI 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 2y agoI 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 2y agoThe 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 2y agoThe 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.
- mikedelago 2y agoHey, 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 2y agoMan, this project looks great. https://www.azerothcore.org/catalogue.html#/details/646926161 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 2y agoIt 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 2y agoI 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.
- mikedelago 2y agoIt's definitely not small. From a lines of code perspective, there's ~525K lines of c++, ~175K of C, and ~160K of headers for either language. There's ~4 million lines of SQL, since the entire game's database (items, quests, etc) are stored in a MySQL database. There's a lot of people involved, and a lot of various PR's and issues in github. As with most projects, this is where it's a situation that the game is so large and there are only so many people maintaining the project and so many people testing or confirming issues. The project is a fork of a fork of a fork, for the most part. Much of the code comes from either SunwellCore (parent), or more likely TrinityCore (grand-parent), and over the past few years since the SC fork has been maintenance and bugfixes. I don't think any of the "current" contributors wrote the code that manages the actual game world, for example. My biggest complaint, I would say, is that at times there's a lot of "well this is how we've done it in the past" as opposition to a new feature or pull request I think I would consider AzerothCore to be as complex as a medium-large monolithic service, I'd say. That's basically what it is, since the client is "off-the-shelf". There's a lot going on in the source code, but it's generally not difficult to figure out where an issue is. I hope that helped answer your question.
- dylanzhangdev 2y agoI 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 2y agoNice! 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 2y agoI 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.
- jwells89 2y agoWhile 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 2y agoI 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 2y agoThere 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 2y agoI learned so much C# eary modding https://github.com/runuo/runuo https://github.com/runuo/runuo an open Ultima Online server.
- mentos 2y agoI’m pretty sure the restart server function in RunUO was from my contribution in highscool 2001 :) I remember it wasn’t implemented and I asked if just starting a new process and stopping the old would work? Someone said try and see, it did and I shared the code and it made it into the next build. Over 20 years later I owe a career in game development to RunUO.
- lijok 2y agoThe private game server scene is filled with the most motivated, ingenuous, time rich people. The best decision I had made when I was still deep in it was to focus dev efforts on API’s for accessing live server data (inventories, spawns, notifications, etc). The devs that come out of the brush with amazing ideas that they’re able to rally people around and execute on is a sight to behold.
- mise_en_place 2y agoI 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 2y agoIt 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 2y agoI thought this was illegal? I tried using a private server Summer 2012 and it was shutdown by the end of the summer.
- doctorpangloss 2y agoThe 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 2y agoSorry 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 2y agoYeah, 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 https://www.azerothcore.org/wiki/client-setup
- prerok 2y agoGot it. Thank you!
- spxneo 2y agois there something of AzerothCore calibre but not C based languages? something like Python or Javascript that can perform like it.
- TylerE 2y agoThat'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 2y agoBut 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 2y agoAll 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 2y agoEven 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)
- _chimmy_chonga_ 2y agoI'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 2y agoThese 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 2y agoFor 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 https://github.com/daeken/OpenEQ For more info, see the EQEmulator / ProjectEQ discord channel #project-open-eq
- Brainspackle 2y agoso who wants to join the wow server I setup this weekend? ;)
- thaumasiotes 2y agoAre you really running one? I might.
- nerevarthelame 2y agoI 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 2y agoSurprisingly 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 2y agoAs 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 2y agoDmca in 3... 2...
- darby_eight 2y agoOver which copyright?
- _akhe 2y agoNFT people: Now's your chance to prove your concepts.
- Gyrmrch 2y agoWow, the nostalgia I just got... Idk how it is now, but back in the day, you could easily get 15 players by hosting one these repacks and posting on reddit and ac-web. Ran a shitty level 60 twink server one summer of one these repacks, made a donation item similar to hearthstone packs, where you would get 5 random items. I surprisingly got a few donations... I had to shut it down due to school starting, but man, that was such a fun summer. Its an incredibly fun learning experience to be honest. This really sparked my interest in programming. The freedom to create I felt! To think all i wanted to do was recreate swifty PVP videos... Private WoW Servers Hold an incredibly special place in my heart.
- metadat 2y agoWhat is meant by "twink server"? I looked up the definition of twink.. *> (among gay men) a gay or bisexual young man with a slim build and youthful appearance. It's not clear to me how this translates to wow speak..
- zja 2y agoIt’s jargon in World of Warcraft for characters that level up to a certain point below the max level, and then acquire all the best gear available at that level. Typically twinks are a lot more powerful than other characters at the same level.
- Cloudef 2y agoLandSandBoat (ex. topaz, ex. darkstar) is another server-emulator for similar era MMO "Final Fantasy XI" https://github.com/LandSandBoat/server https://github.com/LandSandBoat/server Seems it still has commits from when it was called darkstar made by me :) - https://github.com/LandSandBoat/server/commit/0de00388eacf018f02bb1bf070c096b8a6b73646 https://github.com/LandSandBoat/server/commit/0de00388eacf01... - https://github.com/LandSandBoat/server/commit/47b3a5f9a3845dca94f5d8a3a9dec340e148c411 https://github.com/LandSandBoat/server/commit/47b3a5f9a3845d... Not sure why the code called the compression zlib, but now looking at this code 10 years from now, it's certainly simply a dictionary based compression.
- SuperNinKenDo 2y agoTakes me back to playing blizzlike private servers back in the day. I miss those times, as much as I felt that was time I could have spent better. I didn't have the dread of wasted time then, I could simply be present in a way that feels closed off to me now.
- jwells89 2y agoI relate to this. So many hours burned on WoW in my teens and twenties… After hitting 25 or so it progressively more difficult to play with a clean conscience. Despite having a good job and secure finances there was an ever-present voice in the back of my mind prodding me to do something productive any time I played for more than a few minutes. Recently I’ve been able to spend time playing again guilt-free, which I’ve done by accepting that there’s only so much productivity I can squeeze out in a day without risking burnout. When I sit down to play it’s after I’ve hit my “quota” of productive activities, and so I don’t get the impulse as much. I still don’t play nearly as much as I did back in the day, so I’m not raiding or anything like that, but it’s enough time to mess around with alts and such.
- forrestthewoods 2y agoI've never fully understood how custom servers work. These efforts impress the heck out of me. It seems like soooo much logic exists only on the server side, right? Where is all the logic for enemy spawning, their AI, complex raid encounters, etc? I poked around the repo a bit but couldn't find it. Where's all the gameplay code and logic?