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!)