Source Code Fortress2 Blue's Server Files (v600)

Kimmy

Member
*This is technically Blue Forever which is a slight later version of the game, but all are similar anyway

I know what you are thinking... this is technically not GunBound. But when can I ever talk about this game. Zilch can move it to whatever

Fortress2 is a game developed by the very same team as what eventually became Softnyx "The Creators". Back then they were known as "Mars Team". Unlike GunBound (unless the serv2 source do in fact exist from Mike), Fortress2 actually had a complete server file SOURCE leak, and I am posting it here now. I believe it came from the Chinese service and is version v600 "Blue" which is before Blue Forever. The source code was semi public but being sold by multiple chinese sites. I personally don't see the hurt posting this since everyone could just obtain it by buying it and release it after than anyway (ex: https://www.dssz.com/585048.html)

Remember seeing comsik all over the Gunbound client?

This is dated 1999 and guess what?
f2GameServer > chExceptLog.log

09:53:26:662 M CS [ 0/ 240] 0xE000 = Len(10) --> UserID = 'comsik'
09:53:26:762 M BC [ 0/ 0] 0x5240 = Len(6) --> ChangeSlot(0)

:)

Something I also did forget to tell is that in the original serv2 leak I have posted comsik can also be found in the database files :D

When it comes to Gunbound you can't do much with this. However, its still interesting to look at the code and see how the lovely folks that eventually became Softnyx crafted their stuff. Maybe Mike could even tell if the code is similar as serv2's.

Download: https://www.mediafire.com/file/4ij38kn2iq5ju3l/585048_fortress2v600.rar/file

*God, this game's music is SO GOOD. Reminder this is years before GunBound's. Peak .midi usage.
 
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Time for me to post some more comsik lore.

On GIS, you could also login with the account “comsik” using the password “white”, which was an Auth 100+ account, and GM-hammer ranked. This was discovered during the WC era.

When trying to login to the game, you’d get as far as the server list before the game blocked you since GM accounts were IP restricted.

When logging into the website, it was fully functional, however because a GM rank is considered lower than “A little chick”, basically any restrictions that applied to Chick also applied to GM hammer accounts, which meant that you could not post on the freeboard as you’d get the error that you must be a Double Stone Hammer or higher to post. HOWEVER, the guild boards did not have this restriction, and you could post there with the account. There were no additional functionality given to GMs on the main website compared to a regular account, so the main website was built only for users in mind, and GMs would need to use an alternate admin panel to moderate the game and website which was undoubtedly also IP restricted.
 
In recent weeks, I’ve been discussing the Serv2 source code with some friends and the possible directions private Gunbound development might take. After lengthy conversations, we’ve reached two potential conclusions about the future of this scenario:

  1. Private Gunbound development could experience a revival, following the example of the Ragnarok Online community. With years of collective contributions, it’s possible to build a robust and functional emulator, benefiting the entire community.
  2. On the other hand, it’s possible that interested individuals may simply use the files to fix issues and implement improvements without sharing anything with others. In some cases, these compilations might even be commercialized, hindering the community’s growth.
Looking at the history of private Gunbound development, especially in the forums where discussions on the topic still persist, it’s evident that the community has often shown a degree of selfishness. Many tools and improvements were only shared after they had lost their value to the original creators.

A clear example of this is the fact that these files have been circulating for years but have never been publicly released. I believe this is partly due to the high cost originally incurred to acquire them, discouraging open sharing.

With this in mind, it’s difficult to predict whether the community will unite to drive collective progress. However, the potential for something remarkable exists, provided there is genuine collaborative effort.
 
Not to discredit the source code of serv2, but right now the bottleneck with GunBound isn't the server department, but the client. Serv2's source code while still extremely cool and allows you to look at Softnyx's work and code wouldn't solve the problem which is its client. Even GunBound Origins' emulator which is a server not running on serv2 or serv3 and runs on what originated from ScrawnyB still have all of its gunbound problems because the client can't be modified very well due to the lack of a client source code, unless you are a very experienced client modder and have the ability to read and reverse engineer compiled binary. Presumably by serv2 source you only mean the server code, so the very same client problems remain
 
This is a very valid analysis, and I believe both perspectives raised have solid foundations. The comparison with the Ragnarok Online community is interesting, as the private RO scene managed to evolve through collaborative efforts that resulted in projects like rAthena and Hercules. However, the success of that community came from a balance between open sharing and ethical monetization, something the Gunbound scene could draw inspiration from.

On the other hand, as mentioned, the biggest challenge with Gunbound seems to be more related to the client than the server. Without the client source code or advanced modding tools and reverse engineering, private development faces a significant bottleneck. This leads to a crucial question: how can the community overcome these limitations?

It’s worth noting that the Serv2 source code contains valuable information, such as the complete list of communication packets used by the client. With this, many problems we currently face can be solved or even circumvented. Additionally, I see a great advantage in being able to update the obsolete resources of Serv2, such as the MySQL version, and to facilitate direct manipulation of the client version through the source code. These improvements can undoubtedly broaden the horizon of private Gunbound development, allowing for greater flexibility and innovation.

Perhaps the way forward is through joint efforts, not only to develop more robust servers but also to create tools that make working with the client easier. This would require a shift in mindset, encouraging active collaboration instead of the “use it for yourself until it loses value” model.

If we can build a more open and collaborative culture, balancing individual effort with collective benefit, there is enormous potential to transform the Gunbound scene. But to do this, we may need to rethink how we treat shared tools and knowledge. We could start by asking: how can we create an infrastructure that encourages exchange and innovation without harming those who contribute?
 
GunBound need more talented people really. MapleStory too have a lot of talented people and they don't have the client source either, yet is able to implement completely new features, higher resolution, proper anti cheat, etc etc. When it comes to sharing I share as much as I can. The things I don't share is simply because I made promises with people and I do not burn bridges for the sake of "fame". This includes the GunBound Origins code that so many people want. If I ever got the green light to share the GBO emu than I probably would have at this point simply because its purpose is done and the people that worked on it are unable to work on it anymore. But even if GBO's code was released I do not think people would do much with it because the code base I believe is very old and even the person that did most of the continuous work on it mentioned he wished he re-wrote it in a more modern language.
 
Tbh I think GunBound is a simple enough of a game that it would be trivial to remake the game from scratch, using only image assets which are already easy to extract, which means a brand new client and server, and the only tough part is making it “feel” right (which GunBoundM has failed to do).
 
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