Old School Ops
GoMMO Client v0.1.3

Parties, Stores And Trading, Standing Populations, RF World Rendering

Released 2 October 2026

Parties, NPC stores and face-to-face trading, portals, standing populations of headless characters, and RF world rendering.

Features

  • Parties. In the RF builds, scripts and the Automation API can invite, apply, accept, decline, leave, kick, disband and promote, and see the party roster with its pending requests.
  • Hunting buddies and passers-by. default/buddy accepts a party invitation, then follows and assists the leader; default/wander strolls an area and turns into a buddy when invited.
  • Script settings. -params hands a script JSON settings, headless or windowed, which it reads with params(); notify() and client_index() work in every script too.
  • NPC stores. In the RF builds, scripts and the Automation API buy, sell and check your money, and rf.exchange converts currency.
  • Store goods by name. In the Golden Age and Dragonborn builds, lib.buy(name, count) buys from the nearest store that sells the item, using the store lists from your own install.
  • Face-to-face trading. In the RF builds, a character can ask for a trade, accept one, offer items and money, withdraw them, lock, confirm and cancel.
  • Portals and map changes. In the RF builds, a character follows the server to another map, lists the portals on its current map, and can take a portal or recall.
  • Standing populations. -population keeps groups of characters online from a JSON file until stopped, restarting any that drop; each group sets its script, class, race (and so its starting town) and a route of portals to walk.
  • Population control. With -serve, a running population can have groups added, scaled, retuned, restarted and removed, and reports each character's name, map and state.
  • Stable bot accounts. -bot-accounts gives every headless character a fixed account and name, so a population keeps the same characters between runs; -stagger sets the gap between logins.
  • Map particle effects. RF maps play the particle emitters they place, animated as the original client animates them.
  • Sky, fog and lens flare. RF maps draw their sky dome, their own fog colour and range, and their lens flare.

Improvements

  • Crowd memory and CPU. One process runs far more headless characters: scripts compile once for the whole crowd, characters share a few update timers instead of one each, and scripted walking sends fewer move orders.
  • RF terrain lighting and materials. Map surfaces light as the original engine lights them, including vertex-lit areas, bump-mapped and reflective metal surfaces, animated materials, and moving map objects.
  • RF props. Grass and plants take the engine's lighting, props take the lighting of the ground they stand on, animate, keep their cut-out edges, and fade out with distance.
  • RF texture filtering. Distant RF textures are smooth instead of shimmering.
  • RF monster animation. A crowd of the same monster no longer moves in lockstep; each one plays its own pose.
  • RF maps with shared art. A map that reuses another map's layout without its own textures draws with that map's art instead of untextured.

Fixes

  • RF standing animation. A standing RF character jumped once every time its idle animation looped. Fixed.
  • RF terrain blending. Maps that blend several ground textures together drew white. Fixed.
  • RF NPCs. NPCs vanished shortly after you arrived on a map. They stay now.
  • Linked install folders. A game install reached through a folder link (a junction or symlink) loaded no maps. Fixed.
Found a problem with this release?
Report a Bug

Comments

Nothing yet.

Sign in to comment.

Loading…
Open the full search page