Old School Ops

Documentation

How to install, configure and run any of our servers. The framework pages are true for every game; a family or a version page covers what is different about that one.

Getting Started

What You Need The hardware, software and files required to run one of our servers, and the one rule about matching a client to a server. Installing Download, unzip, run. On Windows that is one double-click of GoMMO Manager. What is inside a release, how to tell it worked, and how to keep it running. Services and Tools GoMMO Manager runs all of it from one window on Windows. What every program in a release is for, which you need running, and which you only run once. Updates and Versions What our version numbers mean, how they differ from the game version a server emulates, what a release candidate is, and how to apply an update to a server you are already running.

Running a Server

Setup

Configuration What each setting in settings.cfg does, which port your game uses, and how to open a server to the outside world. The Database Why the default needs nothing installed, when to switch to MySQL, how to do it, and how to back up either one. The GameCP The control panel and website that ships with every release. What your players get, what you get, how to put it online, and why the settings behind it differ from game to game. The Launcher How players sign in and start the game, how the launcher keeps their client files current, and the settings file behind it.

Operating

GM Accounts What each staff level can do, the ways to make your first administrator on a fresh server, how to promote everyone else, and why three of the RF versions ship with their commands open to every player. Client Updater How to push a client change to every player without handing out a new archive: the manifest, the download route, and driving the updater from the command line. Game Data Editor Change your server's game data from the browser. Every table the server reads opens as a spreadsheet, and in client mode the matching client file is written too. Available on RF Online 2.2.3.2 today. Client Scripting Writing Lua macros for the GoMMO client, and deciding whether your server accepts them. Client Automation API Letting an AI agent or your own program observe and play a character through the GoMMO client, over MCP or HTTP.

Maintenance

Backups What to copy, how often, and how to prove a backup works before you need it. Moving a Server Taking a running server to another machine without losing anything. Hardening a Public Server What to change before a server is reachable from the internet, and what not to bother with.

Using the Site

Your Account Signing in, confirming your address, and what the groups beside a name mean. Notifications The bell, email, the weekly summary and notifications on a phone - and how to turn any of them off. The OSO API Using the site from a program with an API key - the forum, reactions, comments, messages, your profile, bug reports and ideas.

GoMMO Client

Overview

GoMMO Client One game client for Gate to Heavens, RF Online and World of Kung Fu, played from your own game install. Installing it, choosing a game, its settings, and its Linux build.

GoMMO Studio

Overview

GoMMO Studio The map editor, model viewer and asset toolkit for MMO worlds and for the game clients our servers run, in one window. Start here.

Getting started

Installing and updating Downloading GoMMO Studio, running it for the first time, and how it keeps itself up to date. The start screen Opening a game client, an MMO World or a project, creating a new world, and confirming a client's version. The workbench A tour of GoMMO Studio's window: the menus, the rail, the panels, document tabs and the split view, the inspector and the status bar. Projects and Install Where GoMMO Studio keeps your work, how Install writes it into the client and server with backups, how two maps' changes to one file are merged, and how to put an install back.

Maps

Opening a map Finding and opening a map from the Maps panel, and the panels, toolbar and inspector a map brings with it. Moving around a map Flying the camera, the top-down view, framing what you are working on, and saved views. Layers and animation Choosing what the map view draws, spawn radii, density and levels, monster models, and playing the map's moving parts. Selecting objects Clicking and box-selecting objects on the map, the Objects panel, and selecting every object like the one you have. Moving, rotating and scaling The move, rotate and scale handles, snapping and grids, editing points, arranging several objects, and copy and paste between maps. Adding objects Placing spawns, NPCs, portals, regions and props from the Place panel, and RF Online's ore veins, music zones, town zones and minimap. Drawing barriers Drawing, joining and editing RF Online's collision walls with the barrier tool. Brushes, prefabs and the Tools panel Finding things across every map, painting props with the brush, populating from another map, saving prefabs, measuring, saved views, exports and the edit history. The inspector and grid painting Editing an object's settings and layer and the map's own settings in the inspector, painting walk grids and area grids, and exporting the map as a 3D scene. Lights, lightmaps and animated materials Adding and editing lights, baking lightmaps for the whole map or one area, and animating water, lava and signs on the FX panel. Importing models and building maps Bringing your own glTF, FBX and OBJ props into a game client, building a whole new map from a 3D scene, and rebuilding a map's geometry. Problems, changes and undo The live check that runs after every edit, the Changes view, reviewing and reverting what Install would write, the map preview, and undo and redo. Linking a server Linking the game's server folder so the map shows and installs what the server places, as well as what the client draws, including RF Online placements kept in the server's database. Macros Recording a run of map edits as a macro, replaying it on another map at the selection or the mouse, and what happens to objects that were on the map before the recording.

MMO Worlds

MMO Worlds Building a game world of your own in the open MMO World format, a folder of maps over your own models, and how saving works there. Terrain and walkable area Making an MMO World map's terrain from a greyscale heightmap or flat ground, sculpting and painting it, and generating and painting the grid of where characters can walk. The world graph Every map of an MMO World on one screen, linked by its portals, with the dead ends and unreachable maps listed. Exporters Lua scripts in an MMO World that write your own game's files, such as spawn tables and map data, from the world's maps. Exporting a game map to a world Turning a Gate to Heavens, RF Online or World of Kung Fu map into an MMO World map, with its terrain, props, spawns and creatures. MMO World Format The open, engine-neutral file format GoMMO Studio saves an MMO world in, and how to turn it into your own game's files with an exporter.

Models

Finding a model The Models panel, its Characters, Creatures and Items lists, and searching a client's models by name, tag, id or file. Camera, background and lighting Turning and zooming around a model, choosing a backdrop including a map from the game, and the game and studio light rigs. Animations Playing a model's animations on the timeline, editing a clip (trim, retime, reverse, splice, loop, posing bones with the onion skin and the dope sheet), and saving it in the game's own format or exporting it to glTF. Importing animations Turning an animation from a glTF or FBX file into a clip of the open model in the game's own format, played directly or retargeted from another rig, and pointing an RF Online monster's action at it. Dress-up and upgrade effects Putting armour, weapons, hair and faces on a character, and showing RF Online's upgrade and animus glows and attached effects. Spells and effects Casting RF Online's forces, skills and class skills on a model, phase by phase and level by level, and picking a spell to edit. Editing effects and glow Editing RF Online's particle scripts, spell tracks, item and monster glow and effect mesh materials live on the Effects tab, and giving an item or monster a glow of its own. Debug views Showing a model's skeleton, wireframe, normals and UV layout, for checking an edited mesh or painting a skin. Screenshots, GIFs and glTF export Saving full-resolution screenshots, angle sheets, turntable and animation GIFs, and exporting a model with its skeleton and animation to Blender and other 3D tools. Editing skins and hot reload Extracting a model's textures and meshes into the project, editing them in your own tools, and watching the model rebuild as you save. Painting on the model The Paint tab, for painting a model's textures straight onto the model with a brush, eyedropper, clone stamp and fill, and painting an RF Online item's or monster's glow mask. Editing a model The Edit tab, for changing a model's parts, vertices, UVs and skin weights inside Studio, adding parts from other models, and writing the changed parts into the project. Editing in Blender Sending a model or one of its animations from GoMMO Studio to Blender, having every save come back into the project, and the optional GoMMO Studio add-on for Blender. Importing models Replacing a model's mesh with your own glTF, FBX or OBJ, and adding new RF Online weapons, armour, shields, cloaks, costumes, recolor variants and creatures, with their inventory icons, to the client and the server.

Tools

Packs: client archives Browsing and searching the archives a client keeps its files in, extracting files to the project or a folder, and repacking an archive with your edits. Texture editor Recoloring and painting a texture, whole-image changes (replace, resize, flip, alpha, format and mip levels), editing it in Photoshop, GIMP, Krita or another image editor, and saving it in the game's own format. Where used Finding everything that reads a client file (models, game data rows, map objects and effects), every file a model reads, the files nothing reads, and the game data rows that draw the model in front. Running the server Linking the project's game server folder in the Server panel, starting and stopping the game server and web server from Studio, reading their logs, and Test in game. Between maps and models Opening the monster a spawn places as a model, placing the open model on the map, and standing a model in a game map. Photo mode Taking clean, high-resolution pictures of a map or a model at any size, by hand or from the command line and an AI assistant. Editing game data The Game data panel, which edits a project copy of the server's items, monsters, skills and stores, with saving, undoing a save, Install and Revert all, plus column math, models and CSV. Editing NPC dialogs Changing what Gate to Heavens NPCs say, where each answer leads, adding and removing answers and pages, conditional pages, Check, undo and converting a dialog to Lua. Sounds Listening to the client's sounds, seeing what plays them, and replacing, trimming, fading and levelling them into the project. Interface editor Moving, resizing and re-arting a client's windows and controls, restyling Gate to Heavens' windows, replacing RF Online's sprite pages, and installing the result. Comparing two clients Comparing the open client with another client folder of the same game, file by file, seeing what differs in its textures, text, tables and models, and taking the other client's files into the project. Checking the project One report of everything in the project that would stop an Install or look wrong in the game, from map clashes to textures, game data, scripts, dialogs and the model being edited.

Automation

Working with an AI assistant Connecting an MCP assistant such as Claude Desktop, Claude Code, LM Studio or Cursor to GoMMO Studio, and what it can do in the window.

Reference

Keys and controls Every keyboard shortcut and mouse control in GoMMO Studio, for the window, maps, models, pose mode, the dope sheet, model editing and painting, textures and packs. Where Studio keeps things Where GoMMO Studio keeps its settings, logs, projects, prefabs, captures and recovery files, and how to reset it. Troubleshooting What to do when a client asks for its version every time, a model or map does not draw, an edit does not show, or Install can't write a file. Signing in and reporting bugs Signing in to Studio with your oldschoolops.com account, which is optional, and sending bug reports to us from inside Studio or through your AI assistant.

GoMMO Client Patcher

Overview

GoMMO Client Patcher Patches an official RF Online client so it plays on a private server. Which builds it knows, what it changes, how to undo it, and how it keeps itself current.

Help

Troubleshooting The failures people actually hit, what each one really means, and how to tell them apart. Reporting a Bug What makes a report useful, what happens to it, and how to follow one you filed. Capturing Packets How to record the traffic between a game client and an original server with Wireshark, and what to send us. A capture is the only evidence that settles what a message really contains.

By game

Gate to Heavens A 2003 fantasy MMORPG, rebuilt in Go. Two editions: Classic, kept as it shipped, and Modern, with a rebuilt interface and content of our own. RF Online A sci-fi MMO where three races fight over one mine: Bellato mechs, Cora magic and Accretia gunmetal. Each episode is its own server and its own client. World of Kung Fu A martial-arts MMO with nine weapon schools. DragonSoul A fantasy MMO of eight warring kingdoms, with guilds, mounts, pets and a weekly nation war.

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