Old School Ops

RF Online 4.55

The final RF Online update: Dragonborn and Mythic gear, mounts, and item collections.

Getting Started

  • What You Need framework
    The hardware, software and files required to run one of our servers, and the one rule about matching a client to a server.
  • Installing framework
    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.
  • Docker and Linux Services framework
    Run a server release under Docker Compose with docker/gommoctl, or install it as systemd services with server/linux/install.sh. Commands, where your files live, environment overrides, ports, backups and upgrades.
  • Services and Tools framework
    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.
  • GoMMO Manager framework
    The Windows window at the top of every release archive that starts your servers, makes your first administrator, takes backups and updates the server.
  • Updates and Versions framework
    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

  • Building a Public Server framework
    The terms for running a public RF Online server on GoMMO, what you bring, which version to build on, what you can change without the source, what runs without this site, and what 1.0 means for an RF version.
  • Configuration framework
    The settings.ini format, what each setting does, which port your game uses, and how to open a server to the outside world.
  • The Database framework
    Why the default needs nothing installed, when to switch to MySQL, how to do it, and how to back up either one.
  • The GameCP framework
    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.
  • WebSocket Connections framework
    Opening a server's game sessions over WebSocket beside its TCP port, directly or through the GameCP, and signing in a client you built yourself.
  • The Launcher framework
    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 framework
    What each staff level can do, the ways to make your first administrator on a fresh server, how to promote everyone else, and the switch that opens the safe RF commands to every player.
  • Client Updater framework
    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.
  • Signing In With oldschoolops.com framework
    Letting players sign in to your server with their oldschoolops.com account instead of a local one, how to ask for a server key, and what changes once it is on.
  • Game Data Editor framework
    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 4.55, 4.15, 2.2.3.2 and 1.5.
  • GameCP API framework
    The HTTP API behind the GameCP - sign-in, accounts, support tickets, the public game database and live map, and every control panel endpoint, with the staff level each one needs.
  • Race Offices and Tax framework
    Appointing a race's officers, the race tax and how it is shared out, on Dragonborn and Golden Age.
  • Client Scripting framework
    Writing Lua macros for the GoMMO client, and deciding whether your server accepts them.
  • Client Automation API framework
    Letting an AI agent or your own program observe and play a character through the GoMMO client, over MCP or HTTP.

Maintenance

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

Server Scripting

Lua Modules

  • Lua Modules framework
    Extending an RF server without its source. What a module is, where it goes, and a working module in five minutes.

Dungeons and Bosses

  • Dungeon Scripts framework
    Writing and changing instanced dungeons in the server's scripts/dungeons folder. The parts of a dungeon, a worked example, and every field.
  • Boss Encounters framework
    Attaching a scripted boss fight to a monster code in the server's scripts/encounters folder. Phases, abilities, adds, shields, enrage timers, rewards by contribution and lockouts.

Using the Site

  • Your Account framework
    Signing in, confirming your address, and what the groups beside a name mean.
  • Notifications framework
    The bell, email, the weekly summary and notifications on a phone - and how to turn any of them off.
  • The OSO API framework
    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 framework
    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 framework
    The map editor, model viewer and asset toolkit for MMO worlds and for the game clients our servers run, in one window. Start here.

MMO Worlds

  • MMO World Format framework
    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.

GoMMO Client Patcher

Overview

  • GoMMO Client Patcher framework
    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 framework
    The failures people actually hit, what each one really means, and how to tell them apart.
  • Reporting a Bug framework
    What makes a report useful, what happens to it, and how to follow one you filed.
  • Capturing Packets framework
    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.

RF Online

Before You Start

  • Game Clients family
    Which game client each RF Online server speaks to, how to identify the exact build, the patch each one needs, and how to point it at a server.
  • Choosing a Version family
    What each RF Online version contains - level cap, maps, race units and systems - so you can pick one before you go looking for a client.

Running RF

  • GM Commands family
    The in-game commands the RF versions share, which of them are open to every player, what each one does, and how an operator changes that.
  • Item Icons and Names family
    The website's game database draws item icons and readable names out of your own RF client. One command, run once, using the rfassets tool that ships in the 4.55, 4.15 and 2.2.3.2 releases.
  • Using Your Own Data Files family
    Run the server straight off the original game's own data files instead of the content we ship, so your copy stays the master copy.

This Version

  • What Is in Dragonborn
    What Version 4.55 adds - mounts, the collection book and the newest client there is - and what our server does with it.
  • Lua Modules on Dragonborn
    What differs for a Lua module on Version 4.55. Items, effect codes, optional verbs and message categories.

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