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- 2010 OG OLD ROBLOX ACCOUNTS (CHEAP) ( READ DESCRIPTION )
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- Old ROBLOX Client Search
- This blog documents any new findings for the old ROBLOX client search: specifically the clients from the years 2004, 2005, 2006, and 2007. Ran by DirtPiper. If you have any new information on these clients that isn't listed here/actually have the clients, e-mail us at [email protected]
- Discord Back I guess
- Announcing the closure of the public clientsearch discord server
- After some thought, I have decided that the clientsearch’s official discord server was proving to be more trouble than it was worth. The topic of discussion rarely approached something on topic and there was no progress being made in any respect towards finding new material.
- As such, I have closed the public discord, and have consolidated all of the more experienced and relevant members into a smaller, private group, in the hopes to being able to remain on-topic and make actual progress in our effort of finding undiscovered clients.
- Further updates on our projects will be available here and on our official wiki, over at https://clientsearch.fandom.com/.
- The discord server will be completely closed to new discussion in a week, however it will not be deleted so that it may be archived.
- WHOOPS I FORGOT TO UPDATE THE BLOG
- The past YEAR of developments in the clientsearch have been highly interesting. Despite there still being a depressing lack of actual studio builds from before August 2007, oodles of information about the elusive 2004-2005 roblox beta have been uncovered, as well as some unknown bits and pieces from 06, so keep reading and I’ll regale you a year’s worth of fascinating discoveries, starting with the most shocking:
- PHYSICALCHARACTERS
- Remember when everyone thought that 2004-2005 was completely devoid of actual playable characters, and the only models that could be controlled had to be rigged with motors? Remember how many people would scream at idiots who made poorly-made “2005 recreations” that assumed that the figures were actual player models?
- Whoops! Turns out the idiots were right! (sort of)
- Restoring the 2004 site
- The 2004 edition of the roblox website has been something of a mess for a while now. Save for two archived screenshots, the only archive of the site in the wayback machine lacks functional CSS or javascript, as well as displaying no pictures whatsoever. I personally have tried to fix what’s available but to no great success. The archived images are displayed below:
- Earlier today, a user by the name of Ktoby found two critical archives: the original 2004 landing page and the roblox.css file from 2004. Not only were these both yet undiscovered, they are also now the oldest confirmed archives of the roblox website, being from August 2004, which puts them slightly after archives of the earliest Roblox forum posts.
- Anyways, armed with the correct css and landing page, I set forth to finally fix the 2004 webpage.
- It took a bit of finagling, but the end result is functional and visually faithful to the two previously known screenshots.
- That isn’t all, though. For months I have known that the 2004 site contains elements making it nigh-certain that gameplay with the 2004 client required some site-based input, but now that I have corrected the site’s display errors I can finally confirm exactly how that input would have looked:
- As an added bonus, here’s a (chronologically inaccurate) rendition of what roblox gameplay might have looked like in this era, using the G3D 2005 remake.
- You can play around with the restored site for yourself here.
- Healthy reminder: We’re still looking for 2006!
- The last client to have been discovered was August 2007, and that was a little over a year ago now.
- The search isn’t over! We’re still trying to find an 06 client!
- If you or someone you personally know has or might have a harddrive they might have played roblox on in 2006, please contact us at [email protected] or join our discord!
- History of Roblox, 2003-2006
- This post will be updated over time as more information is found.
- 2003
- Roblox, Dynablox, and Goblox domains are registered by Jim Stevens.
- 2004
- Erik Cassel, Keith, and David Baszucki are Roblox’s primary developers.
- Builds of roblox from this time were most likely attached* to the browser. The 3D view would show some general information, but build tools were contained in an html panel on the website.
- *full ability to use the program required input from buttons on the roblox website, rather than in a UI hardcoded into the exe. Think of how the oldschool Toolbox worked: it was a webpage rendered inside the game window that could send special function calls to the program to insert content, use certain building tools, manipulate bricks, etc. This technique was abandoned by 2006 at the latest.
- Surfaces and Joints existed. “Bumps”, a surface type resembling studs but later superseded by Glue, would create raised square bumps on the entire face of any surface it was applied to. To this day, trying to set a part’s surface to “Bumps” will instead turn it into a Glue surface.
- Cards - A section of properties for parts and models. Would display in the upper right-hand corner of the screen whenever a part or model with set cards was selected. The text could be set by the user. The properties were Title, Description, Color, Image, Row0, Row1, Row2, Row3, and Row4.
- Early evidence of planning for humanoids and multiplayer - Humanoids in the form of ‘PhysicalCharacter’, a subInstance of Models intended for models such as the red/blue figures, with support for Posing (sit, stand, and climb) and Control.
- Roblox Website and forums are created. Client could be installed from the website.
- In-game camera controlled by arrow keys, right mouse button, and scroll wheel.
- On the Origin of Roblox’s Rendering
- ROBLOX was not built from scratch. It relies on several libraries and engines to achieve what it does: in 2007, these were the FMOD sound system, Lua 5.0, Scintilla (the program used for writing and editing scripts in-studio), and the Graphics3D innovation engine by Morgan Mcguire, aka “G3D”.
- The most important one here is G3D.
- G3D is made to allow for better ease of use with OpenGL when programming in C++. It has built-in skybox, sun, lens flare, and simple UI functionality implemented, which ROBLOX made full use of when G3D was used as the primary rendering method, from 2003 to 2007, and when G3D was available as an option, from 2007 to 2010.
- ROBLOX’s default skybox from 2003-2009 was lifted directly from the G3D demo, with ROBLOX relying on version 6.09 from ~2007-2010.
- And there you have it, a simple explanation of ROBLOX’s legacy rendering system.
- But that’s not the interesting part.
- Since you can still find all the G3D versions on sourceforge, and since we now know enough about how ROBLOX functioned from 2004-2005 through nearly a year of research from the patents and mcguire’s 3 color screenshots, we here at the clientsearch decided it would be feasible (and fun) to create a functioning replica of roblox using G3D.
- So that’s what we’ve been doing.
- To start off with, we’ve been sourcing as much information as we can find. There are 5 color screenshots of roblox from 2004-2005, with 2 being from 2004 and the other 3 being from 2005.
- There are also 18 black and white screenshots of ROBLOX sourced from the original patents, with 5 being screenshots of the properties of various instances and 13 being screenshots of the actual 3D editor.
- Morgan McGuire’s 3 color screenshots are the most high-quality, and from them we were able to make pixel-perfect measurements of the original UI.
- There were also two very low-res screenshots from 2004, giving a glimpse of a version of ROBLOX with a much simpler UI, though far too low-res to be used as a basis.
- From all these screenshots, we have begun making our rebuild.
- And it’s been going smoothly.
- While features like surfaces, physics, shadows, and the toolbox are still unfinished, what we have now has a lot of promise for future development.
- Stay tuned for further updates.
- February 2018: From Metamodding to OpenGL shaders
- The 07 client has been public for some time now, and there has been a corresponding “classlist.txt” alongside it to simplify the use of the insert basic object box, but there were a few classes that could not be inserted.
- This, of course, was due to the fact that these classes lacked documentation in the ReflectionMetadata - the list of classes that the roblox client uses to keep track of things like the class’s icon, their description in the object browser, what order to display different classes in the explorer, etc.
- To put things simply, I spent roughly a single afternoon modding the 2007 client’s reflectionmetadata until I managed to get most classes insertable or viewable in studio, which led to a few interesting discoveries. I also did this same treatment to the 08 client, at which point I found out about the first of these discoveries: LocalBackpackItems.
- Used internally by roblox to handle the UI for the player’s backpack, LocalBackpackItems can be used to create simple HUDs, like an FPS counter or a position indicator. They come with two caveats though, in that clicking on them when they are placed in a child of guiroot will crash the game, and trying to select a tool while there are LocalBackpackItems in the player’s relativepanel will also crash the game.
- The next discovery was the nature of StockSounds - up until their removal in 2014 or so, StockSounds were invisible to the explorer and were only accessible through scripts. The soundscape by default contains a slew of them, each one set to make a different noise - these stocksounds are used by the roblox studio to handle the sounds that are played when deleting an instance, scrolling the camera, using the fill tool, etc.
- After the hype of hidden classes had died down, andreja6 made known to me a certain quirk of the “Texture” property of tools/hopperbins:
- When the texture of a tool/hopperbin is set to a file that shares it’s location with other files with the same name but “_dn”, “_ds”, or “_ovr” appended to them, then those textures will automatically be used whenever the tool/hopperbin is clicked on, disabled, or being moused over, respectively.
- Then, I started working on a project, using images with this feature found in the 07 client, to make a rough reconstruction of 2005-era minigame tools, as can bee seen here:
- The next and potentially most amazing thing to be found occurred just last night: the discovery of OpenGL shaders in the 07 client.
- MusicalProgrammer, using cheatengine and hex editing, found unused code in the 07 client that was used in 06 to render a bloom effect on bright areas of the screen - something that we had presumed to be photoshopped whenever we saw it in images of 06 clients. About an hour later, he found another shader for a depth of field effect, also seen in 06 era screenshots. Zeuxcg himself had previously stated that such shaders were impossible in this era of OpenGL.
- If you want to find out more about these discoveries and perhaps even use them yourself, feel free to check out the clientsearch discord - the link can be found in the “contact” tab of this blog.
- Controllers: an in-depth examination.
- Controllers, while never explicitly documented and rarely mentioned by the ROBLOX staff, were a fundamental element of ROBLOX gameplay from 2004-2005, and were still usable up until 2009, when whatever functionality they had was reworked into VehicleSeats.
- They were a hardcoded input/control method, taking the keystrokes of the WASD or UHJK keys (as well as space bar and 1-5) and directly controlling the rotation and direction of motor instances, as well as the movement of the character. In order to use them, one would have to set the face of a part to either “Motor” or “SteppingMotor.” After this has been done, view the part’s Properties and in the behavior section you will find a setting named “Controller.” These are its settings.
- Up to early or mid 2007, there also existed purpose-built tools for setting the Controller for models in studio:
- The Controllertype “Player” is reserved for the player to control their character, and will not respond to input otherwise. “KeyboardRight” and “KeyboardLeft” are for UHJK and WASD control schemes, respectively. “Joypad1″ and “Joypad2″ are presumably nonfunctional. “Chase” and “Flee” are more complicated, and will be discussed later in the post.
- Once you set the Controller of a part with a motor on it, the grey ring around the base of the motor will change color -
- Each control scheme has its own color with exception to the Joypads; the rings will be Purple for “Player”, Blue for “KeyboardRight”, Red for “KeyboardLeft”, Black for “Chase” and Yellow for “Flee”.
- The actual function of the motor itself can be fine-tuned in the “Surface Inputs” subsection of the part’s properties.
- There are 3 settings for every face of the part, making for a total of 18 settings under this subsection.
- When using Controllers, ParamA will set the speed the motor will turn when moving ‘forwards’, and ParamB will set the speed of the motor when turning ‘backwards’. SurfaceInput is slightly more complicated.
- The full list of options cannot be shown, but the ones excluded are “Action5”, “Constant”, and “Sin”.
- “LeftTread” will make the motor respond to input as if it were on the left wheel of a vehicle, while likewise “RightTread” will make the motor respond to input as if it were on the right.
- “Steer” will make the motor respond exclusively to A/D or H/K input, while ““Throtle”“ will make the motor respond exclusively to W/S or U/J input.
- “UpDown” Will spin the motor forward when spacebar is held down, and stop otherwise.
- Action1-4 will spin the motor forward when 1, 2, 3, or 4 are pressed on the keyboard. Action5 spins forward if 3 is pressed, and backward if 4 is pressed.
- “Constant” and “Sin” are unrelated to Controllers, with “Constant” making the motor spin at a constant rate as defined by “ParamB” and “Sin” spinning the motor at a constant rate defined by ParamA, and changing the direction at intervals defined by ParamB.
- Just like using hinges with VehicleSeats, the motors must be on the wheels/part to be turned, which are then attached to the frame/chassis of a Vehicle/Contraption.
- In order to control a model, the motorized parts must all have their “Controller” set to the same control scheme, as well as the model itself. However, whenever running a game in 2008 or later, the model’s “Controller” will have to be re-set or else it will be non-functional. This can be easily achieved by having a simple script set the control scheme of the model whenever a game is run (you don’t have to do this in ‘07!) .
- Whenever a model with a Controller correctly set to “KeyboardRight” or “KeyboardLeft” is in the workspace, the above GUIs, referred to internally as ‘ButtonBindingWidgets’, will appear in the upper right corner of the screen, and the individual keys will turn red to indicate when the game recognizes that they are being pressed. The flags correspond to the motor color of the control scheme. You can also click on them with your mouse, and they will have the same effect as pressing the corresponding key. For KeyboardLeft, this includes moving the camera or character.
- “Chase” and “Flee” were slightly more complicated - models with these control schemes would try to rotate themselves such that their ‘front’ (as set by Format > Set Model Front) was facing away (flee) from or towards (chase) the nearest model with a different controller set. At one point these two Controllers were fully compatible with Humanoids, and they were even used in public models such as “figure with spawn gun”. However, they became broken at some point in late 2006 or early 2007, and remained totally non-functional until late 2008 when, somehow, they regained the ability to make Humanoids rotate in place, without being able to walk towards or away from their targets.
- So what is a “Controllerflag” in the first place?
- All model/part instances have a Boolean option named “ControllerFlagShown”. from 2004 to mid-2007, when this option was checked and the controller of a model was set, the model would have a 3D flag attached to it, with a color matching that of its control scheme. The flags were rendered as attached at their base to the model’s Primary Part, and would face away from whatever direction was set as their model’s ‘front’ (using Format > Set Model Front). These were for making it easier for the player to identify what models they could control in-game, and lingered for a while after minigames were otherwise made defunct - they can even be seen in one of Fleskhjerta’s videos.
- (Skip to the 4 minute mark to see the relevant footage)
- Of course, Controllers were not without their glaring flaws, which is why they were eventually reworked into VehicleSeats in 2009.
- The biggest problem is that Controllers were not friendly with multiplayer games - since they were designed and implemented when ROBLOX was still strictly singleplayer, they were not built in a way that, say, one could specify, given a group of players on a server, which player has the ability to control which model. As such, “KeyboardRight” and “KeyboardLeft” are non-functional in multiplayer games (with their ButtonBindingWidgets being greyed out), though “Chase,” “Flee,” and “Player” all work as intended.
- Another issue was that using Controllers was simply too complicated for the majority of ROBLOX users at the time, which was made worse by ROBLOX having no documentation of their functionality present. They would eventually be reworked into the more user-friendly VehicleSeats in 2009, which, while lacking some of the functionality Controllers presented, were well-documented and much simpler to configure and use.
- Controllers, due to their obscurity and lack of documentation, were never utilized much beyond simple vehicles up until their removal from ROBLOX in 2009. Very few users knew or cared about their existence, as vehicles driven by scripted tools would quickly come to be the norm while Controllers remained unused and unupdated, outside of a few models uploaded to the toolbox by users. It wasn’t until 2017, eight years after their removal from ROBLOX, that any elements of their functionality beyond simply setting the Controller of a model became more widely known and documented.
- Controllers remain as a footnote in ROBLOX’s history, only seeing widespread use during a time when ROBLOX was still a singleplayer minigame site, and remaining in the client as a ‘ghost feature’ until they were reworked into a more user-friendly mechanic. Their current use remains restricted to a handful of members of the old ROBLOX community interested in tinkering around with old clients, though their potential is still being explored to this day.
- I, Bitl, have found a interesting feature in 2007 that allows you to create a instance of a player, allowing you to create player bots!
- To create a player, use this script:
- local newplayer = Instance.new("Player", game.Players) newplayer.Name = "Player" newplayer:LoadCharacter()
- Then, to move the player around, use this:
- game.Players.[your player's name].Character.Humanoid:MoveTo([the Vector3 position] , [target part] )
- With this, you can create pretty complex humanoids in 2007 that replicate real players!
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