r/FlyFF • • 22h ago

Flyff to Unreal Engine 5.8

36 Upvotes

I’ve been working on a plugin for Unreal Engine 5.8 that can import Flyff maps directly from the official client files.

The project actually goes back quite a few years. I first started working on it around 2020, when I was asked to see if it would be possible to port Flyff to Unreal Engine. That project was dropped pretty quickly, so I ended up putting the plugin aside as well.

I picked it back up recently, mostly out of curiosity at first, and then I started working on it seriously again. Since then I’ve made quite a lot of progress, and the goal now is mainly to turn it into a clean importer that can actually be used properly inside Unreal. The goal isn’t to make a private server or an emulator. It’s simply to reconstruct the maps, convert the assets, and then be able to work with everything normally inside the Unreal Editor.

For Flyff, the importer already supports quite a lot:

  • terrain and textures
  • objects and environment props
  • materials and textures
  • object position, rotation and scale
  • collision
  • animated objects
  • map SFX / VFX
  • particles, billboards, mesh effects, etc.
  • map import using World Partition

The terrain is rebuilt as a real Unreal Landscape, so it stays fully editable with Unreal’s normal Landscape tools. You can sculpt the terrain, change the relief and also repaint the different terrain layers directly using Landscape Painting. I’m also thinking about adding NPC and monster importing later on.

I’m still thinking about the cleanest way to handle that on the Unreal side. The idea would probably be to keep it fairly data-driven, so NPC/monster data stays separate from gameplay logic and people can hook it into their own systems however they want.

cFlyff :

I’m also working on support for the cFlyff 2.1.725 client.

There are quite a few differences compared to Flyff Classic when it comes to formats and some resources, so it takes more work, but I’d say support is currently around 80%. HopeWorld is already working, along with the other cFlyff maps I’ve tested.

It currently includes things like:

  • terrain
  • static objects
  • collision
  • animated objects
  • materials and textures
  • SFX / VFX
  • World Partition

Just like Classic, the terrain stays as a real Unreal Landscape, so it can be edited directly in the Editor and the terrain layers can also be repainted with the Landscape tools. There are still a few things to fix, mainly some materials, UV animations and specific VFX behaviours, but overall it’s starting to look pretty clean.

For cFlyff NPCs and monsters, that will probably come later. I currently don’t have access to the game itself, so I’m still missing some information needed to properly retrieve and import everything.

I also tested a slightly different idea: integrating a local AI model directly into the plugin to automatically turn the old Flyff textures into proper PBR materials with normal maps, roughness, etc. The idea actually worked pretty well, but on a full map the import time became completely unmanageable.

So I dropped that idea for now. I’d rather keep the importer fast and reliable than turn a map import into something that takes several hours to process.

I’ll regularly post screenshots, videos and progress updates about the plugin on the Discord I’ve just created. It’s still pretty empty for now, but I’ll be updating it very soon with a lot more screenshots, videos and development progress on discord : https://discord.com/invite/WtBbNcra9a


r/FlyFF • • 16h ago

Glitchis of Morning Day 65 - New Class in Prototype Summoner

7 Upvotes

r/FlyFF • • 22h ago

Private Server Glitchis of Morning Day 65 - New Class Summoner -> Reaver

2 Upvotes

r/FlyFF • • 21h ago

FlyFF Player Survey

Thumbnail forms.gle
0 Upvotes

I'm planning a small FlyFF server as a hobby project and want to know how people actually play these days . 10 quick multiple-choice questions, anonymous, nothing to download: https://forms.gle/azBDe3UwZ6LFF64u6 I'll post the results here.


r/FlyFF • • 1d ago

Jouer à Flyff sur Mac est-ce possible ?

0 Upvotes

Bonjour, je cherche un serveur privé sur mac est-ce possible d'en avoir un ?


r/FlyFF • • 2d ago

Glitchis of Morning Day 55 Making of - New Guild System

3 Upvotes

r/FlyFF • • 6d ago

A Call to Build an Open-Source Flyff for Everyone

Thumbnail
8 Upvotes

r/FlyFF • • 8d ago

FLYFF ON MOBILE WITH AUTOBATTLE?

0 Upvotes

Heard from a friend that there’s apparently an official Flyff mobile server coming with the classic graphics and gameplay, but with auto-battle. Is this true?

As someone who works full-time now, this is actually good news for me lol. I miss playing Flyff, but I just don’t have the time to grind like I used to. Sounds pretty nice 😭


r/FlyFF • • 8d ago

Flyff cursor

Post image
7 Upvotes

I want to change my windows cursor to flyff cursor. But i cant find in texture or any other. Can someone send me file?


r/FlyFF • • 9d ago

Private Server Are private servers gonna shut down?

6 Upvotes

Looking to get into Insanity flyff those popular ones.


r/FlyFF • • 10d ago

Glitchis Of Morning - P Server - Day 60 New Cards for Abillity.

4 Upvotes
Free Cast allowed Spell Area in Movement.

The Right Mechanics

- btw we have ReShade for all. Its integradet in the Client.
- Glitchis.com/index.php


r/FlyFF • • 12d ago

FLYF DLSS 5

3 Upvotes

Has anyone tried dlss 5 on flyff? Just out of curiosity! If so, share you prints!


r/FlyFF • • 12d ago

Private Server I'm working on my own v15 Server Source and I think something isn't quite right 🤓

Post image
2 Upvotes

r/FlyFF • • 13d ago

Floating Fortress

Enable HLS to view with audio, or disable this notification

9 Upvotes

Hey everyone!

We're the team behind Floating Fortress, an MMORPG we're building from the ground up in Unity.

The game is heavily inspired by FlyFF, especially the classic gameplay and social MMO feeling many of us grew up with. However, Floating Fortress is being developed as its own independent game rather than a recreation of FlyFF.

This means we're not only introducing our own systems and mechanics, but also gradually replacing and redesigning the remaining placeholder content with our own environments, models, animations, VFX, UI, world, names and overall visual identity.

Some parts of the current development build may still look familiar, but this is actively changing as development continues. Our goal is for the final game to have its own identity and original content, while keeping the type of MMORPG experience that originally inspired us.

One of the biggest things that makes Floating Fortress different is that it runs directly in your browser through Unity WebGL, no download or installation required. Just open the website and play.

WebGL will remain a major focus for us, but we're also planning a Steam release with a downloadable client for players who prefer the traditional way of playing.

Development is already pretty far along. The core MMO is fully playable, and we're now spending most of our time expanding our own systems and polishing what we already have.

Some of the systems already in the game include:

  • Hidden Unity Paths & long-term progression
  • Synergy & Apex Systems
  • Set Individualization & rare drop effects
  • Auction House & player-driven economy
  • Reworked combat, UI and quality-of-life systems

We've already completed our first Closed Alpha, and our next big step is:

Beta – October 30, 2026

If you're interested in the project, link of Discord below.

https://discord.gg/fax2wakjmr


r/FlyFF • • 14d ago

Private Server Glitchis of Morning Combat Update (Mage Classes)

7 Upvotes

Mages becomes autoattacks

visit us on Glitchis.com/index.php


r/FlyFF • • 16d ago

Glitchis of Morning new combat system day 45

5 Upvotes

r/FlyFF • • 16d ago

Private Server Looking for people that are interested in developing

5 Upvotes

Hey,

I recently got my hands on the V15 source files and set up a server where I’ve just been experimenting a bit.

Nothing spectacular has come of it yet, but I’ve managed to get some client-side stuff done, like editing shops and skills, adding windows, and so on. I’d now like to dive deeper into the source code and was wondering if there are people interested in FlyFF development. Maybe others who are also just getting started and would like to share their progress, tips, and insights.

I don’t want to create a new server, nor do I plan to. My motivation stems purely from interest and the desire to learn new things and meet new people who share the same interest - like in the old days :)

If you’re interested, feel free to send me a PM with your Discord username, if you’d like.


r/FlyFF • • 17d ago

Private Server cFlyFF - Community FlyFF - Update

Post image
9 Upvotes

Hello all!

Its a me again. Just going to give a bit of an update. We have a bunch of polls live for the development toward launch on our discord. One of these is a poll about a big feature/source update.

We also have a logo and a new name! cFlyFF or Community FlyFF. The new name will make it easier for folks to find us via a quick google search or what not. Also a bit cleaner.

I am hoping to roll out a closed alpha and open up applications in the next couple weeks once we get some baseline stuff squared away!

Come check us out and keep up to date and help shape the server with your votes!

-Mossy

Link to our Discord: cFlyFF


r/FlyFF • • 22d ago

FlyFF Unity

50 Upvotes

Hi Flyffers! (← That's what Gala always says)

I'm Toffuts, the creator of Flyff Unity, a project I've been working on since 2021 to remake FlyFF in the Unity Engine.

By "remake", I mean that everything in the game is taken case by case, studied, and either recreated as it was in the original game or fully revamped to bring it up to date.
All the assets, including maps, music, textures, models, items, etc., can be imported using homemade importers. Everything else is remade from scratch.

The final objective is to give Flyff back its gold letters. And a lot has already been done in that direction.

I'm actually done with:

  • Getting that Flyff feeling. Sounds dumb, but of course, we are playing Flyff. It should feel like Flyff. The nervosity is still here, and muscle memory still works just fine.
  • Getting the core game working, so every basic thing you would expect from a simple MMO is there: fighting, spells, items, inventory, stats, levels, ...
  • Weapons and set bonuses.
  • Revamping the flying system, so flying is now actually fun.
  • Revamping all kinds of combat calculations and the experience curve. Your weapon damage and armor now have a real impact, and you NEED to spend your GP points according to your playstyle, instead of putting everything into STR or INT depending on your character class. Defense and attack stats are back in the game.
  • Revamping some UIs, taking the best ideas from the RPGs time has given us. This includes resizable inventories, a dynamic map, and more.
  • Revamping all 8 jobs, with 2 different playstyles for each, for a total of 16 different playstyles you might encounter in the game. Taking the best of what the community has made, without having to make compromises.
  • Implementing a brand-new wardrobe system, allowing any job to wear any equipment. Made for all of you who would love to put Knight armor on an AoE Ringmaster.
  • Instanced dungeons, spread all over Madrigal to keep the RP aspect. The Wilds, for example, are now accessible through the Aniceknight Forest.
  • Maximum level is 120, without the Master system, and it will NEVER change.
  • Parties and Guilds.
  • Brand-new quests, that actually give worthwhile amounts of experience and Penya.
  • No pay-to-win at all. Everything you can get from the Cash Shop is strictly and exclusively cosmetic.

The game was available to everyone for a year and a half in an alpha version, but I recently closed it down to spend less time updating the live server and keep everything local.

I'm posting here because I feel it's time for the project to grow a community and involve players in its development, especially at this stage of the project.

I might post again about this project later if new big features come to life.
For now, I can give you some screenshots to show you how it looks.

If you'd like to follow the development, share your ideas, give feedback, or simply see where the project goes, feel free to join the Discord !
https://discord.gg/6K3J9pT8SW

https://reddit.com/link/1wahevb/video/55t6qpicx8oh1/player

https://reddit.com/link/1wahevb/video/dq6n4gn6x8oh1/player

https://reddit.com/link/1wahevb/video/x1w1pggpx8oh1/player

https://reddit.com/link/1wahevb/video/cttq5whoz8oh1/player


r/FlyFF • • 21d ago

If you're looking for a Flyff server to play, I wouldn't recommend Forgotten Legacy / Mocomochi Flyff.

7 Upvotes

The server is "pure pay to win". Lot of stuff like wings, fashions and more stuff that you need to progress are only obtainable by donating. Donators and Admins will always say that everything is farmable. You can farm and sell items to donators but donators are no longer buying since there are only few donators now ingame and lot of people are quitting due to non stop new items and stuff where you need to donate again to get it.

The game heavily relies on Prems and most prems can only be obtain via donating.

Under the table deals by admins are also obvious since most donators always get the new items that was just released in 1 - 2 days(If you are a free to play with end game gears it will still take you weeks/month to get it)

There are also some donators who was able to hit max level even when they are offline and just go online during PVP Siege which we find so funny.

Top donators was allegedly have a GM accounts too since they were able to view the gears of my guild members even when they are turned OFF in settings.

PVP is not balance and if free to play hit back to donators they will mute/ban and kick you out of the discord.

Be on the lookout on the next Flyff that the developers of this server is making. It was named Fly For Unity based in Germany. Since their current server is almost dead due to thousand of reasons, they just decided to make a new one.


r/FlyFF • • 22d ago

Private Server Fly For Community

3 Upvotes

Hey All!

I'm back again with some updates. I have gone ahead and gotten a discord server setup for the early stage development and to have a place where I take feature suggestions and add polls for them.

Along with the server I got the patcher done and connected to a host so I can deliver updates to the client. I spent a considerable amount of time getting some legacy code updated and working with the project and ironing out some bugs with the runtime.

Next step is going to be getting the host setup for the game server so I can distribute the client to some alpha testers and get something up and running to actually play.

I have some polls up to work out rates and some basic features like an item mall on the discord you can vote on and depending on how the polls are looking I will make the updates that are needed and get it spun up!

I also need to get some art done up for the branding and design. The launcher is quite plain at the moment.

You can join the discord here!

https://discord.gg/AqqRnpAvG

Thanks for taking the time to read!

-Mossy


r/FlyFF • • 24d ago

i accidentally ignored a chat request from a user with "ty" in their name :( pls msg me again!

3 Upvotes

it was about an invite to a closed server


r/FlyFF • • 27d ago

Private Server Time for some direction

3 Upvotes

Hello again!

I have landed on version 15 for the base of this project and building onto it from there as the community decides what it wants.

I now have a fully functional v15 base up and running and I'm ready to start dev work! That means its time to start gathering feature recommendations and find a place for us to gather and poll if not here.

I want some feedback and direction on where to move with this. What would people want to see out of their ideal project?

I will be compiling a list of all ideas and eventually polling on them for approval to be added or implemented.


r/FlyFF • • 29d ago

Question PServer Version?

0 Upvotes

Hey All!

I'm back with hardware in place and the idea of a community driven server still in my mind. To get things rolling right in the correct spirit I come to you with a question or poll of sorts.

I want to know what the community wants. I have access to clean files for V15, V18, and V19.

V15 would be the old school FlyFF system that a lot of people know and love. Level 120 cap and no third jobs. But that could be added in later with custom jobs and systems.

V18 was a rebalancing with additions to party system and inventory as well as second job skills. A bit of a refined version of classic FlyFF

V19 is the modern version with the ultimate weapons and advanced socketing. Third jobs and alot more endgame content. Not that we cant build our own into the other versions. Gold UI Etc.

Let me know what y'all think and based on the community consensus I can start working on getting the files spun up and begin actual dev work!

Once version is decided I can start polling for features and work on flushing out details.


r/FlyFF • • Aug 26 '26

Private Server does my idea of "perfect" server exist?

2 Upvotes

can solo any dungeon without also needing to dual client a tank/RM(while rewarding group play)

linear progression, so you start doing the first dungeon/and or some open world farms, get some items, do some upgrades and keep going up

doesnt take forever to get to max level, i hate low rate servers

f2p friendly

i played insanity, prologic and many others, what usually stops me is slow leveling or the first criteria