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  1. Hi I don't know if I post it already in eathena.ws, but since here it doesn't exist... Web DiffPatcher It allow to generate executable in the fly without having to download an .exe + a .diff + a diffpatcher. A new option allow you to upload an executable to find selected diffs (if it find your exe version) and patch it again if you want. It's based on DiffTeam diff format, so since there is no new diffs right now, there is no new patchs. I know IE doesn't respect standard so I doubt it work due to the javascript select/option interaction. If it's not the good topic, move it to the good section, I don't find an appropriate location.
    2 points
  2. Before you migrate, think this thoroughly and answer few basic questions - Do you want your server to support 3rd Classes? If yes, stick with 3ceam. Else, if trans classes are fine proceed to the next question - Did you modify any line on source? (Except db info, packetver) if yes, edit source of rA MANUALLY. You can't replace rA sources with 3ceam's. Else, if only basic mods are done, proceed next - Do you have any custom scripts/NPC? if yes, copy the text files, not the entire NPC folder since rA has a modified/updated/added alot of NPC/Scripts for renewal. Else if, you only edited default NPC/script on 3ceam, again, DO NOT copy 3ceam's entire NPC folder. Re-Edit them manually. Else, proceed to next question. - Did you modify any file found on your conf folder? If yes, modify rA's conf folder MANUALLY, as they contain more updated versions. These are only few of the things you need to consider before moving. Final Note, if you're going to migrate from one project to another, it's better to edit them manually. Although both of 'em forked from 1 source/project, both has their own plans/direction/objective. Goodluck.
    2 points
  3. Ghost's PvP System An automated multi-announcer + ladder pvp script with configurable features. Feeder detection with stat rollback configuration Switchable announcers (Dota and all HoN announcers) Configurable map setting, pvp ladder, reward setting, penalty setting, broadcast message and color, Payback and Nemesis Kill Death Ratio calculation (Kill/Death, popular in most first person shooting game) Russian Roulette A GM activated russian roulette mini-game script. [ Edit: Skorm ] Because this is such a popular script I updated it and fixed a few things in the process. Link to v1.4 https://pastebin.com/pX5nFgdp
    1 point
  4. Shin's Diff Patcher Info: Supports all Windows 32 bit versions (Windows XP SP2 and higher) and probably all 64 bit versions. Features: Plug-in based Uses list view instead of two seperate list boxes for easier selection Shortcuts to simplify your work Resizable window Inline diff descriptions (as long as the plug-in supports it) Auto-save and load of diffs Includes PlainDiffPlugin which provides support for *.diff files Allows items to be sorted either by type, group or diff name Prevents diff collision when selecting diffs that reference the same group CRC file check Data missmatch check Downloads: ShinsDiffPatcher SVN (Version 1.1.3b; 198kb) WeeDiffPlain Plugin Src SVN (Version 1.0; 11kb) Quick Usage 1. Select patch engine. 2. Select client exe. 3. Select diff file (if plug-in needs it). 4. Select output exe. 5. Click on "Patch It!" 6. Done. All patches that you have selected are automatically saved and will be restored the next time you select a diff file. You can also use the following shortcuts: - Ctrl + A = Select all diffs (only one item from each group if any) - Ctrl + D = Deselect all selected diffs - Ctrl + C = Copy all selected diffs into Clipboard Notes: You may think "What? Another patcher? Man..". Yes, another one. I'm not quite satisfied with the currently available diff patchers because they either lack of features or just don't provide the freedom I would like to have. I think I have chosen this name for the patcher because it's kinda convention to use his own name in the title bar (even though the initial name is WeeDiffPatcher). This is just an alpha release since there are some optimizations I would like to complete before I release a final version. I've included the source code for the DiffPlainPlugin to show you how you can implement your own plug-ins in order to get them working with my patcher. I would still like someone else to implement a proper plain diff plug-in because I haven't focused to optimize it to it's best (even though I have removed all possible memory leaks) since I developed this patcher for another plug-in based solution. If you have any suggestions or features that your plug-in needs in the future, don't hesitate to ask.
    1 point
  5. I'm currently working on a custom client and wanted to share some screenshots about the progress. Some of you might wonder why there is again another project like this one with the same goal as the others, and why not just join the others to speed up development? In fact, I thought about this opportunity. However, I'm still learning to work with virtual reality and I want to learn as much as possible. And that's why this projects main goal is not to be finished as fast as possible. But still, it looks like I'm at good pace. I still don't have a "good" name for this project, even though there's a proto-name. One of the other goals of this project is to provide a stable client that runs on both, unix and windows systems. It is being developed in C/C++ and Ogre3D, takes advantage of multithreading where it is appropriate, uses atlas textures to reduce batch count and some other fancy algorithms to improve performance. Even though the complete terrain is being loaded instantly, it takes some milliseconds to finish the objects. That's why I'm currently working on further algorithms, allowing caching and paging of objects. I will release a working demo in the style of RagCam as soon as the new algorithms are finished and working. Here's a list of things that are implemented so far: GND (Terrain) Lightning Shadowmaps Colormaps (with reduced colors to match the original client) Vertex diffuse color Walls Smooth Normals RSM (Objects) Smooth Normals (with smooth groups) Animations Transparency Two Sided Triangle Faces (with correct normal vectors for both sides) RSW (World) Water (with texture and wave animation) Objects Ambient and diffuse lightning Performance is always a very important part for me. A lot of things are optimized as good as possible. This project will stay closed-source providing plug-in functionality in the future. Most of the information that has been used in this project has been discovered through reverse engineering of the original client. Rendering a map is almost completely done using the same and some improved approaches done by the original client itself. The main focus after this will be the visual improvement of the maps themself, like BumpMapping, Cel Shading support, etc. blah blah. When this is done also, I will focus on implementing network functionality and a GUI. I have started in november and worked effectively 5-6 weeks on this project. I had to stop at the end of december and started to work again two days ago. Enough talked, here are some screenshots using OpenGL as renderer (the results in DirectX are the same): Vertex color mapping: Each tile can have a diffuse color. This color, however, is not being applied to all four corners of a tile, but only to the bottom left vertex and all vertices that share the same coordinate. Textures have been disabled in this image to show that diffuse colors are being applied correctly. The border of a map is also being rendered correctly when vertex diffuse colors are applied. Shadowmaps: Some devs are still wondering why their shadowmaps look a bit weird. The reason is plain simple: A lightmap consists (most of the time) of 8x8 tiles, where only the 7x7 pixels in the center are used. Nothing new. However, the tiles are combined into a large texture. If texture filtering is being applied, then the borders of the different textures interpolate into each other, fatal for colormaps when they have different colors. This is called texture bleeding. Because of this, Gravity added a padding of 1 pixel to each tile (resulting in 8x8, instead of 7x7) and filled them with colors that still look nice when they are interpolated. The image below shows the correct display of shadowmaps. Colormaps: They are the same as shadowmaps, but use RGB colors instead. When applied to the terrain, they look smooth. If you look into a dungeon, you will notice that colormaps are not smooth at all. In fact, they look like the colors were reduced. This process is also called posterization. The best result are done with 16 levels. The idea is basically to use float colors, multiply them with the amount of levels, convert the result to an integer (and so dropping the decimal part) and divide the result by the amount of levels. Done. This image displays correct colormaps. Notice the borders of the lightning. Prontera indoor: Transparency: I've used BrowEdit to compare my results and found an issue that was the same as in my project. Some models had wrong depth writing. Using the correct order, it is possible to render objects regardless of their transparency. You can try to open BrowEdit and compare dicastes01 with this image. Instancing: A lot of objects in a map reference the same model, so it makes common sense to combine them for reducing the batch count. This image shows pretty could FPS, even though all objects of yuno are rendered. Instancing in prontera: I would also like to show animations, but am too lazy to upload a video. I am not generating MipMaps yet, since this will be part 2 of this project. As you can see from the screenshots, rendering itself is almost complete. Only some minor issues that have to be done. If you want to see a screenshot of a specific map, don't hesitate to ask. I will upload one. I let you guess which of the posted screenshots are made on linux and which on windows.
    1 point
  6. Hello rA ! I made this icons long time ago and didn't used it on the server that I've been working on that time. So now I thought releasing it on rA. Forgive me , it's not that professional looking but I hope it can help. Hope you'll like it. Rate it also. Enjoy ! Update (Feb 3, 2014) Re-uploaded the files to rathena's downloads section ! Enjoy! Link: http://rathena.org/board/files/file/3101-ragnarok-forum-rank-icons/
    1 point
  7. Ragnarok Online Updating Project: The goal of ROUP is to provide private servers with the newest content (and sometimes exclusive content) from official servers. This project will mainly focus on database and npc files for non-renewal servers, source code updates will only be provided when needed for certain database and npc updates. All npc files in ROUP are intended to work only for non-renewal servers, preferably those using the rAthena emulator. Keep in mind, there is no official non-renewal version for any episode 13.3 or newer content. The databases provided here were customized/balanced by me to allow non-renewal servers to implement renewal-only content without any bugs or imbalance issues. SVN Repository: link temporarily removed Changelog: link temporarily removed (keep in mind that this project was recently remade and is still missing some files. ill slowly be adding all the db files in first, followed by npc folder, then some extras last~) Please use this topic for questions and bug reports <3
    1 point
  8. Забудь мой скрипт. НО в таком случае если карты 3 и более, то никакой эффект не проявляется... Вероятно тут нужна модификация исходников.
    1 point
  9. What view id are you using for the item? You may need to diff your client to increase the allowed view id.
    1 point
  10. Those are good suggestions for events and could give participants some tips. As for categories, Survival and Pirates would be fun to have A preview schedule will be posted at the end of this week to give a hint of coming categories.
    1 point
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