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Hello, So basically this project (as of now, the development is frozen, God knows why (Double parenthesis ftw, but yeah, I don't know why, some others might)) needs to set up some milestones. To be honest, apart from the large amount of commits and stuff the devs have added, theres not a real milestone to be achieved, as of the moment and the way I see it its just a commit-every-thing-we-can-encounter. Which in the end, its really disorganized. The community of rA should be able to see and know about these milestones to see if they need to actually upgrade (update their current revision to theirs+1 or just wait for theirs+50 revision to do a proper update) or just keep it until a proper milestone is reached. For instance: Milestone 1 Get all 3rds to work properly Get all the skills from the 3rds to work properly Arrange and fix all items regarding all episodes up to 14.2 Provide the community with a proper data to be used until this milestone. Milestone 2 Get all renewal mechanics working. Get Oburo and Koguro (Fix those spelling mistakes if I got any on those names), working. Clean the jAthena leftovers from the source. Add the missing chunks of npc's (Quests, jobs, etc). Rework the Scripting system actually handled by rA. That way, ladies and gentlemen, things would be a lot lot cleaner/organized and for a period of time (doesn't matters how long a milestone takes to be completed) the whole dev team would focus on just 1 milestone instead of doing random commits from all different things that people want. From RO-Resources, I found that a proper SRC documentation SHOULD be made for people to actually get ahold of eA's crap SRC coding (No offence but yeah, you know it is) so this way, the whole community (Well, ill just say this but I know, I'm just being Martin Luther King-here) would be a bit more helpful and probably, more devs would be glad to help (See, I don't blame anyone for not being helpful when it comes to SRC editting, I myself, when I started to mess up with eA's src, it was a pain in the frigging ass, theres so much shit scattered around its not even funny) and yu. This would have been probably a topic that should've been created since day 1 but I don't see it yet, at least not a public one where people can actually know what to do, when to do it and if its worth the wait. That being said, I take my leave.2 points
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E - Script Collection Last Update : September 10, 2013 Refine Function SQL Mission Board Monster Marching Vendor Control Advanced Stylist Coin Exchanger Doppelganger Race Of The Day Limited Items Multi Currency Shop Random News GM Online List Link Broken E-Inquiry DotA Runes Flower Counting Game Class Restriction Chain Quest Build Manager Misc Scripts : Freebies Script Card Trader Gold Room [ Pick Gold ] Gold Room [ Guild Tax ] Map Restriction [ GM Based ] Daily Reward Monthly Reward Monster Spawner Monster Summoner with Last Summoned Display Players Stats & Equipments 3rd Job Item Giver Exchanger [ Cashpoint to Coins ] Exchanger [ Poring Coin - Zeny ] Exchanger [ Points to Tickets ] Exchanger [ Item to Item ] Exchanger [ Item to Item ] Exchanger [ Multi Item to 1 Item ] Party Match Auto Ban Over Stats Users Soul Link Buff Kill Players gain Cash Points Party Members All Get Items [ Snippet ] Message Board Stalker Class Skill Reproduce NPC Multiple Selection Quest [ Template ] In-Game Item Rewarder In-Game Points Rewarder Invasion Event Custom Item Rate Status Point Seller [ Snippet ] Anti Bot Security Script Anti Bot Script [ Code / Question ] Item Combo Restriction [ LHZ Card ] Drop Item Upon Death PVP Switcher + Announcer [ Guild Master ] Rotating Waitingroom Messages +10 Refiner [ Specific Items ] Random Rate Item Exchanger MVP Invasion Premium Users [ Boost Rates ] Display Cutin Image upon Login Custom Randomed Box Items Kick GM during WOE Custom Crafting NPC Restrict Same IP [ Certain Map ] Coloured Items Exchanger Guild Master Changer Party Team PK Match Gambling Game IRC Channel Crafting NPC Guild Storage Restriction Stage Game [ Version 4 ] Monster Wiki Event [ Version 3 ] Special Thank you for my Tutor : Notes : I am a bit lazy to write all those Script Descriptions, i do believe that all of you able to get how this script works. Anyway, i will still doing my best to write the Updated Changelog or informations about the script as detail as possible. All the Scripts above are uploaded to Pastebin . Abide the Following Rule : Scripts Error / Not Working , you have to Explain it in Details. ( Add in Images / Modified Scripts ) Do not SPAM / BUMP in my Topic. Do not ask for Support stuffs for other Scripts in this Topic. Link Down , then drop [ @Emistry ] a message. I Reserved the Right for NOT Answering your Posts if you did not abide my Topic's Rules. Keep This In Your Mind : All the Scripts i distribute here are NOT FOR COMMERCIAL USES . DO NOT remove my Credits if you are using part of the scripts to modify your own. DO NOT re-release the scripts in any form / way. If you ♥ these Scripts , Click on to Vote this Topic up. Or you may also click on at above the Topic1 point
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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
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Oct 18, 2013 - Moved to http://hercules.ws/board/blog/13/entry-41-get-ready-get-hype-the-road-to-lua-with-hpm/ ------------------ Continued from the same thread on the eA site. This is a development branch that replaces the rAthena script engine with a Lua script engine. The commands have been written, the NPCs have not, and some functionality must be completed. This project is based off the old eAthena project found here: http://eathena-proje...l/DracoRPG/lua/ I just happened across this one day and decided I would make an attempt at finishing it, and props to everybody who worked on it.1 point
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So I create the topic and I get less rep than ^ Sad day is sad. Anyways, You didn't get my point. Milestones would serve the purpose of not only letting everyone know of what the current objective of the Dev team is but, when should One really update/upgrade. In other words, milestones should be considered as "Stable" releases, when its guaranteed that up to that point, all features promised are working and that you should stick to that until another milestone is reached. Currently, and as I see it, you all, trying no to be rude here (most people just don't understand some others way of saying things), are just commiting for the heck of it So just set global goals and a ETA on them. Finish those goals and release a Stable package. Once you have that solid base, then you can keep doing random commits and set a new goal. That being said, I want the reps! Cuz the more reps I get, the more ladies I'll date with, fk yeah.1 point
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Ok quick exemple an debian : 1) Install package (must be sudoer) apt-get install phpmyadmin 2)follow prompt (insert pass etc) 3) make a link for apache cd /var/www ln -s /usr/share/phpmyadmin phpmyadmin 4) try it http://yourhost/phpmyadmin1 point
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There is one that is kinda similar though less specific...it probably needs to be updated... http://rathena.org/wiki/RAthena:Status But, I do agree that we need a more pro-active goal setting around here. So +1 for calling for it.1 point