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I believe he means "is there a fluxcp with rathena support by paradox924/byteflux". No. I discussed having one made with them but was answered rudely by Paradox924 and byteflux saying they have no intention to support third party projects, before receiving an IRC kickban.3 points
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File Name: Fallen Season Prontera by Olrox File Submitter: Olrox File Submitted: 29 Dec 2011 File Category: Maps & Textures Video: Content Author: Olrox < -- For More Screenshots, Videos, and Support of this Map Click Me --> A fallen season prontera made with this real fallen season leaves ... that your users will love for sure! This wonderfull prontera is just your right choice for the autumn season in your time zone. This is the first and unique release that recreates the autumn season so nearly, by adding colorfull trees from red, orange, to yellow, by using mapple trees. Any question please refer to the support topic. File attaches is in 7z (7-zip) pack, that you can extract with 7-zip or winrar. Click here to download this file2 points
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Hello rAthena members, I just wanted to take a minute out of the day to sincerely thank the entire rAthena team in creating everything they have for the "little people". No, not trying to suck-up or anything, just showing some gratitude for something we all really appreciate. All of the hard work and dedication put into this is unbelievable, and I can not wait to see what's to come in the future. Feel free to say something nice about the rAthena team below, I'm sure they'd appreciate it! Much love! <32 points
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I honestly don't see how anyone can support eAthena at all. Considering the laziness of the administrator there. As well as everything else.2 points
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I genuinely smiled after reading through this thread. Thank you for appreciating everyone who's played a hand in rAthena thus far. Truly it means the world to hear some positive feedback. <32 points
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File Name: FluxCP Addon: Vote For Points File Submitter: JayPee File Submitted: 23 Mar 2012 File Updated: 26 Mar 2012 File Category: Web Resources This is my vote for points addon for FluxCP that I code from scratch. Features: Added Anti-Proxy using PHP $_SERVER['HTTP_X_FORWARDED_FOR'] - I hope it work NPC Script is included see npc script folder You can turn off the IP blocking feature which will result to account base blocking system. Allowed image to be uploaded to the database is .gif | .jpeg | .jpg | .png Some Guides: To disable the ip blocking feature just set the 'IP_BLOCKING' to FALSE at config/addon.php To edit the max file size upload just edit 'MAX_FILE_SIZE' to whatever file size you want at config/addon.php Note: If the IP Blocking System is turn on, the blocking system is IP Address Based and Account Based. While if the IP Blocking System is turn off the blocking system is Account Based only. ( IF YOU FOUND BUGS OR SECURITY EXPLOITS PLEASE REPORT IT TO ME IMMEDIATELY) Click here to download this file1 point
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Hello guys ! I made this map long time ago and didn't used it. I was bored so I finished it and thought to release it here in eA. Rate it guys . Feel free to use it for your server. This file includes: ~ .rsw file ~ .gnd file ~ .gat file ~ .extra file ~ .bmp file (minimap) Screenshots: Enjoy and don't forget to say thanks.1 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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Hello everyone! I figured I'd just make one of these threads that I have as my official free 'map' thread. Listed below is some maps I've done that are free to the public. I do not wish for them to be edited, but they ARE free and you are free to edit them. You are ALSO free to contact me if you need something edited specifically for your server from these maps. CREDITS would be awesome and please do NOT take credit for my work. It's bothersome and makes me a very sad panda ;~; Also you guys are more than free to add me on Facebook. There are maps uploaded onto my facebook that are not uploaded onto RMS/rA/eA. Also there will be constant updates for when I map. A little bit about this map. It was created specifically for a Lunar Event for a server I worked on not that long ago. Unfortunately it never got used so I'm releasing it to the public to do with it what you wish. I hope you like it and please report if you are having any issues. Please note that if your RO is not up to date you may not see the Red Carpet in the main part of the temple, if you decide to use the inside maps. Album of Lunar Map: Click here! Download Link: Click here! Download Link for Inside MapsClick Here! Over View:Click here! The 'ends' of each side of the map:Click here! Download Link: Click! Album of Novice Garden:Click Here! Download LinkClick Here! Please note that the Album shows for Hallow Town and the Vending map that I had planned on doing, unfortunately the Vending Map is no where near complete, but you can view what I had started doing. Album of Hallow Town: Click Here! Download LinkClick Here! Album of Aeven: Click here! Download Link: Aeven w/ House:Click Here! Download Link: Aeven w/ Well:Click Here! Album of Ilyo Kwan: Click Here! Download Link:Click Here! A little bit about this map, I made it for a server a little over a year ago. It was supposed to be kitty themed for events, there are no indoors maps at this time although i'd love to, at one point, make the indoors maps. The map HASNT been used yet, so if you find any glitches feel free to let me know. Two things that was asked of me for this map was an area for weddings and a 'gm only' area. Thats what the two paws are for, you can walk through the water to the wedding area but only GMs will be able to warp to the other paw, unless players get lucky with Fwings. =] Hope you guys like it. Album of Neko Isle: Click Here! Download link Click Here! Lemme know what you're using it for! Hope you guys like it, please feel free to report any bugs. :3 Also it would be awesome if you would please give credits1 point
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In chronological order, oldest at the top. Currently I'm deciding whether or not to allow the first three for download... .__.; Original Topic links provided for, in the event you wished to read comments left by other users. Grael A large map, 300x300 yet not all the space is used. Initially made for another server. Ascalon (Guild Wars) An unfinished map modeling the starting town of Guild Wars' Ascalon, using Rachel models. Prontera's Destruction Destroyed by Arcane Magicks? Or perhaps a demon? Ballroom A small map used to illustrate the technique of using a semi-transparent layer to create the illusion of a reflection on a floor.1 point
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File Name: GRF Sharper [update Jan 26, 2012] File Submitter: Mercurial File Submitted: 23 Jan 2012 File Updated: 26 Jan 2012 File Category: Client Tools Video: http://youtu.be/3KUHADaKYt4 Hello everyone this is my GRF Explorer tool, So why another GRF Tool you ask? well here are the reasons The current ones are old The current ones are un-maintained (not all of them) The current ones are written in C X_X; I want to make my own So what are the features gonna be? GRF Merge Fast GRF Filter and Search Open Multiple GRFs in another tab Transfer files between tabs Live preview of files in the grf ( even sprite , map , acts ) On the spot editing of grf files (no need to extract, edit , put it back, just double click edit and save ) Open sourced Well documented Its C#! So faster development speed( I made the UI 2 hours ago ) It works on Linux , Mac and Windows Notes: It only supports 0x200 GRF version and the DES Decryption algorithm is still broken ( that means its not able to extract some files in data.grf yet , coming soon) Ok let me tell you the truth! This is a part of an effort called "Managed Athena Project or mAthena" the goal is to port the existing eAthena software and the Open-Ragnarok https://gitorious.org/open-ragnarok/ into managed C#/.NET/Mono Code This is just the beginning , I am not expecting to do this by myself. That is the reason I am posting this. To let everyone know about the project. And if your a skilled but totally bored programmer and want to build your own stuff for RO. then this is our chance I honestly dont think it will replace our beloved eAthena project, but this will be an alternative and hopefully a competition for eA in the future Credits: ROInt Project - https://gitorious.or...bs/master/grf.c(GRF Engine) KeyWorld for explaining to me the GRF File structure, DES Encryption and everything else scriptor has forked it on git hub and added the support for the following file formats. (SPR, PAL, TGA) https://github.com/s...45...a8317caba4 @GreenBox for adding "file save support" don't forget to rate it 5 starts if you like it Git Hub: https://github.com/Mercurial/mAthena What are you waiting for? fork it now! Click here to download this file1 point
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Hi. I'm back into mapping. I know, it has been a long time since the lastest "map from scratch" work I did. But anyway, I'm back and ready to show you this one that enters into a new category that I will offer in my Map Services topic that I have to update. I will call this as "Map Ports" What is that? well, as its name, this is about porting maps from popular 3d games (actually games supported: Warcraft, League of Legends, World of Warcraft and Starcraft 2) into RO. This work is more about working with 3d models, modify them (if it is necessary since some models crashes and need to be re-edited to import them succesffuly), extract them, and import them into RO, to use it in your map, at a quantity above of 80 - 90% of custom models to your map. But not only models. This one is about extracting also textures (of the terrain of that map), sounds (for ex. sounds of units, map ambienting). as also MP3 To improve the recreation of the map. Obviously there are limitations with this. I decided to make this into an apart category, since the work with models it is too much (sometimes, more than the map itself). Well enough, let's talk about the map itself now: Yeah, that is the Dota Map. My customer asked me to do the map exactly as I could... but the most important was: the walkways and terrain structure to look near as possible of the original one. Video of This map Watch it in HD 720p == Sorry dunno why my Fraps, did my video, more darker as it was!, it is not that dark == Map is about recreating the Dota All Stars Map. So I needed to extract models, (using 3ds Max and some plugins, since there isn't, or at least I don't now about a native export to 3ds) and import them into RO. Map in Nightmode, but nightmode colors based in "nightmode" of warcraft 3 pass of time I extracted some textures of the "ashenvale" forest from warcraft. So I used them for custom bushes, trees, leaves, stones, etc. I extracted .WAVS files from warcraft data, to add them as custom sounds. So when you reach for ex: a Ziggurat of warcraft, you will hear screams just as in warcraft game Map preservers very close the same walkway of dota all stars. I used warcraft map editor and a free template to port each walkway of my map. As also a lot of pictures for reference to do it well First comparison The first and most important comparison, is the sky view of the map. For me it is really near as the original. I know, it coulda be better... but at first I was working with an "old" dota version, so... anyway, here it is: Night elfs base Just a view of this base. Let me tell you that all the models are "facing" south, just as in warcraft, because my customer requested it. He will disable camera rotation into his map, so that is the reason: Example of Model imported This is a custom model. Look at the bushes on its base, they have custom textures that I extracted from warcraft 3 Ashenvale data Another ex. of Model Here a Moonwell. Also with same bushes. Night elf, hero area Just the place where Night elf heroes spawn Example of Terrain Walkway Just to show how the walkways are in the nelf side. Some low level terrain elevations, and woods (woods with texture extracted from warcraft dota map trees. Undead base overview Those green lights are to simulate the "plage" gas that sorrounds the undeads base Ex. of model Just a Ziggurat. Btw, this one could be more bigger, but, ziggurats are small in warcraft 3 really. Undead Side, walkway Just an overview of this walkway. to compare trees, terrain etc. Ex. of custom model again There the lich king glacier. That was tricky since the model was only available from the "cinematic" data. It was a huge one btw, I had to edit the polygons of it to be usable inside RO... sorry about the "lich" sleketon that is inside of it, I couldn't import it, so I used a random skeleton. Hero undead base Just the place where heroes spawns. There is a graveyard, a blood fountain of power, and a tomb of relics Some models of the undead base Just another example That's all. I hope you like it, also, please check the video to hear the sound effects I added. Regarding Map requests, In short... I'm full! I have to do 2 christmas editions, and 3 maps from scratch still (one in the way, 2 pendings for some guys that reserved an slot the past 2 weeks) Bye bye and thx in advance for taking your time by posting here in my topic.1 point
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Since I'm still developing the map (honestly, I think I won't stop developing it until summer time lol) I would like to show the last updates I add to it. Though you can read "Sleepless Beauty" in the screenshots, map name was changed to isle of Nott lol. You can use the name you like most though. You can access this map through a ship (minimap done by Daegaladh) This is the last updates screenshot (as you can see, it has a brighter look and a new plaza in the middle of the city) (old plaza here, it was changed for a Nott statue xD) NEW INDOORS In development Map is available for purchase to those who have protected GRF (75$ only the main city map, 125$ for the pack with all the maps/sprites and future updates). Regards, DE1 point
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if (!$woe_announcebreaker) { announce "The [" + getcastlename(strnpcinfo(2)) + "] castle has been conquered by "+strcharinfo(0)+" of the [" + getguildName(.@GID) + "] guild.",bc_all,0xFF0000; but..if you are asking to change ONLY the name of the breaker inside this announcement.. it is IMPOSSIBLE1 point
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Since you can't see much on the icon I made it a bit different, here you go. I hope you like it.1 point
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Base on this error it seems your FluxCP has no rights in CREATE TEMPORARY TABLE. You should grant your FluxCP a CREATE TEMPORARY TABLE in your MySQL.1 point
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Alot of those scripts are given to you in the custom folder already. They might not be exact scripts for what you want, but that is where the rubber meets the road... Theres also plenty of those around between rAthena and eAthena that you can use. I'm not sure about here but eAthena has a whole message broken down called "List of scripts" (I think thats what they call it). Peopleperson491 point
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On cronus-emulator project, we forked with rathena we have mirroring our github to svn repo in read-only. Mirroring git to svn is very simple. More info can get in: http://www.kerrybuck...git-repository/ I don't think that GIT is just hyperbole or just because Linus Torvalds is involved with the project but yes, Git is simple to use and the impact that your members can to contribute with fix or for new features to the project through pull requests is amazing. In my opinion this is the best version control I've ever used and i've excited to use git with rAthena. Cheers1 point
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something like this ? [ Pastebin ] Map Nickname Announcing edit at here setarray .Map$, // <mapname>,<Map Nick>, "payon","A City in Forest ..LOL", "hugel","Where is this ?", "izlude","Swordman City ", "prontera","Rune Midgaard ", "geffen","Magician Town ?";1 point
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31 august 2002 for south Korea (I guess alpha & beta before). Near 10 years maybe time to think about an anniversary project for rAthena ? Some people interested ? Like quest script / map / new system ?1 point
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No screens this time, but expect to get some with my next post. I have finished orbit camera control today (even though it's pretty easy to do with ogre) and noticed something while I compared some old screens made with the orignial client and those screens made with my implementation. It looks like objects have a different angular area. Most applications use 45° - 60° for the y-dimension field of view. Ragnarok, however, seems to have 20° (gives almost identical results). However, I doubt they use 20°, but moreover 340°, which results in a verticaly flipped y-axis (sounds familiar, huh? probably a mistake made by Gravity a decade ago when they built the projection matrix with DirectX7). I don't have the desire to reverse engineer this part of the original client to be 100% sure, so did someone made already research in this area and can confirm my assumption?1 point
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Thanks! I've spent some time today to fix a problem related to opacity. Every 3D artist or programmer dreams about order independent transparency. Sadly, 'til now there's no real efficient solution for real-time rendering in games and I had to find another solution that is order dependent and still works with mipmaps. Here are two screenshots. Before: http://img4.picload.org/image/rlgcgip/screenshot031320.png After: http://img2.picload.org/image/rlgcgpr/screenshot031320.png It seems like there's no map with opacity artifacts anymore and I'm pretty satisfied with the result.1 point
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Just a quick drop: I'm still working on this project and have used my recently free time to focus on the rendering part and improve it further (since this is one of the main goals). Here are some high resolution screenshots from the current real-time rendering. Take note that I have disabled shadows on objects, since I have written a new concept for calculating the normals and haven't implemented it yet. Will follow soon. These screens have been made with OpenGL as rendering system. Izlude: http://img3.picload....nshot031120.png Prontera: http://img3.picload....nshot031120.png Hugel: http://img2.picload....nshot031120.png Comodo: http://img2.picload....nshot031120.png Yuno: http://img3.picload....nshot031120.png Prontera Field: http://img2.picload....nshot031120.png Rachel: http://img3.picload....nshot031120.png Prontera Guild Castle: http://img4.picload....nshot031120.png Payon Dungeon: http://img2.picload....nshot031120.png WoE 2.0 Castle: http://img3.picload....nshot031120.png Dicastes: http://img2.picload....nshot031120.png @Gepard: Right now, it seems like the source will be released after I graduate from school (this will be somewhere around september). I will try to build up a community which focuses on those stuff you have mentioned. You can implement this behaviour yourself if needed. The reason why it will go open source is because I have already lost most of my intereset in ragnarok. I have promised that I will release the source if this shall happen (Tera Online is the culprit..!).1 point
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Just because Linus Torvalds is involved with GIT or because of the hype? I might not be a GIT-Guru, so could you clarify some of your arguments? What functionalities and compression methods has GIT? How would a project, such as rAthena, benefit of using GIT instead of Subversion? Can you give a link where it is written down, that Mozilla really saved 80% of memory? Is this related to the compression methods (just out of curiosity)? What exactly seems to be faster? I thought Subversion is popular for their definition of "branching", where does GIT differ from Subversion in this case? Why is it easier to work in teams? How does the merging work like? What do you mean with "still getting updates and also creating hotfixxes"? Seems like I'm quite a noob, so could you explain this benefits in details from your personal experience with GIT?1 point