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Showing content with the highest reputation on 05/07/12 in all areas
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Ach es gibt schon so einige deutsche hier. Auch unter uns Devs haben wir einige deutsche. - Ich - Masao - Kenpachi - Realusion - usw. Ich persönlich bin gerne im internationalen Bereich und poste dort auch gerne. Es ist aktiv und freundlich. Ich würde auch ganz ohne deutschen Bereich auskommen.3 points
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File Name: Caspen Town Original File Submitter: Syouji File Submitted: 06 May 2012 File Category: Maps & Textures Content Author: Syouji This is the original version of Caspen Town that I created. The town comes complete with full exterior and interior maps. It also has 3 field maps & a 3 level dungeon (including a transition map). Warps are not included so its up to you to create warps for the interior maps and dungeon the way you want it. Click here to download this file2 points
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There is no gm level anymore. It's called group id now and you only get extra rights if you give a gm a group declared in conf/groups.conf.2 points
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Original topic and code here: link Idea: link You can enable or disable the cash / item in file db/item_vending.txt Vending title can be looks like: "[ITEM_ID] name" Version 1.8 preview: Changelog conf/battle/feature.conf db/item_vending.txt Modify your client data files: idnum2itemdisplaynametable.txt idnum2itemresnametable.txt Enjoy. New: rAthena only: ExtendedVendingSystem_1.8.1.patch ExtendedVendingSystem_1.8.patch Old:1 point
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Hello~ Thank you very much for visiting my topic. I going to put all my work that I have done in this topic (About stuff of Ro). Please feel free to rate my work. PM me for information. > Loading Screen - Example 1 - Example 2 - Example 3 - Example 4 > Skin Patch - Example 1 > Website Designs - Example 1 -> Splash1 point
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As posted on eA. Freshly made website designs. All names used are fiction. Any resemblance to another server is merely coincidence and unintended. PM me for information. (1) DoodleRO (2) JuiceRO (3) CherryRO (4) DiorRO (5) SyndromeRO (8) KraashRO (9) NumbRO (10) AmberRO (11) StrikeRO new: (12) Va Va VoomRO - credits to KeyWorld1 point
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Okay, here i'll provide some informations about branches/bs-coreoptimize. I just set up several milestones i want to reach in the future. The most of them are performance optimizations, as well was cleaning up messed up stuff (messed up == (crappy / unusable | usability fail). ) I'll try to keep the branch runnable / compileable the whole time, but you've been warned - the branch is not proposed to use in production environments - due to heavy changes in several essential subsystems. Every "completed" Milestone will be announced and after some testing (i'll probably tag it so you can give feedback before its getting applied to mainline.) will be merged back 'down' to trunk (and probably upcomming versions / branches...). So here's the List: #1 Milestone Core Related Add Threading Abstraction (Windows / Linux / BSD) Add Synchronization Abstraction (Windows / Linux / BSD) Add Atomic (CAS/ADD/EXCHANGE) Abstraction (MSC/GCC on x86 and x86_64) Add Generic threadsafe Memory-Pool implementation for preallocation (with asynchronous reallocator) to guarantee a fast / cost effective on demand allocation and reduce the memory fragmentation during runtime. Add generic 'athenastyle' configuration parser (to get rid of (n)x fscanf based parsers in every app.) this version is also 'improved' by allowing ini style declaration and comments, as well as Sections. Improve timing source (gettick) ~ Improve accuracy ~ Reduce overhead ~ Redcuce syscalls (On 32bit releases: Add warning/hint that the tickcount will overflow all ~24,8 day to restart the server before that happens!) Add IOBuffer subsystem (threadsafe / for new network subsystem) Add new Network subsystem to replace old 'socket' stuff ~ Improve Performance ~ Reduce Latency Using platform specific API's: Windows => IO Completion Ports (overlapped stuff Linux 2.6.9+ => epoll FreeBSD => kqueue other => select (as fallback) ~ More details when its getting implemented Add asynchronous workers (so stuff can be done in threads) For example: handling npc SQL querys async. so it wont block the server anymore. (Script will be yielded until result's got back from SQL/Worker thread.) Build / Release Related [T] Autoconf (configure): choose 64bit build by default, when building on 64bit platform. (So --enable-64bit will be dropped, and --disable-64bit will be added to enforce 32bit build in/on 64bit environments.) [T] Autoconf (configure): add LTO (Linktime Optimization) detection / support for newer gcc / binutils versions. Autoconf (configure): drop --enable-rdtsc (when new timing source / method gets implemented) Reading / using the tsc counter as time source is unsafe when running on older cpus or under several virtualized environments .. Autoconf (configure): (gcc platforms) due to changes done with atomic operations, require at least i686 (which is an old Pentium PRO or K6-III ..) Autoconf (configure): add --with-maxconn option to override the default max conn limit of the new network subystem (defualt: 16384) [T] Makefiles: cleanup build output (convert to kernel style build output.) [T] Makefiles: cleanup core dependency handling in subprojects (such as loginserver or charserver..) ~ by generating the common(core) as a static lib (ar) and link the subprojects against it. [T] Makefiles: cleanup core header file dependencies in subprojects, simply require all core/common headers. VC10: Cleanup / recreate the Solution ~ Building common(core) as static lib as well as the 3rdparty deps and link all subprojects against it. ~ Add 64bit target support for Windows platforms. Generic / Other Replace binary ZLib disitribution for windows with source (to be able to produce 64bit windows binarys). Replace / Update MySQL distribution from 5.0.20 to 5.5.x 32bit as well as 64bit (to support 64bit windows binarys). Color Legend: Green Text => Finished Tasks Red Text => Dropped Tasks (due to incompatibilities or such..) Prefix / Symbol Legend: [T] => Merged/Applied to trunk (feature available @ trunk) I'll keep you posted .. You can reach me via PM or IRC (irc.rathena.org #rathena / Nick: Sirius_Black) Florian1 point
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Right now it does not trigger for npc's loaded via @loadnpc. I think it is a confusing and unlogical behavior. Do you think we should change this?1 point
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Please realize that you can now create topics in rAthena Development! As such, we do not need so many different good ideas in one topic anymore =p Please create your own topic if you have ideas to suggest!1 point
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What Paulinds pointed out is true. The old command system lets you disable charcommands or set the minimum level. With the new system, we are unable to do the same. I suggest implementation of this feature. All in all, I'm starting to like this new command system, easy to setup but due to what I mentioned above it restrains me to fully like the system.1 point
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It won't give you the freedom to decide the execution of OnInit upon @loadnpc. Let's say, you have some NPCs, where it would work fine but also have an NPC that halves the EXP rate (zero-configuration dynamics) in OnInit upon a condition (ex. time of day). Then if you update it while the EXP rate is 50%, it will once again apply it once more (25% original EXP rate), because it does not know, that it already initialized. The other way round, you have disabled OnInit, but have one or more NPCs where you would want to re-run the OnInit code after @loadnpc them; no tools at hand either, unless going for custom commands.1 point
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OnInit is invoked once all NPCs are (re)loaded, as part of the script engine's initialization. Rather than changing it's function, I'd prefer to have a separate OnLoad event. If that is a no-go, consider making this behavior optional per-NPC. Either as something like @donpcevent or an additional parameter in @loadnpc.1 point
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Try this one. I could not test it, because I created this patch in my workplace, and I don't have a client here , hope it works. Index: conf/msg_athena.conf =================================================================== --- conf/msg_athena.conf (revision 16084) +++ conf/msg_athena.conf (working copy) @@ -531,7 +531,7 @@ 616: Taekwon 617: Star Gladiator 618: Soul Linker -//619: FREE +619: You can not open a shop close to an npc. //620: FREE 621: Summer 622: Gangsi Index: src/map/clif.c =================================================================== --- src/map/clif.c (revision 16084) +++ src/map/clif.c (working copy) @@ -11654,7 +11654,17 @@ sd->vended_id = 0; } +/// Function to check visible NPCs +static int check_npc_near_sub(struct block_list* bl, va_list args) +{ + TBL_NPC* nd = (TBL_NPC*)bl; + if( nd->sc.option&(OPTION_HIDE|OPTION_INVISIBLE) ) + return 0; + + return 1; +} + /// Confirm or cancel the shop preparation window. /// 012f <packet len>.W <shop name>.80B { <index>.W <amount>.W <price>.L }* (CZ_REQ_OPENSTORE) /// 01b2 <packet len>.W <shop name>.80B <result>.B { <index>.W <amount>.W <price>.L }* (CZ_REQ_OPENSTORE2) @@ -11674,6 +11684,10 @@ clif_displaymessage (sd->fd, msg_txt(276)); // "You can't open a shop on this map" return; } + if ( flag && map_foreachinrange(&check_npc_near_sub,&sd->bl, 3, BL_NPC) > 0) { + clif_displaymessage (sd->fd, msg_txt(619)); + return; + } if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOVENDING) ) { clif_displaymessage (sd->fd, msg_txt(204)); // "You can't open a shop on this cell." return;1 point
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Interesting post, I was looking for this billboard hack for a while, I didn't find a way to figure it out. So thank you for the tips ! Happy to see the progress1 point
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1st error remove a column on your mob_db2 on rA from recent changes Exp per has been removed. 2nd error do not edit man from morroc in notepad.exe the file is too big for notepad.exe to handle it. might as well use notepad++. 3rd error if your using pre-re settings those mobs don't exist on mob_db.txt so solution would be removing them from Iz_dun and lhz_dun.1 point
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Thanks for your interest in this project! @Maki: I will definitely add cel shading, but it has to wait until around september. I have a schedule for this project which I have to complete first. @Mysterious: I don't plan to support all available packet versions until now. The best solution is to support the most recent packets, based on the state of this client and let macro directives handle the current active version, most likely how it actually is with rAthena. However, the architectur will be different. Meyraw had a pretty nice idea. Each packet was defined as a struct, containing all relevant packet information. Something like this: struct packet_0x111 { unsigned short cmd; int index; #if PACKET_VER 20120101 char blah; #endif .... } The packet above is made-up and and doesn*t exists, btw. @Project: It actually becomes interesting, because I have started to implement further stuff besides the rendering. I've started with sprites and their animations and I can't believe that it took a whole day to find an acceptable solution for rendering the sprite billboards. As you may already know, billboards always face the camera. But what happens if the latitude of the camera changes and you're near a wall/object? Right, the billboard will be clipped by the wall. Something like this will be the outcome: http://www.abload.de...012_22j0yyy.png When you look at the original client, it looks like this: http://www.abload.de...ero0053jy5v.jpg My billboard obviously is clipped. The original client has some kind of evil magic to let the sprite be always on top of these objects (well, not so magically, but ugly). However, the best workaround I have come up so far is to modify the z value of the billboard vertices based on the camera angle and the distance from the camera to the sprite. It's not exactly the same way how Gravity does it, but it's still pretty satisfying. Here's the outcome: http://www.abload.de...012_21jfluw.png Here's some code how it could be implemented in a shader, if needed: out.position = mul(worldViewProjMatrix, in.position); out.position.z -= latitude * 2.5f / distance(out.position, cameraWorldPosition); Latitude is between 0° and 90°. The constant 2.5f has no magic behind it. The output looks better with it. Don't forget that the operation above should only be made for the upper vertices, since you might get in trouble if there is only a plane behind the character. You might end up the same way as the original client: http://www.abload.de...ero00728ja5.jpg With my client: http://www.abload.de...012_23d8e5k.png If someone needs further information, don't hesitate to ask via PM. Concluson: My solution seems to be faster and looks better then the originals. There is also no distortion with high angle views. I'm pretty satisfied.1 point
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File Name: Caspen Halloween Theme File Submitter: Syouji File Submitted: 06 May 2012 File Category: Maps & Textures Content Author: Syouji This is the Halloween version of my custom town Caspen. Feel free to use it as you wish. It obviously cannot be used for commercial purposes. Click here to download this file1 point
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File Name: Caspen Christmas Theme File Submitter: Syouji File Submitted: 06 May 2012 File Updated: 06 May 2012 File Category: Maps & Textures Content Author: Syouji Caspen Town was my first town (created by me) based project created well over a year ago. Originally it was created for a server I used to work with however that server doesn't exist anymore so I'm releasing it for free to the rAthena community. Enjoy! Click here to download this file1 point
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Thanks Malufett! I'll post when it worked1 point
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sir jaypee may problem po ako. bkt po ayaw lumabas ng vote sites or vote links? na add vote sites ko naman po sya. ito po screenshot tapos kung mag eedit ako dun ko lng sya makikita tapos kung mag delete sites po ako may lumabas na error. pero kompleto ko nama po na add ung mga files sa addons folder mismo. 1. Edit - Delete Voting Sites 2. Add new Voting Sites 3. Delete[error]1 point
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so if judas said there is no sullution, it's not true The sullution is fix the WeeDiffGen . Actually I've seen this error before with DreamerRO's client O_o oddest error I've seen with a client so far.1 point