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Showing content with the highest reputation on 06/25/12 in all areas
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- yeah to be a faction leader you must have a requirements or voting system.. - i suggest also putting the npc in the newbie ground where the default start location of new characters are.. - then they will choose the races.. if he choose angel race - he will warp and save to prontera , if he choose demon race - he will warp to morroc.. [just a suggestion] - then lets put also a point system, example if angel race kill a demon race he will get a 1 reputation point to obtain some items.. - all around the city have a faction guardian also so that if an enemy faction enter city he will fight with the guardian if he kill a guardian he will receive a reputation point. - and other city will be the peaceful area where they can trade or chat ... - please vote this up~ thanks lilith.. - hope other developer help lilith ~ just tell us what you need lilith2 points
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Wew .Mdali lng e2 kung di mo alm kung pano ilagay sa grf ganto nlng gawin mo . 1.kung meron kang custom grf like ang name for an example "Test.grf". gumamit ka ng GRF Tool para ma extract mo ung mga files nya. 2. After mo maextract ung mga files nakalagay e2 sa isang folder na ang name is "data" .Kuhain mo lahat ng map files mo at ilagay mo sa loob ng data folder . 3.para maging grf ulit e2 mag dl ka ng GRF Builder . 4.Kung meron ka ng GRF Builder irun mo e2 the find New then i type mo ung name ng grf like "TestGRF.grf" after that find mo ung Merge Dir and select your data folder na inextract mo galing sa custom grf mo . [Note] : Ung data folder directory lng ang ihighlight mo wag ung sa loob ng data folder dahil kung sa loob ng data folder ang highlight mo magiging iba ang kalabasan ng grf mo.2 points
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roBrowser is an open source project that try to port Ragnarök Online in the browser using web technologies (javascript, HTML5, WebGL). It's goal for now is to match the official client, and in future add custom features on its core. As it use web technologies, it will allow to use it in all OS, and in future should work in all ables system that can render a web page. Get the source (Thanks to report all bugs) If you like roBrowser, you can help me improving it or even thinking about doing a donation ? Screenshots Some usefulls links : Source code Installation guide WebSite API Guide Forum Demo (Yep there is even a demo if you want to try it).1 point
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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
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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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Well, for one, don't stretch characters. I see on some you just made them shorter, but if you want to make them smaller you should resize from the corner instead of from the top or side, so they don't stretch and remain uniform. In photoshop, you can have it open in another window and change image size but keep the portions the same. But, even with this trick, it may still seem not "right", because instead of one character looking shorter, they will just look smaller, its hard to explain... Secondly, don't mix characters, use characters from a single artist instead of a few from each artist. This way, it looks more natural and not photoshopped. I'll do an example here... Bad: Stretched characters, no color theme, different styles (chibi and standard), different artists, bad text, few characters the same size, and probably more... Good (or at least I think so... I'm no expert): Color theme (possibly too much of one. characters had their saturation (desaturated) and hue adjusted), paint brushes (rather dislike the one in the upper right hand corner), text matches and blends, characters from same artist, same size, and not stretched, when background was made larger, I adjusted contrast, brightness, and shadows/highlights, and did the same to the characters so they would fit in more. When resizing the background, I chose "bicubic smoother" which is why the previous adjustments really improved the image. Text has stroke, outer glow, pattern, and opacity settings adjusted to fit in. Smaller text just has a different color and stroke, same text but a different text may have more of an impact. Has an overall "nightlife" theme. Your logo I also dislike. I would use a different font maybe. The jagged edges turn me off, but I know it is quite diffiult to find one with smooth edges. Using stroke may fix this. I would make the glow spread out more, making it look more like stroke is rather bleh. You might be able to get away with the font if you play with it more. In the newer one, the "Ragnarok Online" is stretched and I don't like the font too much either, go more with the nature theme which you already have going, the font you used is more like a knight font or renaissance, not nature. But other than that, I do like it, the second version especially.1 point
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Sorry, i can't speak Russian but I had same problem before Mysolution: Use the below dll file to original one and select Skip Packet Header Obsfucation option when you diffed 2012-04-10aRagexeRE. I think that should work. http://supportmii.com/ro1/Clients/Bypass_Clients/Waeyan/WDGSkipPacketHeaderObfuscation.dll1 point
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pre kunwari ang ginamit mung grf name is TEST.grf then gawa ng bagong folder n ang name data then sa loob ng data folder n yn jan mo ilgy ung prontera.gnd and prontera.rsw tpus nun buksan mo ung grf builder then merge after mo m merge repack mo ung TEST.grf.... then lagay muna s data ini mo ung TEST.grf then try mo subukan automatic kc un e n magbabago ung pront mo.. KUNG TINUTUKOY MO IS CUSTOM MAP MY IBANG PROCESS PA PARA DUN1 point
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conf/battles/status.conf change : pc_luk_status_def: 300 mob_luk_status_def: 300 according to your max stats. As i recall, correct me if im wrong.1 point
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modify your mmo.h and set the packetver to 20120410, dont forget to set db/packet_db.txt those two must match your client, or else you'll get that kind of issue.1 point
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As GreenBox posted, all script commands are valid in item scripts. They're processed identically. o:1 point
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Ilagay mo lang yung files sa loob ng custom grf mo then compress.1 point
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Fixed that error a while ago. Now I got a new error. When a character with no race & is level 1 go to a fvf map the server crashes.. i will put a screenshot but all I see is Error Update : When a level 1 character w/o race/faction goes near a player with a faction the server crashes Suggestion Update : Faction Leader Should be decided by votes, also Faction Leader could be impeached also by voted. ( that would be good if the current leader is not doing a good job or whatever.. ) Faction Leader Aura should have an icon if you are on its range..1 point
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This design is not yet coded. If someone is interested to code it, please PM me Give rate, comments and suggestions as well. My last webdesign was last year, and now I suck. hahahaha - Loouuiiss GFX1 point
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Likewise, it would've been nice if people on eA posted things on sites other than, say, Megaupload... :<1 point
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BETA 2 is now available. Changes: Added Faction Aura (11*11) like guildmaster aura. For setting bonus for each faction's aura see faction_db.txt last column. Added @fmes <mes> command for faction leader. Added relic support. Relic can be added to each faction with 'addrelic' script command. Fixed bug with emblem over head. Fixed bug with faction targets. Updated Demo NPC. thanks.1 point
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Buksan mo yung db/skill_db.txt search mo yung CR_ACIDDEMONSTRATION change the misc to weapon1 point
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I'll be free soon, my idea is to start writing some guides as soon as possible, mainly related to 3D structures design and implementation .1 point
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Can I make babies with you please? I wish I would be as good as you are and being able to make my own models...1 point
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Please make babies with me Girl, watch your titties before they bloop out and stab someones eye out!1 point
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New illustrations: Valkyrie Illusion Valkyrie Daora Devries Demi Calberine Dancer Kim Bard Karian Instructor Teardrop Ranger Master ??? King Schmidtz Splendid looking Knight Dumk Karacas Merito Unknown fighter Master Dancer Kim-2 (Final NPC) Guitar Song Distorted place molco Mayshell Bercasell Vicente Yoop1 point
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So, as some people have noticed, the current Yggdrasil Puzzle doesn't really work. So I offer mine. http://pastebin.com/K6RMTS1y As for why the current one doesn't work and mine does, a bit of an explaination into the script itself. The NPCs are, by default, enabled. In their enabled state, they warp you to the previous floor. When you activate the "Strange Device" It does the OnDisable event, Which then disables the NPCs and starts a timer. Every few seconds after the timer starts, the npcs that are now walkable will do the EF_WIND, and then when the timer is running out, the EF_STEAL. At some point in time, one of the updates for e/rAthena made it so disabled NPCs couldn't use effects, which by all rights shouldn't affect anything major really. Unfortunately, this was coded rather badly originally, so that broke. Now someone comes along and attempts to fix it. Doens't really work. The NPCs do the EF_WIND, but only after everything is unwalkable again. I changed the NPCs so now one NPC will warp you away and can be disabled, and then another on the same cell will do the effects. So yeah. There you go.1 point
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Just a little design I made this evening. @Ind Since we have no informations about what should figure in this design, I just created it with basics infos and hope the structure will be fine. If you want more, or another page, just ask. I don't integrated it because the design can change in future and I don't want to waste time to recode it each time. I prefer focus on the design and IF the design is chose, integrate it. The only thing I don't love is the buttons in the right (server info, download, ...), I will maybe change them later. Cya.1 point