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Showing content with the highest reputation on 06/12/13 in all areas

  1. like this ? http://pastebin.com/raw.php?i=NzViisPf
    2 points
  2. File Name: UFC Strikeforce PvP Arena File Submitter: Olrox File Submitted: 12 Mar 2013 File Category: Maps & 3D Resources Video: Content Author: Olrox Join my facebook: https://www.facebook.com/OlroxMaps < -- For Video of this Map Click Me--> Important: if you use 2012 clients, you must beware that animation is not supported to these clients yet. To avoid an error, please install the files in 2012 directory inside the pack and the map will run just normal, but without animation. UFC Strikeforce Arena is, a small arena designed for pvp events 1vs1, (just as the real UFC), although you can use it for more people if you want. The whole octagon was a model and the textures were made by me (although I used some metal patterns in PS and real life photos to make for example, the corner bags) The white octagon area has a trick, to be possible to iluminate it it was necessary to not make it as a model (since models can't be iluminated) so, a set of custom textures with magenta present did the trick! This arena is very nice. However, the most particular feature it has, is the TV Screen since it is Animated and it shows different images of Ragnarok and Real UFC images in different sequences. Anyone interested in this map can change those images with particular adds of his server, or, lets say: players of the month/guild of the month, top ranked players, or important server announcements. It is easy, just to replace some images file. IMPORTANT This map comes with 2 versions in the same pack. One with spectators walkable cells enabled, and another one with only the pvp arena walkable cells enabled. It is up to your choice! The list of images you can edit to show your own server art is listed below: *data/texture/ta1.bmp (...) ta4.bmp *data/texture/tb1.bmp (...) tb4.bmp *data/texture/tc1.bmp (...) tc4.bmp. *data/texture/td1.bmp (...) td4.bmp. Click here to download this file
    1 point
  3. Hi, I made this tool to calculate the bitmask for my custom items and mobs, i hope be useful for you. Use it from my site: this link or download from here: ro-bitmask.rar Regards, Myzter PD: Don't use with Internet Explorer, that browser sucks and doesn't support this kind of programming.
    1 point
  4. If you're not already tired of unfinished Ragnarok client projects - read on! This is a little project of mine I've been working on for a while now. It's basically the same as KeyWorld's RoBrowser project. I thought his client looked kinda cool and got tired of waiting for it, so I decided to make my own, but it's tough work! Mostly it's a learning project for my own sake with no real roadmap. This is, this is more of a share and tell than an announcement. The code-base so far is 100% JavaScript, using WebGL for graphics, WebSocket for server connection (using a WebSocket-TCP tunnel on the server side), HTML audio API for sounds and BGM and so on. Currently only running in WebKit-based browsers I think, I'll get around to other browsers later. The long term goal is to make a client implementing the features available back in the good old days of Ragnarok, around episode 6 or so. (Meaning this is not intended to be a replacement for the official client!) It a lot of work, but I'm getting closer to my first milestone; being able to log in and walk around. Some things are still left though. I need to fix my camera, implement actors, integrate my map viewer into the client and so on. Luckily I'll soon be done with all the 3D rendering related work, which is a huge relief because I have no idea what I'm doing. Now for the screenshots... Char select (as far as I've currently implemented the actual client): Morocc the old-fashioned way. Once I get the shadowing on models up and running it'll look even prettier! Lighthalzen in all it's glory. FPS is pretty good by the way. Even large detailed maps such as this go at a solid 60FPS, even when viewing the whole map at once with models animations and all that. I make sure to merge all the static geometry and build texture atlas for the models. This slows the map loading down by 5-10 seconds and uses lots of RAM (though only for a short while), so I'm considering trying to put this on the server side somehow. Unfortunately my GPU drivers are broken and crash a lot when using larger textures, so I only use atlas textures of size 2048x1024 for now, resulting in around 10 textures or so for all the models. By using atlas texture size 4096x4096 (which should work fine for most people) you only need a single texture for the whole map, speeding things up quite a bit. For fun I also tried to get my map rendering code running on my trusty iPad 1st gen. Can't say I expected much of it though. Which was why it was pleasant to see that it actually performed much better than expected, giving a great frame rate while rendering some GNDs. However it only has a grand total of 256 megabytes of RAM, of which only about 100MB is available to the browser. Another 100MB and I could probably safely load a map, but half of Alberta was the best I could do for now: Along with some grass. Don't mind the textures here, I accidentally replaced a lot of them with textures from the Alpha client so some maps look weird. Anyway, while my old iPad is a no-go I'm hoping to get this running on some of the newer mobile hardware available eventually. I don't think Android has any working support for WebGL yet, but it'll probably come soon. That's all for now. It's been an interesting journey so far through all the insanity Gravity has pulled over the years. To be continued...
    1 point
  5. or use bindatcmd script command - script asdf -1,{ end; OnInit: bindatcmd "command", strnpcinfo(0)+"::OnCommand"; end; OnCommand: if(gettimetic(2) < cooldowntime ){ dispbottom "Please wait 5 seconds!"; end; } atcommand "@command"; set cooldowntime,gettimetic(2)+5; end; }
    1 point
  6. update `char` set `wotrank` = 0
    1 point
  7. Don't forget ` in the query, sometimes that make an issue mes "Ok, this is Ranking WoT[TOP 10]"; next; query_sql "SELECT `name`, `wotrank` FROM `char` where `wotrank` != 0 ORDER BY `wotrank` DESC LIMIT 10", .@name$, .@charwot; if ( .@charwot == 0 ) { dispbottom "The ranking is empty."; close; } dispbottom "Ranking WOT [TOP 10]"; dispbottom " "; dispbottom "Player < x > Position"; dispbottom " "; for(set .@i,0; .@i<=9; set .@i, .@i+1 ) { dispbottom "["+(.@i+1)+"] < x > "+ .@name$[.@i] +" < x > "+ @charwot[.@i] +""; } close;
    1 point
  8. Thanks, here a small update, now allowing mob modes.
    1 point
  9. if u were asking for change the formula of ATK and MATK, there are too many you need to change on battle.c weapon damage -> static struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int wflag) magic damage - > struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag) misc damage -> struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag) for the casting, on skill.c int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
    1 point
  10. Thank you! It worked. Added the added the necessary duplication and addition to on the jobname.lua, npcidentity.lua, and sprite/npc/ folder... must duplicate the necessary spr and act too. (Tested Poring because it already is on my current grf. I'll add Bomb Poring later) Sorry... I think I posted on the wrong section because I taught it's somehow source related..
    1 point
  11. if( strcharinfo(3) == "job3_rune02" ) change to if( strcharinfo(3) != "job3_rune02" ) end;
    1 point
  12. Something wrong in your map >,> have you done any touches in the map side? If no, there's no problem when it comes in recompiling if you don't touches anything.
    1 point
  13. Meaning your compile having a issue with it. is that clean version?
    1 point
  14. You could use a temporary (or permanent) char variable to keep track of how many Sticky Mucus they currently have. The script could check when that number changes, meaning the monster they just killed dropped one. OnNPCKillEvent: if (Q88003 == 1) { if (countitem(938)<=15 && countitem(938)!=@count_938) { set @count_938, countitem(938); dispbottom "You have [ "+ ( @count_938 ) +" / 15 ] Sticky Mucus"; } } end; OnPCLoginEvent: set @count_938, countitem(938); end;
    1 point
  15. It's rsupack, by Ai4rei: http://www.eathena.ws/board/index.php?showtopic=235987 http://nn.nachtwolke.com/dev/rsu/
    1 point
  16. Try this; 12028,Box_Of_Thunder,Box of Thunder,2,1000,0,200,,,,,0xFFFFFFFF,7,2,,,2,,,{ sc_start SC_SpeedUp0,20000,0; },{},{}
    1 point
  17. Moved to Client Support. Has anyone tried running Ragnarok Client on Windows 8 Machines? If not, then rollback to windows 7.
    1 point
  18. i'm using zymic and i don't get any error.. can i see your config.ini?? btw you can try this webhost Hostinger
    1 point
  19. Development have been at a standstill for a while for various reasons, but for the last few days I've worked hard to put all the pieces together. I ended up (re)writing a couple of thousand lines of code, so I'm happy to finally have map rendering, sprite rendering and networking working together. If everything goes according to plan I'll implement some network packets in the following days, and hopefully some very basic game-play isn't too far off!
    1 point
  20. Well, I put a note saying I'd not making a rigorous translation but a translation spanish-speaking RO users would be familiar with, so in order to do that I spanglishized some things and decided not to translate things like 'Job', 'pet' or similars (but I've indeed translated 'Homunculus' and 'Egg' for example). This one is a relatively difficult translation anyways because of it. Remember mkbu95 (and other devs) you can always contact me for that if you want. Going in topic and seeing in /trunk/conf/msg_conf/map_msg_spn.conf I would say: What happened to all special characters? I don't know why are they marked with an "?" I'm updating that line to reflect "use conf/import/map_msg_spn_conf.txt" ? I'd rather translate message 451 to: // Return pet to egg message 451: No puedes devolver tu pet al huevo porque tu inventario está lleno. because of better general understanding on what's going on, even if it doesn't exactly stick to what the original message was. I've just updated this on the Google Drive folder with these modifications: https://drive.google.com/?tab=mo&authuser=0#folders/0B2UkVqklEED8Tkh5RmVqejhKc3c Tragedy, remember you can also change the strings and upload a new version on our GDrive shared folder if you want. Regards.
    1 point
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