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  1. 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 Topic
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  2. 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.
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  3. File Name: RO Client Tools File Submitter: GreenBox File Submitted: 20 Feb 2012 File Updated: 21 Feb 2012 File Category: Client Tools I've made this utility to extract missing packets from my client(i'm using bRO client) and add them on the packet_db. It reads the packet_db and the client, checks for missing packets and saves those packets into a file(it tries to autodetect packet function by checking old packet_vers id and size). Probably it will not support all clients, so if it doesn't work for you, send me a PM with the client version and I will try to update it to work with your client. Has support for reading Storage Encrypt Key and 0x2b0 login packet Rjindael encryption key(used on some clients). Click here to download this file
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  4. 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 file
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  5. Alt + v and go to Record button? I think that's what it's called. To replay your saved recorded video, you need the client called RagnarokReplay.exe
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  6. src/config/renewal.h. #define RENEWAL #define RENEWAL_CAST To disable the Renewal or the Renewal_Cast, just comment them (add // in front of the line): //#define RENEWAL_CAST
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