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Showing content with the highest reputation on 08/21/16 in all areas

  1. necesitas cambiarlo también en el src y poner el cliente a usar en mmo.h #ifndef PACKETVER #define PACKETVER y volver a compilar
    1 point
  2. You'd have to write a new command for this.
    1 point
  3. there exist a trick that you can try. guild_v3 mapflag gvg guild_v3 mapflag pvp_noguild
    1 point
  4. Recomiendo a todos que cada uno mantenga su data actualizado sin depender de terceros y así evitar algún error de duplicación de ID si tienes custom.y aveces el mismo item cambia de desc y bonus de un server a otro....cual usas?
    1 point
  5. I got mine yesterday, thank you! And the wait was no issue, it was well worth it! (Will post pics when it is done drying, I wash any new garments as I am allergic to dyes.) Edit: Pic (Finally. Was going to post back pic but looks exactly like image in first post so meh.) It was bigger than I was expecting but after the wash fit just fine.
    1 point
  6. Well, there are two bmps for that img there are win_msgbox.bmp and win_msgbox1.bmp, its are in the texture\À¯ÀúÀÎÅÍÆäÀ̽º (not in the basic_interface) one of it is for ragexe and the other is for ragexeRE, when i edit i make it manually some windows simply change change the tittle bar and generate the white window
    1 point
  7. Okay, the problem seems to be in the GR2 file itself, and not in the converter. As you can see, the original RO GR2 file holds several meshes, but just one model, while the other holds the same number of meshes and models. This means the game will read only the first model of the GR2 file, which, in this case, is just composed of the first mesh. I'm not quite sure how to solve this, but it's something that has to be fixed at export time (when you export using 3DS Max). EDIT: Found a solution, and I already told Olrox on Skype about it. Just group the meshes when exporting and they will be considered a single model by the granny exporter.
    1 point
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