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Showing content with the highest reputation since 12/20/2018 in Posts

  1. 6 points
    I'm looking for this illust files. I hope some jRO player has them. https://ragnarokonline.gungho.jp/store/summer-package2014.html Thanks!
  2. 5 points
    let the EQI_SHADOW_WEAPON slot can equip any special weapon you want and cover the your EQI_HAND_R weapon view ID. Its showcase only.
  3. 3 points
    roCORD for rAthena Hey everyone, I am currently working on a Discord bot which allows interaction between a Discord server and an in game channel. Support for Version 1 is now dropped! Version 2 can be found under this link -> https://github.com/Normynator/roCORD/tree/development Documentation about installation and configuration can be found here -> https://github.com/Normynator/roCORD/tree/development/docs More updates on Version 2 will follow.
  4. 3 points
    The video content is mandarin. It's kind of like the game called Plant VS Zombie. You can upgrade your plant(Poring) to defense the zombie but it cost the sunshine as well It's long time ago script so I don't have the map anymore.... In this video,waitingroom shows how many sunshine do you have and the shining poring will let you get sunshine as much as quickly if your garden guardian is dead then you lose.
  5. 2 points
    View File GRF Editor Hey everyone, This is a GRF tool I started to develop for my own personnal use, but I thought I'd share it since I've upgraded the UI. Its primary goal is to be easy to use while offering a wide variety of options and customizations. The software is quite stable and can handle large operations easily. How to install Download the zip archive provided from the download link at the bottom of this description or directly from there : http://www.mediafire.com/?aflylbhblrzpz0h Install the application with GRF Editor Installer.exe; if you are missing a .NET Framework you will be prompted to download it. Once you are done, you can start the program from the link on your desktop. Key features Overall speed is faster (or at least equal) than any GRF tool. Common operations : add, delete, merge, extract, preview, save. Undo and redo for any operation. It can open any GRF file. Clean and very interactive interface. Saving formats supported : 0x200, 0x103 and 0x102 (through the Settings page) and conversion to the Thor format. Instant filter and search options (example : "map .gat"). File association and context menus integration for .grf, .gpf, .rgz and .thor (through the Settings page). Can rebuild separated images into one file easily. Drag and drop (with the ALT key, can be modified in the Settings page). This is a big part of the software; most of the items can be moved around within the application itself or from/to Windows Explorer. Tools Sprite editor : a simple sprite editor with powerful features. Semi-transparent images can be added, you can easily change the order or replace images, etc. This tool can convert images in the wrong type by showing you multiple solutions (merging a new palette, dithering the image by using current palette, using the closest color, and a few more). Grf validation : allows you to validate a GRF with multiple settings. It can detect corrupted GRF entries, invalid sprites, empty files, non-GRF files, duplicate files and a lot more. Flat maps maker : generates flat maps from .gat and .rsw files. Useful to generate WoE maps or to fasten up the loading time. Patch maker : generates a GRF patch based on two different GRFs. Hash viewer : shows the hash code (both CRC32 and MD5) for files. Image converter : converts an image to any format requested (BMP, PNG, JPG, TGA). GrfCL : used to create batch files (.bat) which can automate tasks on GRF files. See the content in GrfCL.rar in the download for more information. This tool can be customized from the sources as well. Palette recolorer : creates new sprites by changing their colors (this tool is now deprecated). Client database editor : allows modifications of the database client files (txt and lua) with easy and simple tools. Work in progress. Grf encryption The encryption feature has been enabled again. It's similar to what it used to be and it has been tested on client versions ranging from 2012-08-01 to 2014-02-05. Some error messages will be displayed if necessary. If you have an issue, copy the error message (with the code, if there's one) and send me the client executable with the cps.dll file generated by GRF Editor. There shouldn't be compatibility issues anymore though! Thor files Thor files are patches used by Thor Patcher ( http://thor.aeomin.net/ ). Because of their similarity with the GRF file structure, they have been integrated within GRF Editor. The primary utility of this feature is that it allows you to add encrypted files to a Thor patch. All the other options can be achieved by using Thor Maker. You'll find the necessary steps below, but test your patches before sending them off to players (I've done a lot of testing on my end, but better be safe). If you're using SecureGRF, then make a new GRF, add the files and encrypt it. In GRF Editor, open the encrypted GRF you just made, use "Save as" and name the new file with a .thor extension. That's it, if you want to change the output directory, click on the root node of the project and select the tab "Container options". You can select the output mode and the GRF to merge the patch with. Simply save again if you change these properties. If you're using GRF Editor's encryption, then make a new Thor file (File > New > New Thor) and add the files you want to patch it with. Right-click on the files you want to encrypt and use Encryption > Encrypt. Technical stuff Requires .Net Framework 3.5 (SP1) Client Profile to run (3.5 or more will work as well). Automatically converts file name encoding to their proper values (you can change the encoding). Data virtualization is used as much as possible to preview files, meaning the files aren't completely loaded. Right-clicking an item will bring up the available options with that file. Preview file formats : txt, log, xml, lua, lub, bmp, png, tga, jpp, db, ebm, pal, gnd, rsw, gat, rsm, str, spr, act, imf, fna and wav. Services are "crash ready", meaning that you will be warned about a failed operation and no work will be lost (the application won't close and crash). It tries to continue operating even if it meets unsual conditions. Operations can be cancelled by clicking on the button near the progress bar. The warning level can be changed to avoid messages like "Please select a folder first." When prompted with an error, use Ctrl-C to copy the current dialog's content. Some screenshots! 1) Previewing an act file, while showing the search feature 2) Preview of a model file (rsm) 3) Preview of GrfCL with the MakeGrf command 4) Preview of maps 5) Preview of Grf validation 6) Search feature (press Ctrl-F or Ctrl-H to bring up within a text editor) Got a feedback? I'd gladly hear you out and fix issues you have with the program. Submitter Tokei Submitted 01/10/2013 Category GRF Files Content Author  
  6. 2 points
    Bonjour! I finished another map of the Gaia Series, totally customized, and with that touch of fantasy. The Enchanted Village! The idea of this map is to be the main city of the Gaia project, an idealized instance created by TioAkima, where there will be PVP, dungeons, fiefdoms, items, NPCs, Mobs, VIP Room, etc ... All this theme. (Below are some prints and video of the Map) One more touch of fantasy of TioAkima ... VIDEO SHOWING THE MAP MORE DETAIL LOOK THE MOVIE! Leets'rooock For those who have not seen yet, the PVP with the same theme, Look the video! LOOK THE MOVIE! GO! Leets'plaaaaaaaay guys This is GAIA PVP End! Thanks
  7. 2 points
    Hello, I'll use this post to show you some of my projects and modifications. The name of my server is called RO: Zero, but it started before gravity announced theirs, so I chose to keep the name. LOGIN SCREEN https://vimeo.com/287302640 https://vimeo.com/300142810 https://vimeo.com/274177970 SCRIPT & SOURCE Bet System https://vimeo.com/297864967 Pick Item with Mouse Click https://vimeo.com/288068416 Hack'n Slash Attack System https://vimeo.com/285431474 SkillShot System https://vimeo.com/269528679 Header Hud Char Info https://vimeo.com/268928510 System Conversor Skill Target to Place https://vimeo.com/307620277 LEAGUE OF LEGENDS INSPIRED SKILLS Ivern https://vimeo.com/270423927 https://vimeo.com/270211429 Kalista https://vimeo.com/270518714 Ash https://vimeo.com/270728857 Orianna https://vimeo.com/270911850 Xayah https://vimeo.com/271172345 Katarina https://vimeo.com/269402201 Client Edit New Hud Interface New Game Filter https://vimeo.com/303199417 Item Summon Screen https://vimeo.com/300142810 Rain https://vimeo.com/298893681 Campfire Button Shortcut https://vimeo.com/298498848 Discord Integration ________________________________________ A lot of other things I haven't record, but I will try to keep this updated soon.
  8. 2 points
    As you can see in video, mobs will show up in center area, and the NPC will announce how many "XXX" in the area, you will get the score as high as quickly if you answer it right.
  9. 2 points
    View File Biotechnology Research Institute Monsters Here are the new mobs of episode Biotechnology Research Institute, 5 new monsters from Kro. Submitter smiths12 Submitted 12/22/2018 Category Monster Sprites Video Content Author Gravity  
  10. 2 points
    Sorry guys, the vedio is made with mandarin . The camp have a few functional NPC and a command @back: warp to the camp and get some support. heal : you can heal you teammate with NPC , the area will be 10x10. Jump: you can jump out the wall you choose and against the giant mobs. Shop: get whatever you need. The instance has 3 walls. When giants break down the defense line(mobs:1906) then the wall will goes disappear after 3 walls all gone and you lose. * You can make any damage to defense lines only giants can. map and mobs by Soulestar
  11. 2 points
    The video content is mandarin. When game start, the BOSS EDDGA will show up. and everyone in this map will get some skill on hotkey all you need to do is follow the EDDGA. if you don't active the skill as same as EDDGA in time and you get fail.
  12. 2 points
    sorry guys Im taiwanese so the vedio content is with mandarin. It's a special headgear storage You can put in your extra card to get extra bonus and also you can set what kind of bonus to each headgear but you can't store in the same headgear you can get back your headgear anytime.
  13. 2 points
    prontera,155,181,5 script Sample 4_F_KAFRA1,{ mes "Warp to "+.map$+" ?"; if (.item_id_size) { for ([email protected] = 0; [email protected] < .item_id_size; [email protected]++) { mes "> "+.item_qty[[email protected]]+"x "+getitemname(.item_id[[email protected]]); if (countitem(.item_id[[email protected]]) < .item_qty[[email protected]]) [email protected]++; } } if (select("Warp", "Cancel") == 1) { if ([email protected]) { mes "You didnt have enough items."; } else { if (.item_id_size) for ([email protected] = 0; [email protected] < .item_id_size; [email protected]++) delitem .item_id[[email protected]], .item_qty[[email protected]]; warp .map$, 0, 0; } } close; OnInit: .map$ = "prontera"; setarray .item_id, 501, 502, 503; setarray .item_qty, 100, 200, 300; .item_id_size = getarraysize(.item_id); end; }
  14. 1 point
    Problem Please open the link and read https://github.com/rathena/rathena/pull/2089 tl;tr VS2008, VS2010 solutions no more available after upgrade above. I'm not against these changes, but they create some problems that are described in comments in the link above and in the images below. My little "cry story", which affects many users, and main ideas has been explained there: https://github.com/rathena/rathena/pull/2089 Solution 1.91GB data instead of 9.1GB data to download / store on HDD just for doing the same task (compiling) is not it good? Something like this looks this tool, and on the screenshot above you see that login, char, map server and others projects inside solution has been successfully built. What is it? This is Visual Studio C++ Build Tools. Detailed information what is it you can read here: https://msdn.microsoft.com/en-us/library/dd293626.aspx This is just a set of console apps as the compiler, linker, etc. Without heavy Visual Studio IDE which does its job pretty well. You can save up to 4-5x times internet bandwidth and space at disk. For whom is this? I think this guide will be useful for all who has only one goal - compile rAthena source code on Windows and run it. For people who wish to save some data, and internet bandwidth. Who don't develop new features for rAthena, because IDE much better for this purposes. Pros of VS 2017 C++ Build Tools: lightweight, you need to download and install just ~1.9GB of data, instead of installing whole very heavy Visual Studio IDE (~8-15GB depends on VS) very fast, resource lite, because don't need to run IDE, this is a command line tool not need to modify any part of a project, you can compile whole .sln (solution) of rAthena without any modification via a single command or running compile.bat (see below) Do the same things what do "Build Menu" in VS 2017 (build, rebuild, clean solution, break, etc) Ideal tool for people with limited internet, and SSD drives which use rAthena for compilation / recompilation only (src -> .exes) will print errors, warnings while compilation too, like Visual Studio 2017 IDE, so you will not miss any problems Cons of VS 2017 C++ Build Tools: if you are not a developer of rathena source code, and don't use Visual Studio 2017 full features (https://docs.microsoft.com/en-us/visualstudio/ide/whats-new-in-visual-studio) you will not find any negative sides of this. Guide how to compile rAthena on Windows How to compile rAthena without Visual Studio IDE but by Visual Studio C++ Building Tools? It's very easy, let me follow you though mini-guide which will require few actions from you. 1. Go Here: https://www.visualstudio.com/downloads/#build-tools-for-visual-studio-2017/ download Building Tools for Visual Studio 2017, then run it 2. Go to Individual Components and select next checkboxes: Static analysis Tools VC++ 2017 v141 toolset (x86,x64) Windows Universal CRT SDK Visual C++ Build Tools core features Windows 8.1 SDK Windows Universal C Runtime This is minimal package of things what need to install to make compilation works, either you will have tons of errors when will try to compile a code. This minimal package has been tested and verified on Win10x64 and works great. Nothing extra, only most important components. 3. Let's try to compile your server (rAthena source code (rAthena.sln)) Mini-theory what you need to know. You will build whole solution (rAthena.sln) via MSBuild via command line by entering next format As I remember MSBuild not added to "path", so just calling from command line "MSBuild" command not enough, for that need or create .bat file, or call it manually via terminal (console) If you don't want to read details below, you can stop here, and download "compile.bat", then copy the file to your rAthena folder and run it. After this you will see console window inside what you will be able to see compilation output. Then when process will be finished, you will get compiled rAthena exe's in rAthena emulator folder from where you have been ran "compile.bat" file. Or here is raw code from compile.bat you can copy-paste it to text editor then save your file as 'compile bat' and copy the file to your rAthena folder @Echo OFF Echo "Building solution/project file using batch file" SET PATH=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\MSBuild\15.0\Bin SET SolutionPath=%~dp0\rAthena.sln Echo Start Time - %Time% MSbuild.exe %SolutionPath% /p:PlatformToolset=v141 /m Echo End Time - %Time% Set /p Wait=Build Process Completed... If you don't want to use .bat file, you can always launch compilation via next combination of actions Click "Run Start (Windows button)" - find in Start Menu - Developer Command Prompt for VS 2017, and then run it. Inside opened console app, enter next command: MSBUILD C:\user\admin\desktop\rathena\rAthena.sln /p:PlatformToolset=v141 /m Where path you must set by yourself (where is located your rAthena.sln) About /p:PlatformToolset=v141. By default rAthena solution file developed for VS2013, and VS2013 uses v120 toolset. This toolset available only with Visual Studio 2013, and this toolset impossible to install for this VS Building Tools. So, we have installed v141 toolset and we will use it. And we don't need to edit any config files to update our solution (like in rAthena guide what you can read at topic about rAthena solution upgrade). So, don't remove this parameter, and always have it as an argument, either you will not be able to compile solution and will see million of errors. About /m - this is the optional parameter, you can not use it if don't wish (/m parameter makes compilation much faster). When you will enter it, MSBuild will compile source code in console and will print you about any warnings / errors during compilation (like you see in Visual Studio IDE). When it will finish, you will see results, something like this Useful commands And Links Build / Re-build Project: MSBuild <path_to_rAthena.sln> /p:PlatformToolset=v141 or if you wish to build faster try add /m flag too MSBuild <path_to_rAthena.sln> /p:PlatformToolset=v141 /m Clean Solution: MSBuild <path_to_rAthena.sln> /t:Clean Information about MSBuild: https://msdn.microsoft.com/en-us/library/dd293626.aspx/ That's all, hope it's enough, and I have helped someone.
  15. 1 point
    I don't know if I got this right... item_db.txt: 31024,Immortal_Cursed_Knight_Card,Immortal Cursed Knight Card,6,20,,10,,,,,,,,2,,,,,{ bonus bAtkRate,10; bonus5 bAutoSpell,2066,5,20,ATF_WEAPON,1; },{},{} 31025,Immortal_Wind_Ghost_Card,Immortal Wind Ghost Card,6,20,,10,,,,,,,,2,,,,,{ bonus bMatkRate,10; bonus5 bAutoSpell,2450,5,20,ATF_MAGIC,1; },{},{} 31026,Immortal_Cursed_Knight_Card,Immortal Cursed Knight Card,6,20,,10,,,,,,,,2,,,,,{ bonus5 bAutoSpellWhenHit,2443,5,35,ATF_WEAPON,0; bonus5 bAutoSpellWhenHit,2444,5,80,ATF_MAGIC,0; autobonus "{ bonus bFlee,200; }",30,10000,BF_WEAPON; autobonus "{ bonus bSpeedRate,10; }",25,10000,BF_MAGIC; },{},{} item_combo_db.txt: 31024:31025:31025,{ bonus bAspd,1; bonus bVariableCastrate,-10; }
  16. 1 point
    Some clients exe you can get here http://nemo.herc.ws/downloads/
  17. 1 point
    Kind of customization that we love. 'Lookin forward to seeing more of your stuff!
  18. 1 point
  19. 1 point
    if you have script file, put on npc\custom folder and then go to script_custom.conf put the npc path inside and then start the server.
  20. 1 point
    File Name: (HANSIP) Skill Spam Protection File Submitter: Kichi File Submitted: 29 May 2014 File Category: Source Modifications Content Author: Kichi Info & History Info: HANSIP Protection is a src modification to make sure NDG,speed hack, WPE Users still follow the rules. History: This is a simple code, which we have made since long to minimize the NDG User. The first way to solve NDG, we add a cooldown for skills that dosn't has a fixed cooldown (Sonic Blow, Cross Impact, etc). But the player doesn't allowed to do double cast. Finaly we made this code that minimize the NDG users, but still keep the original feature that is double cast for some skills (Sonic Blow, Cross Impact, etc). Implementation & Feature Implementation: Download the file Apply manual "rA - Hansip Protection.diff" to your src. Paste "battle_conf.txt" to conf/import/ Don't forget to recompile your server. All done Features: The user still able to use double SB / CI / etc. You may switch on and off. Very simple Skill Packet Spam detector . Note: 2013 client already detect modified file (after act delay). so i've tested this using WPE. i got the number from comparing with and without *cheat. Supported Skills: Bash Sonic Blow Arrow Vulcan Double Strave Bowling Bash Ninja Kouenka Ninja Hyousensou Jupitel Thunder Cross Impact Dragon Breath Fire & Water Change Log: 1.1 -Add archer double strave skill 1.2 -Add support for some skills 1.3 -Change name from NDG to Hansip -Add skill packet spam detector & punishment -Support PRE-RE Click here to download this file
  21. 1 point
    @Alayne Aside from the bugs above, you also have a mistake in your mob_db.txt. Nearly every Mob is missing two 00 in HP. Examples: Morroc Kid has 800k HP, but correct is 80m HP. (https://www.divine-pride.net/database/search?q=MM_MOROCC_KID) Morroc Adult has 1,2m HP, but correct is 120m HP. (https://www.divine-pride.net/database/search?q=MM_MOROCC_ADT) Muspelskoll has completely wrong HP value: 622944, correct would be 55,620,000 HP. (https://www.divine-pride.net/database/search?q=MM_MUSPELLSKOLL) Here are the corrected entries: 3039,B_MOROCC_1,Fire Morroc Loyal Vessel,Fire Morroc Loyal Vessel,149,8000000,1,285500,164700,1,1901,2046,199,35,126,91,63,61,114,37,10,12,2,8,27,0x6203695,110,576,480,432,0,0,0,0,0,0,0,2111,10,7799,1000,7798,3000,985,160,7054,4850,2537,3,1541,20,0,0,0,0,0,0 3041,B_MOROCC_4,Cold Morroc Loyal Vessel,Cold Morroc Loyal Vessel,149,7700000,1,299000,202800,1,1235,1834,199,35,126,91,63,61,114,37,10,12,2,8,27,0x6203695,110,576,480,432,0,0,0,0,0,0,0,2111,10,7799,1000,7798,3000,985,160,7054,4850,2537,3,1541,20,0,0,0,0,0,0 3087,M_NYDHOG,Nyddhog,Nyddhog,160,215000,1,100,100,2,1835,2279,15,89,76,66,90,55,189,22,10,12,1,7,20,0x6203695,100,1500,500,1000,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 3088,MM_BRINARANEA_BABY,Brinarea Baby,Brinarea Baby,155,155600,1,0,100,1,2051,2267,80,200,16,26,30,115,79,5,10,12,2,0,20,0x6203695,100,1500,500,1000,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 3089,MM_LOCO_KASA,Loco Kasa,Loco Kasa,155,185000,1,0,0,1,3266,3932,30,30,88,44,88,21,95,44,10,12,2,6,47,0x6203695,300,1500,500,1000,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 3090,MM_LOCO_SALAMANDER,Loco Salamander,Loco Salamander,155,217650,1,0,0,1,2357,3428,121,36,60,103,45,35,172,15,10,12,2,6,47,0x6203695,500,1500,500,1000,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 3091,MM_BRINARANEA,Brinararea,Brinararea,165,81650000,1,0,0,3,8255,28452,264,177,135,135,12,72,220,91,10,12,2,6,61,0x6203295,500,1500,500,1000,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 3092,MM_MUSPELLSKOLL,Muspelskoll,Muspelskoll,165,55620000,1,0,0,3,9600,11970,211,170,202,119,6,45,275,71,10,12,2,6,63,0x6203295,500,1500,500,1000,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 3093,MM_BRINARANEA_CORE,Brinararea Core,Brinararea Core,160,300,1,0,0,0,1,2,1,1,1,1,1,1,1,1,0,0,2,6,21,0x0,500,1500,500,1000,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 3094,MM_MUSPELLSKOLL_CORE,Muspelskoll Core,Muspelskoll Core,160,300,1,0,0,0,1,2,1,1,1,1,1,1,1,1,0,0,2,6,23,0x0,500,1500,500,1000,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 3095,MM_GOD_SHADOW,God Shadow,God Shadow,1,100000000,1,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,2,6,23,0x6203885,500,1500,500,1000,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 3096,MM_MOROCC_KID,Morocc Kid,Morocc Kid,175,80000000,1,0,0,3,4249,6241,158,134,90,122,7,87,287,36,10,12,1,6,66,0x6203885,500,1500,500,1000,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 3097,MM_MOROCC_ADT,Morocc Adult,Morocc Adult,175,120000000,1,0,0,3,4715,6924,203,155,122,103,12,106,269,51,10,12,1,0,63,0x6203885,500,1500,500,1000,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 3098,MM_MOROCC_ORIGIN,Morocc Origin,Morocc Origin,160,3258000,1,0,0,3,6177,6217,351,212,195,35,5,36,355,7,10,12,2,6,87,0x6203885,500,1500,500,1000,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 3099,MM_MOROCC_REST,Morocc Origin,Morocc Origin,160,1450000,1,0,0,3,2963,3030,112,98,110,98,13,48,271,9,10,12,2,6,87,0x6203885,500,1500,500,1000,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, You also have the level range 145-175, but its minimum level is 160: OnInit: setarray .base_level[0],160, 175; You also have set the wrong quest id's in Abidal > 52501: OnInit: set .questId, 62501; end; and Commander Hiva Agip > 52500: OnInit: set .questId, 62501; end; Reason: Your quest_db.txt: 62500,0,3097,1,0,0,0,0,0,0,0,0,0,0,0,0,0,"Defeat Morocc" 62501,0,3091,1,3092,1,0,0,0,0,0,0,0,0,0,0,0,"Aweakens Morocc" As for the Bugs: @rakuzas 1. The first problem was of an missing "break;" after instance creation, so it warped the leader instantly. //disable unused npcs for now disablenpc instance_npcname( "tdgWarp#1", instance_id() ); disablenpc instance_npcname( "tdgWarp#2", instance_id() ); disablenpc instance_npcname( "tdgWarp#3", instance_id() ); disablenpc instance_npcname( "tdgWarp#4", instance_id() ); disablenpc instance_npcname( "tdgWarp#5", instance_id() ); } break; The 2nd problem was the check for the delay: if( [email protected]_delay > 0 ) { mes "You have to wait : ^FF0000"[email protected]_delay+" Seconds.^000000"; close; } which should be moved after "case 1:": set [email protected]$, "[Yggdrasil Lookalike]"; mes [email protected]$; mes "You touched the tree and felt a strange flow of mana."; mes "Perhaps the flow of mana will guide to the depth of the temple."; next; switch( select( (( [email protected]_id && [email protected]_leader && [email protected]_instance )?"Create " + .instance_name$:""), (( [email protected]_id && [email protected]_instance )?"Enter " + .instance_name$:""), (( [email protected]_id && [email protected]_leader && [email protected]_instance )?"Destroy " + .instance_name$:""), "Nevermind." )){ case 1: if( [email protected]_delay > 0 ) { mes "You have to wait : ^FF0000"[email protected]_delay+" Seconds.^000000"; close; } 2. I only encountered the problem that every warp is enabled, after I @reloadscript. But to counter that, you could move these: //disable unused npcs for now disablenpc instance_npcname( "tdgWarp#1", instance_id() ); disablenpc instance_npcname( "tdgWarp#2", instance_id() ); disablenpc instance_npcname( "tdgWarp#3", instance_id() ); disablenpc instance_npcname( "tdgWarp#4", instance_id() ); disablenpc instance_npcname( "tdgWarp#5", instance_id() ); after "OnInstanceInit": OnInstanceInit: set [email protected]$, strnpcinfo(4); //disable unused npcs for now disablenpc instance_npcname( "tdgWarp#1", instance_id() ); disablenpc instance_npcname( "tdgWarp#2", instance_id() ); disablenpc instance_npcname( "tdgWarp#3", instance_id() ); disablenpc instance_npcname( "tdgWarp#4", instance_id() ); disablenpc instance_npcname( "tdgWarp#5", instance_id() ); OnInstanceInit will also trigger when @reloadscript is used. Now for the lazy ones: TempleOfDemonGod_RA.txt Best Regards, Chris
  22. 1 point
    F:0F8C96FAFFFF8B8D38FFFFFF41898D38FFFFFFB87A10000083F9020F8C3DFAFFFF8B4DF4 R:0F8C96FAFFFF8B8D38FFFFFF41898D38FFFFFFB87A10000083F9029090909090908B4DF4 > ^^^^^^^^^^^^ < In addition to the previous.
  23. 1 point
    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.
  24. 1 point
    To settle the question of open source once and for all: I'm planning to release the full source code sometime in the future. When the code is released, anyone who wishes to do so will be free to fork the project, add renewal features, organize their own development teams and whatever. As I've already stated, I will not be interested in collaboration. I will release when I've reached my milestone for feature completion, and this will be the first and final release.
  25. 1 point
    That is about right. All effects (CRagEffect) simply configure instances of effect primitives (CEffectPrim), with the only exception of effects based on the STR format (what Gravity calls the "EZ effects" ). Effect primitives are animated in code, and buffers for effect primitives are constructed on a per-frame basis. Making these effects is basically like working with a 3D canvas from the code, where everything is dumped in the renderer's queue. In many cases an effect primitive is something non-specific like a half sphere, where properties like radius and opacity is changed over time. There are also many primitives specific to individual skills. A skill can have multiple effects, which in turn can use multiple effect primitives and STR effects. For instance, Acolyte's Heal uses four different effects based on the amount healed. A rough description of how the skills you picked out are implemented: Magnum Break - Two expanding spheres and a 3D circle on the ground Cold/Fire Bolt - The bolts are just textures moving towards the target, combined with an expanding 3D circle on target Frost Diver/Grimtooth/Frost Nova - just multiple spikes growing in random directions, spawned one by one for the duration of the skill Safety Wall/Heal - 3D cylinder changing height with the texture fading out in the top, plus some floating particles here and there Cart Revolution - Combination of STR effect, an expanding 3D sphere and an expanding 3D circle Attack skills will often have one part for the skill itself, and one for when the target is hit. Damage effect is also varied, often based on the element of the attack. Most skills will additionally have a special effect on the player, like the glowing cylinder around the magician when a spell begins. There are lots of different ones. Skills using only a simple STR are relatively uncommon. By the way, looking forward to updates on your project.
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