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Everything posted by Tokei
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Well, first thing first, try to locate the issue, then it'll be easier to help you. Put your custom bow sprite away, get a normal bow sprite that you know works fine ingame and rename it to your custom sprite name. If it doesn't show up either, then there's a mistake in the item information (weapon id, item info, etc). If it does show up, then your custom sprite (your ACT file to be more accurate) is wrong.
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Hey there, There is already a feature to check the integrity of the GRF : Tools > Validate Grf. Validating the GRF will try to decompress each entry and tell you which ones couldn't be decompressed properly. It will not compare the file sizes though. The GRF validation is done synchronously contrary to the extracting service (to avoid any asynchronous error). That means if you have no error whlie using the validation tool, then there is an issue with the extraction and I'd very much like to know what went wrong! What "kind" of damaged files are you getting? Are they empty? Are they just plainly impossible to read? Can you upload a few of these files? I'd like to know what their content is like. The extracting service is rather complex because of the numerous optimizations and this process can be heavy if you're extracting a large amount of small files (small files are treated differently and on another thread). I'll do a few tests on my side anyway, but the service has been stable for quite some time now, so I'm a bit surprised you're having issues. And thank you for the suggestion! I'll upgrade the validation tool to allow more options and customizations. That feature is one of the first that came with the software and it never got updated, so I'll work on it.
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It's rather straightforward to be fair, you just... change the name of files. But yeah, still, I attached a GRF that you can use which will show the 3rd jobs with the 2nd trans job sprites. If you want to keep the Sura sprite, edit the GRF in this post, delete these sprites and save it : data\sprite\Àΰ£Á·\¸öÅë\³²\½´¶ó_³².spr data\sprite\Àΰ£Á·\¸öÅë\³²\½´¶ó_³².act data\sprite\Àΰ£Á·\¸öÅë\³²\½´¶ó¾ËÆÄÄ«_³².spr data\sprite\Àΰ£Á·\¸öÅë\³²\½´¶ó¾ËÆÄÄ«_³².act Make sure the GRF is being read before the others (can be changed in data.ini). If you want to keep the 3rd sprite for other classes, just check the batch file code below, look for "Sura", and then remove all spr/act files that contain the name. Anyway, you get the idea. I haven't tested anything (I actually can't...), but I'm pretty sure this should work. [spoiler=ChangeClassesSprites.bat]REM Encoding of the file must be ANSI @echo off chcp 1252 set JobDirection=3rdTo2nd REM set JobDirection=2ndTo3rd set BodySpritesPathMale=data\sprite\Àΰ£Á·\¸öÅë\³²\ set BodySpritesPathFemale=data\sprite\Àΰ£Á·\¸öÅë\¿©\ REM Set up GrfCL to extract the sprites REM Breaking on exceptions will allow you to see which commands REM have issues; every batch file uses it as its first option set c= -breakOnExceptions true set c=%c% -open rdata.grf set c=%c% -extractFiles "%BodySpritesPathMale%" "" set c=%c% -extractFiles "%BodySpritesPathFemale%" "" set c=%c% -close GrfCL.exe %c% echo All sprites have been extracted SET /P Pause=Press any key... REM Constants... set Male=_³² set Female=_¿© set ArcBishop=¾ÆÅ©ºñ¼ó set ArcBishopMount=¾ÆÅ©ºñ¼ó¾ËÆÄÄ« set GuillotineCross=±æ·Îƾũ·Î½º set GuillotineCrossMount=Ä̺£·Î½º±æ·Îƾũ·Î½º set Mechanic=¹ÌÄÉ´Ð set MechanicMount=¹ÌÄɴиäµÅÁö set Ranger=·¹ÀÎÁ® set RangerMount=·¹ÀÎÁ®´Á´ë set RuneKnight=·é³ªÀÌÆ® set RuneKnightMount=»çÀڷ鳪ÀÌÆ® set Warlock=¿ö·Ï set WarlockMount=¿©¿ì¿ö·Ï set ShadowChaser=½¦µµ¿ìüÀ̼ set ShadowChaserMount=Ä̺£·Î½º½¦µµ¿ìüÀ̼ set Minstrel=¹Î½ºÆ®·² set MinstrelMount=ŸÁ¶¹Î½ºÆ®·² set Wanderer=¿ø´õ·¯ set WandererMount=ŸÁ¶¿ø´õ·¯ set Sura=½´¶ó set SuraMount=½´¶ó¾ËÆÄÄ« set RoyalGuard=°¡µå set RoyalGuardPecoMount=±×¸®Æù°¡µå set RoyalGuardMount=»çÀڷξⰡµå set Genetic=Á¦³×¸¯ set GeneticMount=Á¦³×¸¯¸äµÅÁö set Sorcerer=¼Ò¼·¯ set SorcererMount=¿©¿ì¼Ò¼·¯ set HighPriest=ÇÏÀÌÇÁ¸® set HighPriestMount=ÇÏÀÌÇÁ¸®½ºÆ®¾ËÆÄÄ« set AssassinCross=¾î½Ø½ÅÅ©·Î½º set AssassinCrossMount=Ä̺£·Î½º¾î½ê½ÅÅ©·Î½º set Mastersmith=ÈÀÌÆ®½º¹Ì½º set MastersmithMount=ÈÀÌÆ®½º¹Ì½º¸äµÅÁö set Sniper=½º³ªÀÌÆÛ set SniperMount=ŸÁ¶½º³ªÀÌÆÛ set LordKnight=·Îµå³ªÀÌÆ® set LordKnightMount=»çÀڷε峪ÀÌÆ® set HighWizard=ÇÏÀÌÀ§Àúµå set HighWizardMount=¿©¿ìÇÏÀÌÀ§Àúµå set StalkerChaser=½ºÅäÄ¿ set StalkerChaserMount=Ä̺£·Î½º½ºÅäÄ¿ set Clown=Ŭ¶ó¿î set ClownMount=ŸÁ¶Å©¶ó¿î set Gypsy=Áý½Ã set GypsyMount=ŸÁ¶Â¤½Ã set Champion=èÇǿ set ChampionMount=èÇÇ¿Â¾ËÆÄÄ« set Paladin=ÆÈ¶óµò set PaladinPecoMount=ÆäÄÚÆÈ¶óµò set PaladinMount=»çÀÚÆÈ¶óµò set Biochemist=Å©¸®¿¡ÀÌÅÍ set BiochemistMount=Å©¸®¿¡ÀÌÅ͸äµÅÁö set Professor=ÇÁ·ÎÆä¼ set ProfessorMount=¿©¿ìÇÁ·ÎÆä¼ set Sprites3rdJob[0]=%ArcBishop% set Sprites3rdJob[1]=%ArcBishopMount% set Sprites3rdJob[2]=%GuillotineCross% set Sprites3rdJob[3]=%GuillotineCrossMount% set Sprites3rdJob[4]=%Mechanic% set Sprites3rdJob[5]=%MechanicMount% set Sprites3rdJob[6]=%Ranger% set Sprites3rdJob[7]=%RangerMount% set Sprites3rdJob[8]=%RuneKnight% set Sprites3rdJob[9]=%RuneKnightMount% set Sprites3rdJob[10]=%Warlock% set Sprites3rdJob[11]=%WarlockMount% set Sprites3rdJob[12]=%ShadowChaser% set Sprites3rdJob[13]=%ShadowChaserMount% set Sprites3rdJob[14]=%Minstrel% set Sprites3rdJob[15]=%MinstrelMount% set Sprites3rdJob[16]=%Wanderer% set Sprites3rdJob[17]=%WandererMount% set Sprites3rdJob[18]=%Sura% set Sprites3rdJob[19]=%SuraMount% set Sprites3rdJob[20]=%RoyalGuard% set Sprites3rdJob[21]=%RoyalGuardPecoMount% set Sprites3rdJob[22]=%RoyalGuardMount% set Sprites3rdJob[23]=%Genetic% set Sprites3rdJob[24]=%GeneticMount% set Sprites3rdJob[25]=%Sorcerer% set Sprites3rdJob[26]=%SorcererMount% set Sprites2ndJob[0]=%HighPriest% set Sprites2ndJob[1]=%HighPriestMount% set Sprites2ndJob[2]=%AssassinCross% set Sprites2ndJob[3]=%AssassinCrossMount% set Sprites2ndJob[4]=%Mastersmith% set Sprites2ndJob[5]=%MastersmithMount% set Sprites2ndJob[6]=%Sniper% set Sprites2ndJob[7]=%SniperMount% set Sprites2ndJob[8]=%LordKnight% set Sprites2ndJob[9]=%LordKnightMount% set Sprites2ndJob[10]=%HighWizard% set Sprites2ndJob[11]=%HighWizardMount% set Sprites2ndJob[12]=%StalkerChaser% set Sprites2ndJob[13]=%StalkerChaserMount% set Sprites2ndJob[14]=%Clown% set Sprites2ndJob[15]=%ClownMount% set Sprites2ndJob[16]=%Gypsy% set Sprites2ndJob[17]=%GypsyMount% set Sprites2ndJob[18]=%Champion% set Sprites2ndJob[19]=%ChampionMount% set Sprites2ndJob[20]=%Paladin% set Sprites2ndJob[21]=%PaladinPecoMount% set Sprites2ndJob[22]=%PaladinMount% set Sprites2ndJob[23]=%Biochemist% set Sprites2ndJob[24]=%BiochemistMount% set Sprites2ndJob[25]=%Professor% set Sprites2ndJob[26]=%ProfessorMount% setlocal EnableDelayedExpansion for /L %%i in (0,1,26) do ( if "!JobDirection!" == "2ndTo3rd" ( call:RenameSpriteMale !Sprites3rdJob[%%i]! !Sprites2ndJob[%%i]! call:RenameSpriteFemale !Sprites3rdJob[%%i]! !Sprites2ndJob[%%i]! ) else ( call:RenameSpriteMale !Sprites2ndJob[%%i]! !Sprites3rdJob[%%i]! call:RenameSpriteFemale !Sprites2ndJob[%%i]! !Sprites3rdJob[%%i]! ) ) echo All sprites have been renamed SET /P Pause=Press any key... REM Set up GrfCL to make a new GRF from the sprites created set c= -breakOnExceptions true set c=%c% -new for /L %%i in (0,1,26) do ( if "!JobDirection!" == "2ndTo3rd" ( set c=!c! -add %BodySpritesPathMale% %BodySpritesPathMale%!Sprites2ndJob[%%i]!%Male%.spr %BodySpritesPathMale%!Sprites2ndJob[%%i]!%Male%.act set c=!c! -add %BodySpritesPathFemale% %BodySpritesPathFemale%!Sprites2ndJob[%%i]!%Female%.spr %BodySpritesPathFemale%!Sprites2ndJob[%%i]!%Female%.act ) else ( set c=!c! -add %BodySpritesPathMale% %BodySpritesPathMale%!Sprites3rdJob[%%i]!%Male%.spr %BodySpritesPathMale%!Sprites3rdJob[%%i]!%Male%.act set c=!c! -add %BodySpritesPathFemale% %BodySpritesPathFemale%!Sprites3rdJob[%%i]!%Female%.spr %BodySpritesPathFemale%!Sprites3rdJob[%%i]!%Female%.act ) ) REM Removes the female set c=%c% -save example.grf set c=%c% -close set c=%c% -write "Finished writing the new GRF!" set c=%c% -break GrfCL.exe %c% REM %~1 : Source path REM %~2 : Destination path :RenameSpriteMale move "%BodySpritesPathMale%%~1%Male%.spr" "%BodySpritesPathMale%%~2%Male%.spr" move "%BodySpritesPathMale%%~1%Male%.act" "%BodySpritesPathMale%%~2%Male%.act" goto:eof REM %~1 : Source path REM %~2 : Destination path :RenameSpriteFemale move %BodySpritesPathFemale%%~1%Female%.spr %BodySpritesPathFemale%%~2%Female%.spr move %BodySpritesPathFemale%%~1%Female%.act %BodySpritesPathFemale%%~2%Female%.act goto:eof 3rdTo2nd.grf
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You could simply replace the 3rd job sprites you want by the 2nd job sprites. Example for Royal Guard > Paladin : data\sprite\Àΰ£Á·\¸öÅë\³²\°¡µå_³² (Male Royal Guard) data\sprite\Àΰ£Á·\¸öÅë\³²\±×¸®Æù°¡µå_³² (Male Royal Guard normal mount) data\sprite\Àΰ£Á·\¸öÅë\³²\»çÀڷξⰡµå_³² (Male Royal Guard lion mount) data\sprite\Àΰ£Á·\¸öÅë\³²\ÆÈ¶óµò_³² (Male Paladin) data\sprite\Àΰ£Á·\¸öÅë\³²\ÆäÄÚÆÈ¶óµò_³² (Male Paladin normal mount) data\sprite\Àΰ£Á·\¸öÅë\³²\»çÀÚÆÈ¶óµò_³² (Male Paladin lion mount) Example for Guillotine Cross > Assassin Cross : data\sprite\Àΰ£Á·\¸öÅë\³²\±æ·Îƾũ·Î½º_³² (Male Guillotine Cross) data\sprite\Àΰ£Á·\¸öÅë\³²\¾î½Ø½ÅÅ©·Î½º_³² (Male Assassin Cross) (This has to be done for the female characters as well of course "data\sprite\Àΰ£Á·\¸öÅë\¿©\...") So you would extract the paladin sprites with their act files (in your data folder), then rename them to their corresponding 3rd job sprite. There's nothing to edit in particular, it's just copying and renaming files. There may be GRFs doing that already, I haven't looked!
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Your GRF is fine, you don't have to do anything (GRFs are independent from the encodings used, they will always be read properly by the client). As for idnum versus itemInfo, that depends of the client version you're using and the diffs you've applied on your client. From the guide link you showed : Renewal Clients <= 2012-04-10a & Main Clients <= 2012-07-10a -> You'll need to use txt files For clients after that -> You'll need to use itemInfo.lua/lub (there are diffs to read .lua before .lub, I'm pretty sure you can find guides for that easily! I've had better success when using .lub files though.)
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The paths in your GRF are using an ANSI encoding and your data folder is using an Unicode encoding with Korean characters, hence why they're not found by the client (the client doesn't read Korean paths). As the guide says, you do need the folder "data\sprite\¾ÆÀÌÅÛ" and not "data\sprite\아이템", which is the Korean equivalent. You might want to make sure the softwares you're using are set to "Windows-1252/ANSI/anything except Korean" when you're extracting your files too! Hope this helps
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The clients use the ANSI encoding (Windows-1252) for file names/paths and that's all they can read. That means Korean characters in path names will most likely not work, so in your case the path should be : data\texture\À¯ÀúÀÎÅÍÆäÀ̽º Your clientinfo.xml can be read because it's at the root of the data folder. (And just to be clear, this doesn't matter for your GRF : GRF programs can display file names in Korean, yet they still save the names in ANSI in the end ).
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why this sprite no see if me alt+q and error ?
Tokei replied to NeoGenesis's question in Graphics Support
Well, for starter (and just to be safe), you appear to be missing some files for the item and collection. You need the item image (which is what will be shown in the inventory) : data\texture\À¯ÀúÀÎÅÍÆäÀ̽º\item\Darkness_Red.bmp You will also need an image for the item description : data\texture\À¯ÀúÀÎÅÍÆäÀ̽º\collection\Darkness_Red.bmp Now, there's a problem with your sprite. I debugged it and apparently the equipment preview sprite doesn't support early-ending rle encoding. You have two choices, either don't use the rle encoding at all, or use another software to encode it (like Sprite editor from GRF Editor *cough*). Either way, I used the latter option and I was able to load your sprite in game just fine, with the equipment preview working. You can download the results in the attached file (the first sprite in the stand and sit animations should have been 5, not 45. I hope you don't mind me changing it!). data.rar -
Thanks for the suggestion! I added more options in Flat maps maker to allow customization. I understand the reason for removing objects only and keeping the rest, but I'm not too sure about the ground option though. Would you want flying objects with a 'transparent' floor (you can't remove the ground, you can only make it very low) by keeping the gat cells to their original position? It would be nice if you could clarify that xD.
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Why is the sample code such a mess! Anyway... you might want to perform a couple of checks on the inputs. #include <iostream> #include <algorithm> using namespace std; // These algorithms are usually shown as recursive, this example does not int _binarySearch(int valueToFind, int * values, int numberOfElements) { int startIndex = 0; int endIndex = numberOfElements - 1; int middleIndex; while (startIndex <= endIndex) { middleIndex = (startIndex + endIndex) / 2; if (valueToFind == values[middleIndex]) { return middleIndex; } else if (valueToFind < values[middleIndex]) { endIndex = middleIndex - 1; } else { startIndex = middleIndex + 1; } } return -1; } int main(void) { int numberOfElements; int valueToFind; cout << "Enter number of elements" << endl; cin >> numberOfElements; cout << "Enter " << numberOfElements << " integers" << endl; int * values = new int[numberOfElements]; for (int i = 0; i < numberOfElements; i++) { cin >> values[i]; } cout << "Enter value to find" << endl; cin >> valueToFind; sort(values, values + numberOfElements); int position = _binarySearch(valueToFind, values, numberOfElements); if (position < 0) { cout << "Not found! " << valueToFind << " is not present in the array list." << endl; } else { // 0-based position, put position + 1 if you want 1-based position cout << valueToFind << " found at location " << position << "." << endl; } delete[] values; values = NULL; system("PAUSE"); return 0; }
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I just had to respond... no one posted a valid answer yet xD Three examples should do it : -1 + -5 = -6 B < A and B > C -5 + 1 = -4 B > A and B > C -5 + -5 = -10 B = A and B > C All answers are possible and respect the condition. 'A' must also always be strictly negative in any cases.
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map_cell2gat: cell has no matching gat type.
Tokei replied to SlashGeeGee's question in Graphics Support
There are no issues with your map files; this warning comes from an invalid gat cell type (in the map cache). Have you tried to overwrite your map cache with WeeMapCache (overwrite it with drag/drop)? -
The sprite name is s_empel_1.spr, it's located there : data\sprite\¸ó½ºÅÍ\s_empel_1.spr data\sprite\몬스터\s_empel_1.spr Or you can download it there : http://www.mediafire.com/download/65sscge4bknxqds/s_empel_1.rar
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Yep, that's exactly what it's for xD! All the files are grouped together in the same interface and you can add new items made from your item_db directly in the txt/lua files with little effort (and it fills in all the fields with a proper description based on the item type). But yeah, it's a test project, no idea if people will like it or not (I had fun while making it at least!). So... I'm a bit curious about what people would think. Ultimately though, all the methods and libraries were meant to be used for managing the server txt database files. It's mostly already ready for that, but I wanted to finish the client side part of the project since it's much easier to do. It would be similar to "rAthena Database Editor" though in the end, except you would be able to load all the existing tables with their references (and it won't be part of GRF Editor since it wouldn't be related to the client files). (The project you see up there can already be used from GRF Editor > Tools > Client Database Editor)
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Hey guys, I just finished a new feature up to a satisfying point, so here goes (coding wise, it's kinda big)! Client Database Editor - Getting started! This tool is meant to modify items from a client quickly and easily. If you set it properly, the modifications can be done directly in the GRF files as well.The first thing you'll want to do is create a new project : File > Save projet info... This file will keep your settings for your next usage. Go in the Settings tab and select from which mode you want to read the database items (from txt files or lua files). You can convert one to another by going to File > Export... Once you're set, you need to add paths for the resources. Basically drop your GRF files in there, in the same order as the client will read it (if you're not sure, open DATA.INI from your RO folder). You'll want to drop a data folder as well and move it to the top so that it gets read first. The options are entirely up to you at this point . Also, you can view the path detected for a file by putting your mouse on top of the description (a tool tip should show up!). A red background indicates that the file hasn't been found. The database can work without all the files loaded though, so it's not an issue. You can work with only one file if you want, it's very flexible. Only the files in use will be overwritten. If you change tab, the database will start loading (should take a few seconds xD). And... there you go! You can start messing around with your items. If you don't want to erase your files from the sources directly, use the export method instead : File > Export project to... Search feature The search feature is quite advanced and the results should be almost instantaneous. The option you'll like the most is the range one, which allows you to view only a subset of items instead of the whole database. The syntax is rather straightforward as well. The search is actually better than the one currently being used by GRF Editor, you can use quotes for group of words and change the mode of the search from narrow to widen. A narrow search requires all the keywords to be present in the item, while a widen search only requires one of the keywords. Autocompletion feature The buttons "Quick edit..." and "Autocomplete" will be quite useful while making new items. The "Quick edit" feature knows what item is being edited and it will provide the fields for you automatically. The text colors and format will be generated based on the official items' descriptions. The Applicable Job can be converted from the hex value to the string value and vice versa. The "Autocomplete" feature fills the unidentified fields for the item. This should help remove mistakes and confusion by making the descriptions more uniform . Database comparer feature You can get to it from Tools > Compare database. This option requires item_db.txt to be loaded (from the settings page, at the bottom). What it does is... compare your database with the item descriptions. There are a wide variety of settings and it doesn't allow many mistakes, so you'll want to grab only a subset of items before running a database check. Each issue found will have an automatic fix (right-click > Fix). What the database comparer can detect : missing items, missing resources, missing description parameters, invalid description (an applicable job isn't showing, an extra job is being shown, etc) This tool is still a work in progress, meaning you may find some bugs, have some unexpected behaviors so, as always, back up your work (via the export feature for more safety). If you have suggestions or a feedback, please let me know!
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Hmm, what is or is not working with the 2013 clients? You seem to be talking about the encryption, which has been disabled due to too many incompatibilities.
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Alright, all features added in the newest version, please report any bug found like always (with a good description!). The shell integration may not work on Windows XP, it is meant for Windows 7 and later.
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Hey everyone! Sorry for my lack of response, I've been quite busy and this project got put on stand-by . Anyway, I can work on this again! As a quick note to everyone, the GRF encryption has been fixed and is now working as intended. It's also a lot easier to use now. I'm glad you like it and thanks a lot for the suggestions! The newest version now saves each tree nodes, so you won't have to always reopen the nodes all the time. To open specific folders (like data\texture, etc), this can be done from Settings -> Tree behavior -> Edit..., it's pretty straightforward. I've already added icons for folders (in the newest version), but I'm not sure if that's what you're looking for. As for adding icons to each file, I'll see what I can do but it won't be in this release. I liked the idea of adding context menus to GRF/RGZ files a lot, so it's already implemented (in Settings -> Shell integration -> check the extensions you wish to add menus). Hmm, it can be possible to replace single cells with another color, but there's no graphic interface to edit the maps, so you'd have to known the exact flag position and it'd be rather tedious =). What you're tyring to achieve is usually done via map editors, such as BrowEdit. As for your second issue, Olrox has already answered you I guess!
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This error may happen for the following reasons : The GRF's magic identifier is invalid (usually means your file is not a GRF to begin with) - not your case here The file table is encrypted, hidden or corrupted The GRF isn't supported (0x102, 0x103 or 0x200) The file names in versions 0x102 or 0x103 aren't encoded correctly The file names contain invalid characters You tried to delete a folder and an exception has been thrown (doubt that's your issue) Judging from your screenshot, you're using a very old version of the software. Many compability issues have been fixed since then. You're apparently able to partially load the file table, so it's most likely an encoding issue with the filenames. Upload your GRF if the issue still persists after updating to the most recent version; debugging the GRF would be much quicker for me.
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The encryption within GRF Editor will work perfectly fine, but you're probably having compatibility issues from the client (caused by the protection used on the DLL; only a few version of clients will be able to use this encryption system). There's also a bug that will make it impossible to patch with the current patchers (such as Thor Patcher). So for now, I simply wouldn't use the encryption feature. I'm going to fix this so that it works for any client, but that's going to be in a couple months when I'm not as busy as I am right now. Basically : do not encrypt your files with GRF Editor.
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Disable your custom windows theme for now; WPF issue. When I have more time I'll find a proper solution though ;P.
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There are a couple of reasons why the client would crash after loading the modified DLL. Make sure you have cps.dll in your RO folder and that cps.dll hasn't been modified and is the original version. You cannot rename your client executable once the client file is generated. The dll and the exe are bound together (you must use the generated executable for the client to use the wrapper). Try to start the client without using an encrypted GRF (just remove your 0=myEncrypted.grf line in the data.ini file), only with the modified client and the wrapper (wrp.dll). If the client still crashes, then you didn't follow the steps provided in the program's description. If that works fine but not while using an encrypted GRF, then the protection used to prevent dll injection is generating false positives and won't allow your client to decrypt encrypted files. For now, this isn't an issue I will solve right away. Maybe if your using Win 7. But im using Win XP SP3. The problem was running the application. Suddenly it closes and there is an error message pops up... A critical error has been encountered. The application has thrown an exception. The application will most likely crash. Running the application with administrator privileges won't change anything as it already requires administrator privileges to run. The application would be way too limited with all these restrictions anyway. Apparently this an issue with the perfermance counters used for the CPU performance management system. The issue 'should' be fixed with the new verion (1.3.4) and in case of failure to load the counters, it will assume the cpu isn't being overused. Let me know if this fix worked. Hi Please help i have same problem with you.. what did you do in GRFCL? GrfCL is a side product of GRF Editor which is used to call the interfaces of the libraries; it's meant to be used for scripts and testing. Drag and drop folders to merge them (read the post after the one you quoted). You don't need to use GrfBuilder to build your GRF either... well you can but that makes no sense. Explain your issue and I'm sure there's a way to do it =).
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I believe what you want are the resource files of the map : .rsm objects. When displaying object properties, list of strings are now displayed as well so you'll see all the .rsm used by the map (ModelResources). For the textures used for the ground, see the .gnd file. If that's not what you wanted, give an example or more details!
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Not sure about the patch, but here's the icon : http://www.mediafire.com/download/y1jr4y3x56gwsai/ov75.rar to put in data\texture\effect.
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Oups... my bad, I messed up with a last minute change. Redownload from the same link above ( http://www.mediafire.com/download/vpg09xwbhmag2oj/GrfCL.rar ), I've tested with two different guild_vs maps from BrowEdit (which indeed had black/transparent spots) and I'm not having any issues after rebuilding the quadtrees, as you can see down there (approximately the same position as you) : Sorry about that! And also, from the screenshot, your issue is definitely related to that problem. I'm having the same issues with BrowEdit v620 (I can't test with previous versions though... can't find them anywhere). Anyway, if your maps aren't working properly after my update, then I have no other solutions for you. So... good luck!