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Everything posted by Talaysen
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[SQL]: DB error - Table 'eriznyse_hercules.char_pk' doesn't exist [SQL]: DB error - Table 'eriznyse_hercules.char_bg' doesn't exist SQL errors generally tell you (in pretty good detail) what's going on. This means the tables 'char_bg' and 'char_pk', in the database 'eriznyse_hercules' do not exist. You need to create those tables. After updating to the latest SVN, there is occasionally new SQL tables/changes to the existing SQL that need to be imported. You can find these files in /trunk/sql-files/, I generally import mine through PHPMyAdmin, though this all depends on what methods you have available.
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I made the following change to my server and I've had stability with the char/login/map servers for three hours now, no issues yet: Change - packet_db.conf // If IP's are checked when connecting. // This also enables DDoS protection. enable_ip_rules: no Changed enable_ip_rules: from yes to no. I've noticed since I made this change, I've been seeing: [Info]: connect_check_clear: Cleared 0 of 0 from IP list. [Info]: connect_check_clear: Cleared 0 of 0 from IP list. in the server log, something I've never seen before. --- Aside from that, a while back I had posted about (the same?) or an exceptionally similar issue: http://rathena.org/board/tracker/issue-7670-char-server-crashing-endless-loop/ The only other change I made today was re-enabling the anonymous stats reporting, which I can't imagine that'd have anything to do with my issue? /// Uncomment to disable rAthena's anonymous stat report /// We kindly ask you to consider keeping it enabled, it helps us improve rAthena. //#define STATS_OPT_OUT
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I'd like to modify the server broadcast (or replace it completely) to where, instead of broadcasting to the entire server that so-and-so got this item (below 0.01%), I would rather it display a message for that player only. Players have complained about disabling the server-wide broadcast because they use it as an 'alert' while farming cards and whatnot, but a greater number of players have requested that the feature be disabled for a rather long list of reasons.
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I have this exact same problem, any solutions available for it?
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Suggestions?
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Palette: 553/251 Old Dyes / Palettes Working All Classes
Talaysen replied to Camilla's topic in Sprites & Pallette Downloads
Is this something that's diffed into the client, or something that's set in the server config? I have the stylist NPC in Prontera (/npc/custom/stylist.txt), but it doesn't seem to have any additional hairstyles/colors available than it did before. -
My server has been running since March, and had been relatively stable for some time. Players have been able to log in (and generally still can) without complaint, most of the time. We had been having an intermittent disconnection issue, but around May 23, I changed some of the connection details and it had been stable up until 6-13. On 6-13, we updated to SVN 17365, from SVN 17331. Now, at completely random (though fairly frequent) intervals, this happens: [info]: Session #8 timed out [status]: Attempting to connect to Char Server. Please wait. [status]: Connecting to 127.0.0.1:6121 [status]: Logging in to char server... [Warning]: Connection to Char Server lost. [status]: Connecting to 127.0.0.1:6121 [status]: Logging in to char server... [Warning]: Connection to Char Server lost. [status]: Connecting to 127.0.0.1:6121 [status]: Logging in to char server... Status]: Map-server #0 has disconnected. [Warning]: Connection to Char Server lost. [status]: Connecting to 127.0.0.1:6121 [status]: Logging in to char server... [Warning]: Connection to Char Server lost. [status]: Connecting to 127.0.0.1:6121 [status]: Logging in to char server... [Warning]: Connection to Char Server lost. [status]: Connecting to 127.0.0.1:6121 [status]: Logging in to char server... [Warning]: Connection to Char Server lost. [status]: Connecting to 127.0.0.1:6121 [status]: Logging in to char server... [Warning]: Connection to Char Server lost. [status]: Connecting to 127.0.0.1:6121 [status]: Logging in to char server... [Warning]: Connection to Char Server lost. [status]: Logging in to char server... [Warning]: Connection to Char Server lost. [status]: Connecting to 127.0.0.1:6121 [status]: Logging in to char server... [Warning]: Connection to Char Server lost. [status]: Connecting to 127.0.0.1:6121 [status]: Logging in to char server... [Warning]: Connection to Char Server lost. [status]: Connecting to 127.0.0.1:6121 [status]: Logging in to char server... [Warning]: Connection to Char Server lost. [status]: Connecting to 127.0.0.1:6121 [status]: Logging in to char server... [Warning]: connect_check: DDoS Attack detected from 127.0.0.1! [Warning]: Connection to Char Server lost. [status]: Connecting to 127.0.0.1:6121 [status]: Logging in to char server... [Warning]: Connection to Char Server lost. [status]: Connecting to 127.0.0.1:6121 [status]: Logging in to char server... [Warning]: Connection to Char Server lost. [status]: Connecting to 127.0.0.1:6121 [status]: Logging in to char server... [Warning]: Connection to Char Server lost. [info]: Attempt to connect to login-server... [status]: Connecting to 127.0.0.1:6900 [status]: Connecting to 127.0.0.1:6121 [status]: Logging in to char server... [status]: Successfully logged on to Char Server (Connection: '6'). [status]: Sending maps to char server... [status]: Event 'OnInterIfInit' executed with '0' NPCs. [status]: Map-Server 0 connected: 862 maps, from IP ***.***.**.*** port 5121. [status]: Map-server 0 loading complete. [status]: Map Server is now online. [info]: Received Fame List of '5' characters. [info]: Connection request of the char-server 'Name' @ ***.***.**.***:6121 (account: '***', pass: 'password', ip: '127.0.0.1') [Notice]: Authentication accepted (account: ***, id: 1, ip: 127.0.0.1) [status]: Connection of the char-server 'Name' accepted. [status]: Connected to login-server (connection #5). [info]: Pinging SQL server to keep connection alive... [info]: Pinging SQL server to keep connection alive... [info]: Pinging SQL server to keep connection alive... ------------------- In map_athena.conf: char_ip: LAN IP map_ip: WAN IP In char_athena.conf login_ip: LAN IP char_ip: WAN IP Bind IP is still commented out in all files. subnet_athena.conf subnet: 255.0.0.0:222.121.12.123:222.121.12.123
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Palette: 553/251 Old Dyes / Palettes Working All Classes
Talaysen replied to Camilla's topic in Sprites & Pallette Downloads
It's available at: http://rathena.org/board/files/file/2701-553251-old-dyes-palettes-working-all-classes/ My client (on char creation) doesn't have any additional styles/colors available. -
Getting this error in my server log, randomly: [Error]: delete_timer error : function mismatch 0x81b5c60(unit_walktoxy_timer) != 0x81b8150(unit_teleport_timer) Anyone know what might be causing that, and if it's anything important?
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Palette: 553/251 Old Dyes / Palettes Working All Classes
Talaysen replied to Camilla's topic in Sprites & Pallette Downloads
I hate to ask what's likely a stupid question, but, how do I make it work? I added the GRF to my RO folder, and edited DATA.INI to include the new GRF. Did I miss anything? >_< -
Failover Hosting (Multiple Hosts for 1 RO server)
Talaysen replied to Talaysen's question in General Support
Alright. I figured it was a stretch (the existing system didn't seem like it would be able to handle something like that), I think I'm going to (in the near future) switch from my existing VPS to a dedicated server, will give me absolute control over the server's uptime/downtime. Thanks for the reply, Brian. -
Is it possible to share hosting between several servers (like failover service) so that, if one server goes offline, the other one can pick up service, to avoid downtime? I've set up failover DNS for my website with multiple servers to ensure it's doesn't have downtime, and was wondering if it's possible to do the same for the RO server itself. I wasn't sure if this would require multiple map servers, and how it would handle the login/char servers, or if it would even be possible to sync data between multiple map servers. (The goal would be to have all servers as an exact mirror of eachother, rather than separate environments). My other concern with this (kind of hinges on 'if' everything is synced between each instance of the server), would be: What would happen if 'Server A' goes down, players log in to 'Server B', and then 'Server A' comes back up. Players would be split across two servers..? Just trying to see if something like that has ever been done before, or if it's even remotely feasible. Thanks!
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Server OS: CentOS 6 rAthena SVN: 17325 Ragnarok & Logs = same DB. Getting errors on startup: DB error - Table 'dbname.interreg' doesn't exist [Debug]: at itemdb.c:1310 - SELECT `value` FROM `interreg` WHERE `varname` = unique_id [Error]: itemdb_uid_load: Unable to fetch unique_id data When I attempt to run the SQL queries for SVNs 17080, 17080_log, 17086, I get: SQL query: CREATE TABLE IF NOT EXISTS `interreg` ( `varname` varchar( 11 ) NOT NULL , `value` varchar( 20 ) NOT NULL , PRIMARY KEY ( `varname` ) ) ENGINE = InnoDB;
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How do I get rid of the Chocolate cake in center of Prontera?
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I was wondering if anyone else is familiar with ragnarok online for Android? A few players on my server have mentioned that the server they came from was compatible with android devices. I've been hunting around on google and can't seem to find anything about it. Thanks!
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I'd like to do the following with the @autoloot command: Disable autoloot for cards, mvp drops, and drops below a certain percentage. Disable autoloot in circumstances of 'double ko', where the player and mob die at the same time, the player should not get the loot. Or (and this is the preferred solution): Change autoloot to where it loots the items in a certain radius (smaller radius than 'Greed'), when the user clicks on the first item. This would still be disabled for cards, mvp drops, and drops below a certain percentage.
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Some new players to my server have brought up some very valid points about autoloot and certain imbalances that it causes. They're concerned about the impact it has on certain classes and game elements (like theif bugs), along with double KO (player dies when the mob dies and still gets loot) scenarios. I believe what everyone has agreed on so far is that it would be nice to exclude cards, very rare drops, and mvp drops from autoloot. I saw on another forum thread (on RMS) someone say that they had a custom script that changed how autoloot worked, making it to where if you clicked on one item on the ground, it would loot all items within a certain range. What kind of options are available for this? Has anyone else had this come up? Interested in potential solutions. I don't really want to completely remove @autoloot from players, because it is a very low rate server, would like to keep it available to some degree, but limit how much it impacts the game.
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Yes, last time I checked this worked.trunk/npc/scripts_guild.conf For example: (only Prontera 3 is open) // -------------------------------------------------------------- // - Guild Wars - // -------------------------------------------------------------- // ----------------------- War of Emperium ---------------------- // - Guild WoE time settings npc: npc/guild/agit_controller.txt // - Guild NPC Template file npc: npc/guild/agit_main.txt // - Al De Baran // npc: npc/guild/aldeg_cas01.txt // npc: npc/guild/aldeg_cas02.txt // npc: npc/guild/aldeg_cas03.txt // npc: npc/guild/aldeg_cas04.txt // npc: npc/guild/aldeg_cas05.txt // - Geffen // npc: npc/guild/gefg_cas01.txt // npc: npc/guild/gefg_cas02.txt // npc: npc/guild/gefg_cas03.txt // npc: npc/guild/gefg_cas04.txt // npc: npc/guild/gefg_cas05.txt // - Payon // npc: npc/guild/payg_cas01.txt // npc: npc/guild/payg_cas02.txt // npc: npc/guild/payg_cas03.txt // npc: npc/guild/payg_cas04.txt // npc: npc/guild/payg_cas05.txt // - Prontera // npc: npc/guild/prtg_cas01.txt // npc: npc/guild/prtg_cas02.txt npc: npc/guild/prtg_cas03.txt // npc: npc/guild/prtg_cas04.txt // npc: npc/guild/prtg_cas05.txt // - Treasure Room Protection //npc: npc/guild/trs_rp.txt I've modified my scripts_guild.conf to reflect these changes, however, do I need to disable the WoE second edition stuff too?
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Textures: Pin Code Buttons and Guild Buttons
Talaysen replied to Meister's topic in Maps & 3D Resources Downloads
I uploaded a zip file with corrected buttons that say 'Ok' instead of 'Exit'. http://rathena.org/board/topic/79915-textures-pin-code-buttons-and-guild-buttons/?p=189470 -
Character Deletion Option (Email or Bday)
Talaysen replied to pandaplaygames's question in Client-side Support
From another thread: Format is YYMMDD -
It should be //, not \\, also: Any time you change your rAthena source code (the rAthena files) you need to stop the server, recompile, and start the server. I use linux, so this process is: ./athena-start stop make clean && make sql ./athena-start start
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http://rathena.org/wiki/SRC/config/#RENEWAL_DROP Edit: #define RENEWAL_DROP becomes // #define RENEWAL_DROP
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It's the renewal drop rate modifier that does that. http://irowiki.org/wiki/Drop_System#Level_Factor
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I was talking to my brother about it (an avid WoW player), the context he put it in, was, in terms of World of Warcraft, if they implemented something like that, he'd likely quit the game, simply because of the vast amounts of time required to do most things.
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Wow, blew my counterargument out of the water. Most of the players that have had grievances with it haven't really provided any legitimate reason as to 'why'. However, those are pretty solid points there. Thanks for your thoughts, that was really helpful.