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KeyWorld

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Everything posted by KeyWorld

  1. Just for informations : keyword meta tag is not used by search engines since years.
  2. Now displaying STR files (effect animations files). Have fun~
  3. March 2014 news Add support for 2013 december packets. Massive bugs fixes and optimizations (thanks for feedback). Remove some memory leaks Add GZIP compression in remote client (and http cache). Add visual casting spells to skills. Add support for high jump packet (sliding entities) and body relocation. Now able to attack players by pressing SHIFT keyu (or /noshift /ns). Add skipServerList config to skip server list if there is only one element in the list. Add skipIntro config to skip the intro window. Add autoLogin config (I let you imagine - facebook api ?). Now displaying GM sprites. Add support for text color (what player are saying + Admin text - yellow). Introduce SI_CLAIRVOYANCE (maya purple card). The character can now move to pick an item on the ground. Add shadow table DB (to display shadow size). Remove sprite 111 and 139 from scene. Introduce QPet system. Screenshots of the Month Note: the "Slot Machine" in the Pet Capture is different than the official one, this one use all the animation frames stored in the sprite/action and looks (in my opinion) really better.
  4. Well for now, there is nothing to say/show since there is nothing done except getting a clean CodeIgniter and remove all its credits... So don't expect it to have a working demo soon or a great community around it.
  5. KeyWorld

    lolphail

    I know how you feel...
  6. There is no "amount" parameter for each entry in equipment list packet. The "1 ea" can't be changed.
  7. So if you want: A not clickable npc, with position/info never send to the client/bot (so npctalk, effects, ... will fail), use -1. A not clickable npc, with position/info send to client (npctalk, etc. will work), use 139. A clickable npc, use 111.
  8. Hi curiosity It's fast and smooth because of you ! You really helped me removing the gl.readpixel with your altitude intersection script. Even if the precision isn't perfect, it's enough and significantly raised the fps At the time being, it's a lot of pleasures since I fixed a lot of bugs and it seems to be stable enough to have fun and spam monsters, but it's also more research of hardcoded informations (example the attack animation for each class based on the weapon used), and lot of time doing boring UI. I hope the 3D effects will be done in part by the community, if this project is open source it's because I know I can't finish it alone. Fortunately the client doesn't seems to have difficult effects, the more difficult one (like the warp) are using cylinder object generated in the fly. But there are a lot of effects... Thank you about the informations, in the past I used 30 degrees but it was really too much, I'll check.
  9. @scriptor Depend, if you are not setting it up, it will fallback to the use of JAVA. So it will mean your users will need JAVA applet installed on their computers, and for security reason, an evil popup will spam informing your user each time that the app isn't securized (you'll need to pay Oracle to change the message on this popup). Project is Open Source I just updated the first post, if you miss it the project is open source since October and got massive updates. As everything is explained in the first post I will just write about the news you miss. October Items are now falling properly in map Correct some bugs with actions/animations. Implemented character status window (not available yet, waiting for equipment window). Added NPC cutin Added inventory window Added Item information (right click on an item) Added ground shadow to sprites Added picking priority Added status icons Added npc mark to minimap Added components preferences to save their last x, y position in screen. November Add equipment window Massive fix Introduce support for Chrome App (and kill Java applet) Add progressbar packet Add BGM/sound packets Add attack combo Add new Intro window Add weapon sounds December Re-introduce ModelViewer in GRFViewer. Introduce MapViewer in GRFViewer. Add some tests (src/Tests) to load all files from your GRFs and detect possible errors with loaders. Fix some memory leak. Fix some CSS problems on Firefox. Big rendering optimization (remove the use of gl.readPixel increased the performance). Adding shop/afk to the game (not clickable for now). January Save files (and full client) features in Chrome. New Async MapLoader and File fetcher (really faster). Add Storage UI Hello WebSocket Proxy (and Kill java !) Add missing 2013 packets Some basics support for party/guild packets (dipbottom / viewpoint in minimap, entity's life) February Add Packet Key system (alias Hercules WPE free) Add check before start up to avoid errors Fix some bugs in IE11 - now waiting for the IE 11 dev team to update their rendering engine Add shortcut Introduce ChatRoom Introduce Audio settings UI Introduce Game settings quality
  10. Now released. Updated first post, please report any bugs. http://www.robrowser.com/prototype/GRF-Viewer/
  11. I know it's not negative Just as an example : some files can be decoded in the fly while decoding it partially, it's mean the decoded file will never be written to memory, just the result in GPU (mesh, texture). Coupled with a obfuscate decoder it would be really difficult to decode.
  12. Don't worry there will have plugins to protect files, but don't expect it to be in the main repo. An open source encryption algorithm and its key is the same as no encryption at all. About this project, it's too bad, hope to see it open one day
  13. What did you do ? 1) Add the route in index.php (ok). 2) Duplicate controllers/character.php and rename it to character_id.php 3) Replace the class name (should be Character_ID_Controller). 4) Replace the query (WHERE char.char_id = ?) And that's all.
  14. You have to run : /update/hats or /update/mobs or /update/robes And of course you can add items manually
  15. So he is still alone on his project ? Too bad... I think there will be more people involved if he was writing it in C# (or C/C++), but yeah we all do our own choice (myself included ). Hope the best for your motivation, keep it up !
  16. @Hirasu I don't think I will do other npc scripts for the community : I am already busy with my projects and to be honest I don't have any fun to write athena scripts now, too limited and not elegant at all About ROChargenPHP you can add custom files in db folder, if it's about hats, take a look at db/hats.php. There is a route + controller you can set on in index.php to update files from your lua files but since it parse lua content wth regex it can generate some errors.
  17. Hi Sage, No, for now I don't think a tool exists to update this parameters.
  18. Hi, Just a suggestion about freeloop, would be great to add the argument as optional to get back the current value of freeloop. BUILDIN_FUNC(freeloop) { if( script_hasdata(st,2) ) { st->freeloop = !!script_getnum(st,2); } script_pushint(st, st->freeloop); return SCRIPT_CMD_SUCCESS; } BUILDIN_DEF(freeloop,"?"), The idea here is to return the value of freeloop without modifying it. Why exactly ? Just imagine an intensive function you want to build but return to normal state after : function script intensiveFunction { // Save the current value of freeloop set .@state, freeloop(); freeloop(1); //dothis; //dothat; //get back to the original state freeloop(.@state); return; }
  19. Can be interesting but I see some problems with the code. First, maybe you should return SCRIPT_CMD_FAILURE instead of 1 (value subject to change ?) Secondly the command does not return any value if there is no elements in the array. Should at least return the default not found value. Third, I think (personal through) the default value if not found should be -1 instead of 128.
  20. Really interesting post, I learned a lot from it. I didn't even investigate about cloud effets, I was thinking clouds got a -10 fixed position and the others maps just some effects stored in rsw file. Thank you for all this informations.
  21. @teaga Did you repack your GRF to ensure there is no DES encryption in the GRF ? Use GRF Builder. Menu : Option -> Repack type -> Decrypt. And them repack your GRF.
  22. Accepted, thanks for the suggestion. Will be add soon as optional parameters (the old one will still work). Edit: Done ! You can modify the URL, action must be a number, and direction must be in range 0-7.
  23. Nice, keep it up @all I did another update to fix some problems with doridori and body animation. I took advantage to put a new feature: Add a generator, to create your own characters, can be used in a char simulator for example. Just change the url and the character will change: /generate/body=M-0-0/hair=0-0-0/hats=0-0-0/equip=0-0-0/option=0/actdir=0-0-0 Info: /generate/body=<sex>-<job>-<clothes color>/hair=<hair style>-<hair color>-<doridori>/hats=<hat top>-<hat middle>-<hat bottom>/equip=<weapon>-<shield>-<robe>/option=<option>/actdir=<direction>-<action>-<animation> Will be really good if you are planning to do a character simulator. Have fun~
  24. Something like this I presume : query_sql("SELECT `npc1`, `npc2`, `npc3`, `npc4`, `npc5` FROM `quest_db` WHERE `char_id` = " + getcharid(0), .@npc1, .@npc2, .@npc3, .@npc4, .@npc5); for( set .@i,1; .@i<=5; set .@i, .@i + 1 ) { set .@var, getd(".@npc" + .@i); if( .@var != 500 && .@var != 100 ) { set .@fail, 1; break; } } if( .@fail ) { // not ok } else { // ok }
  25. To be honest I don't have an idea how to support your charset (I can't do real test). You can at least use char_id instead of the name ? Open all files in controllers and search for: WHERE char.name = ? Replace with: WHERE char.char_id = ? And in index.php, replace: $routes['/avatar/(.*)'] = 'Avatar'; $routes['/character/(.*)'] = 'Character'; $routes['/characterhead/(.*)'] = 'CharacterHead'; $routes['/monster/(\d+)'] = 'Monster'; $routes['/signature/(.*)'] = 'Signature'; With: $routes['/avatar/(\d+)'] = 'Avatar'; $routes['/character/(\d+)'] = 'Character'; $routes['/characterhead/(\d+)'] = 'CharacterHead'; $routes['/monster/(\d+)'] = 'Monster'; $routes['/signature/(\d+)'] = 'Signature'; --------------------------------------- In the lastest version: Correct 3rd job file name. Robes are now fully working (it was missing the inherent job list). Background color can be change in RORender::$background_color. Add htaccess to avoid access to client directory (if you have content you don't want to share...) As always if you have suggestion or bugs, come on
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