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Rytech

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Everything posted by Rytech

  1. The files in that SVN seems dated. Even tho it says files for May 20 or 21, im seeing a lot of data missing in those files. I also found a decompiler but it appears to crash on files that has ExtASCII in them which limits me to only disassembleing those. Another thing im looking to find out is what lub's does the latest client use and which ones are no longer used?
  2. Because their's users that add custom status's to their server and client.
  3. Here's my updated lua files for skills and status's. Im still working on the descriptions at this time. Also does anyone know of any way to properly decompile these things are kinda decompile them? I only have a disassembler. Lua files for 2013-03-20 RagexeRE client. Updated Lub Files.rar
  4. I can confirm seeing 2013-03-20eRagexe has msvcp90.dll and msvcr90.dll while the 2013-03-13cRagexeRE has smsvcp100.dll and msvcr100.dll. Kinda weird that one is using a newer compiler then the other. I guess this means working on the Ragexe clients would be easier right now?
  5. Info translated by Zerozaku and bonus stats pic made by me. Level Limit Break Level Limit Break! Ragnarok evolves further! Date: 2013. 03. 20 Limit Break Event - Level Expansion Limit Break Event - Special Event Limit Break Event - New Contents Base Level Expansion Maximum base level increased from 160 to 175. This update only applies to 3rd job classes. Super Novice and Kagerou/Oboro classes are limited to base level 160. Stat points available for allocation at max level: 3278 (non trans), 3330 (trans) Changed 3rd class's maximum level effect (aura effect) to show at level 175 instead of 160 in accordance with base level expansion. Aura effect for Super Novice and Kagerou/Oboro classes will show at base level 160. Status Point Expansion Maximum stat increased from 125 to 130. This update only applies to 3rd class jobs. Super Novice and Kagerou/Oboro will still be limited to 125. Maximum stat point for baby 3rd classes increased from 108 to 117. Job Level Expansion This update only applies to 3rd class jobs; Maximum job level increased from 50 to 60. Maximum skill points available to 3rd classes increased from 49 to 59. Job bonus stat points Important Reminder! Added 10 new skill points. You can spend these new skill points for any 1st, 2nd, trans, 3rd class skills as long as you meet the prerequisite. Prerequisites for skills are subject to change if deemed necessary.
  6. I scene this topic will be full of win in the future. Thumbs up dude and I agree on focusing development on the 2013-03-20 clients since EP 14.3 Part 2 was added on this date with things finalized. Also Ragexe's may be less buggy since things added to them are more finalized then in RE clients and they even have cash shop support (number of people lately has requested this feature). But one thing bothers me. Doesn't the Ragexe clients have additional security then the RE client? This is one that that keeps me from wanting to use it. So it makes me lean more to continuing using the RagexeRE. Now that things are finalized I can start working on updating some critical lub files but I wont be starting til Monday. I don't have any english files made yet. I only have a partial updated skillinfolist that isnt even ready for testing. ill post a update later next week when i make some progress.
  7. Hey Ai4rei I dont know if your aware of this, but someone managed to unpack the latest RO clients up to the latest and they appear to be usable. I passed it through the diff generator and this is what it spit out.... Only a few diff's passed and its unknown if the passing ones would patch in correctly or not since the client had some major changes. More info on the unpacked clients can be found here.... Unpacking topic.... http://rathena.org/board/topic/75009-unpack-themida-client/page-2 Link to unpacked clients.... http://k3dt.eu/RagexeRE/unpacked/
  8. Its in Episodes and I realized the EP got typoed. Its EP14.3 Part 2
  9. They added EP 14.3 Part 2 to the main kRO server this week with the skills looking finalized. I think focusing things on the 2013-03-20 client would be a good idea for now until the next big thing comes to the game like a new major system or a new job release. This is getting me excited.
  10. Common Patch: - Terminate event valentine and white day. - In Malangdo island is added withdraw cards. - Episode 14.3: Add the ability to Jitterbug nightmare monsters. - Episode 14.3: The devil skill the monsters will be added. - Episode 14.3: Added NPC illustrations devil before. - Buffalo Horns and promotional shadow image will change in September. Main Servers: Ragnarok Online 2013 EPISODE 14.3 Decisive Battle Part 2 * Finally the day came for the final battle! You are within a dimensional rift at the end of a long road where satan morocc hides. What will be the name of the person who will end all?. - It increases the base peak at 175 and the maximum working level 60. -> New skills are added. -> Events related to the level increase. - Restart event begins skills. -> Period: 20/03/2013 to 17/04/2013 Day maintenance. -> Content: Only once there is an NPC character in the Hall item that lets you reset your skills for free. - The monsters of level 100 or higher will suffer an adjustment increasing the work experience they give. - Start the event sales discount Neuralizer article. -> Period: 20/03/2013 to 17/04/2013 Day maintenance. - Coupon reset stats were put up for sale. -> Period: 20/03/2013 to 03/04/2013 Day maintenance. -> Content: For each account and during the event will have access to 1 [New Start Gift Box]. - It goes on sale in September Shadow Box-II -> Period: 20/03/2013 to 03/04/2013 Day maintenance. - It changes the way it represents the experience when you start the PC game-ROOM, experience base, etc. - Is amended Snowflip skill in WoE TE. - Field Manual [Not for sale] and Job Field Manual [Not for sale] shift their weight to 0. (The weight is adjusted, but the article remains Account Bound anyway) - Fixed a bug when you used the command / AURA for mostralo needed or not re-enter again and will be corrected. (Added 21:03) -> To meet the criteria and go around the effect, do not reconnect the effect on the screen. Sakray Server: - Corrected Rogue Skill: Plagiarism does not correctly display the icon and it will be corrected.
  11. Doesen't the main server client have additional security and is it really worth switching over to? @k3dtT Dude this is amazing. We are very thankful for what your doing here. So VS 10 huh? Guess I shouldn't be surprised.
  12. It may contain ** misinterpretation Common Patch content: - Added in Malangdo the NPC that explains the terms used to separate a card. - It adds charm to team costume. Main Servers: - 'Wave Dungeon Mode' will be updated. - Added 'Clock Tower Dungeon' Nightmare version. -> It is located on the first floor of the clock tower in Aldebaran. - In the main server event starts increasing and experience articles drop by 20%. -> Period: 13/03/2013 to 27/03/2013 Day maintenance. - Dark Lord The server has an additional increment event and experience articles drop by 20%. -> Period: 13/03/2013 to 14/03/2013 Day service at 05:00 'Spain Time'. -> Content: Due to restraso in maintaining March 6 as compensation. - Some errors in the formula for calculating the CRI will be corrected. Sakray Server: - A new NPC help getting job at base and 175/60 ​​instantly. (It removes the mailbox NPC helping you level up). -> You probably need to be level 100/101 to use this NPC. * To be confirmed - The amount necessary to hunt monsters in the quest of creating artifacts of WoE TE will be changed. - It adds a balance in the instances of the episode 3.14 with some adjustments. - The experience of some monsters will be adjusted to be balanced. -> Some monsters increases work experience. (JOB) - Is amended Snowflip skill in WoE TE. - Modifying some of the new skills added. - In the event server is added to the episode 14.3 (5th option when you choose server). - Modifying some of the new skills added. 1. Ranger: Unlimit -> Increased reuse time. (+1 Minute) -> Decrease your DEF / MDEF to 1. 2. Rune Knight: Dragon Breath WATER -> The damage of Dragon Breath ability is reduced, now depends on the damage applied in the original formula. 3. Mechanic: Magma Eruption -> The damage done by the skill Magma Eruption will be fixed. -> The damage created by the intervals is reduced. 4. Wanderer: Frigg's Song -> It reduces the range of the buff. -> Retrieve interval is shorter. 5. Sorcerer: Elemental Shield -> Pnuema is generally only about magical defense of all the players who are involved in the generation of the barrier. 6. Sura: Flash Combo -> SP consumption is unchanged. 7. Arch Bishop: Offertorium -> After using the skill Offertorium indemiatamente cure almost all abnormal conditions. 8. Warlock: Intense Telekinesis -> It reduces the ability uptime. -> Increased reuse time. 9. Generic: Illusion Doping -> Increases the effectiveness of the higher skill level is used. Credits To Ziu For His Original Korean to Spanish translation.
  13. Woa this is interesting. Someone was finally able to crack it and get a actual usable client from it (Im guessing its usable in its state). Text like job names and message strings are visible within the client and it even shows its client date of October 27, 2012. Its a sure sign of progress on things. Their's a number of other resources that will need to be worked on before these newer clients are fully usable. Lemongrass pointed out one of them being diffs. The client has changed around due to the packing/unpacking stuff. Another is packets and packet lengths, 3rd is a updated msgstringtable.txt, and the 4th and final one is lua files which we currently have some severely outdated decompiled lua files, along with the wondering of what lub's the client officially uses and no longer uses. Their's a lot of work to be done to catchup to things. Honestly I wouldn't bother with anything until the day gravity adds all those new skills to the main kRO server. Whatever date that is is the client data we should focus on. That way we wont be expecting any feature or animation updates for a while. Thats my suggestion. Awesome work by the way.
  14. Thats a server side thing and is impossible to do.
  15. Awesome work providing this stuff Toshiro. I coded the new skill tags into the source and required lines in the database files for the new skills in my test server, as well as updated my lua files by adding the GC_DARKCROW skill since its ID is 5001 and wanted to test 1 skill to save time to learn if we can use them in current clients. After testing the skill I came up with some good news and bad news from the results. The good news is the server side appears to handle skills in the 5000 range without issues. My Guillotine Cross test character showed in the save files that I had skill 5001 learned at level 5 (I used @allskills). So server side is working properly. The bad news is the current usable client's or I should say 2012 clients are not able to handle the skills properly. The skill icon for the skill I tested would appear in the 2nd job skill tab instead of the 3rd and was grayed out / unusable even tho I had the skill learned. I checked all my files server and client side for any error's I made and found everything to be correct. So I tried changing the ID for the skill client side to 2107 (random unused ID in the 2000 range) and the skill appeared on the 3rd job skill tab like its supposed to. Still wasn't usable since server side still used the 5001 ID, but thats what I wanted for the test. These results show that without access to new clients, we won't beable to have these skills in private servers unless we can find a way to use March 2013 clients and higher on them. And I don't recommend any trickery like coding all these skills to use unofficial ID's since at some point youll run into trouble with player saved data when you do start using the official ID's in the future. Also the client may know the skills exist and what ID their assigned to according to the lua files, but they have no idea how to handle them. No idea on what kind of targeting to expect, how to make the caster's sprite act when the skill is used, no animations of any kind would appear, other issues. We didn't have any need for a newer client for close to a year. Now we do. Only problem is how to overcome the issue with the newer clients.
  16. What ID is your skill set to?
  17. Sorry for the wait on the skill information. Now that we got all the info pretty much completed ive updated the first post with all the information. More will be added soon.
  18. It may contain ** misinterpretation Common Patch Content: - Fixed error with the Broken Sword adventure. - The prizes associated with event fighter will ship steel (Added 19:23) -> After maintenance rewarded accounts speak to the NPC of listings to receive. Main Servers: - Fixed a phenomenon with the bonds of some items that were applied abnormally in TE WoE maps. - Corrected Arch Bishop Skill: The ability [Coluseo Heal] erroneously applied in some members of the party and will be corrected. Sakray Server: - Added the episode 14.3 Part-II. - The base level cap is increased to 175, job level cap increased to 60. -> New skills added. - Some errors in the formula for calculating the CRI will be corrected. - Fixed a bug when you used the command / AURA for mostralo or not, was needed to re-enter again, no longer necessary. -> To meet the criteria and go around the effect, do not reconnect the effect on the screen even when they re-enter. -> The fading-visible effect on the screen immediately reinserted, if you need to re-enter again. Credits To Ziu For His Original Korean to Spanish translation. Note: For now on ill be posting the official update logs every week. Its important that we keep a history of all updates. And how about we start displaying pics of all the goodies we find in the patch files? We used to do that a long time ago and should start showing them again. Sprites, maps, items, etc. On March 6, 2013, EP14.3 Part 2 was added to the sakray server which not only increased the base level cap to 175, but it also increased the job level cap to 60, increased max stats cap to 130 (need confirm), and expanded the skill tree's for all 3rd jobs by adding a new skill unique to each of them, along with a 2nd skill usable by all 3rd jobs. Below is the collection of information for these new skills. This post will be updated with additional information as its collected. Skill Icons This is a picture displaying all the new skill icons for the new 3rd job and other skills introduced in EP14.3 Part 2. Icons with the GM prefix at the beginning are GM only skills and the one with the ALL prefix is usable by all 3rd jobs. Status Icons This is a pic showing the new status icon's for a number of status's for the new 3rd job skills. In order they are....darkcrow, frigg_song, full_throttle, kings_grace, offertorium, rebound, telekinesis_intense, unlimit. Skill Descriptions Other Skill Information (SP Requirements, Level Selectable, Range, Etc.) Additional Information Sound And Animation Videos
  19. Last time I checked, rAthena doesn't have skill support completed yet. So if you use a skill that wasn't coded in yet, the server will send a message to the client to appear on the chat windows to say its not yet supported. A lot was held off to wait for more information about their skills to come in before coding them in. I just recently released a document I made containing all the info for them and one of the dev's should be coding them in soon.
  20. Windows is very resource hungry, for example you always run several GUI related services. However if you use linux, the base system can use really low RAM, for example: 50MB or bellow. I forgot about that fact. Then again I haven't messed with Linux. Still, the map server itself is still using quite a bit of memory and their's no GUI for it. Just a command console in a window with a minimize, maximize, and exit button on the top right. With everything loaded the map server uses 290,648 KB, but with all npc scripts, monsters, warps, all npc related stuff disabled it uses just 204,584 KB. I think the map cache and npc scripts combined is whats using most of that memory. How much does the map server use in a Linux system?
  21. Ignore that 256 MB and 512 MB stuff because that amount of ram wont get you anywhere since you need enough ram to run more then just the server program itself. At least 1 GB of ram minimal because you have to keep in mind that a OS needs ram to run itself in. For Windows XP you dont need much, but still need a good bit since installed service packs like SP2 and 3 with all of the latest updates do require a good bit of ram, but its less then what Windows 7 would require to run itself. My computer uses a little over 512 MB to run itself due to windows XP SP3 with updates, security program, UPS system monitor program, and a few other small things that use very little ram. Thats just a little over 512 and I have a dedicated GeForce video card and sound blaster sound card. So none of my CPU or RAM resources are being used for video or sound at all. So how much does running the server itself use? The answer may vary depending on how its compiled, what OS your running it on, and how much content data is being loaded. From my test, im using Windows XP SP3 and running 3CeAM compiled in Visual Studio C++ 2008 with Net. 3.5 SP1 In 32-Bit Release TXT mode. The login-server uses 3,400 KB of RAM, char-server uses 3,852 KB of RAM, and the map-server uses 290,648 KB of RAM. The map server itself alone requires more then 256 MB of RAM just to run it. So a little over 512 MB for the computer to run, a good bit over 256 MB for the entire server setup to run. We didn't even cover the part on how much installing and running a SQL database will require if wanted. Note some game features only work in SQL mode. With all of that calculated, 1 GB is around the minimal to run it. But then you gotta think about head space. Surely the OS, server, and SQL database programs will need extra head space (RAM) to flex around in when needed. Now what if you run on windows 7 64-bit and/or run the server in 64-bit? That further increase the amount of needed ram. Its a lot to think about, but the once thought of minimal spec's arnt as low as they used to be. Times changed, OS and system process changed, and the amount of content the server provides has increased constantly. The minimal RAM I can suggest for XP users would a no lower then 1 GB. I dont know how much memory SQL uses, but I hear it uses a good bit. Its a minimal to run a server, but not both a server and client at the same time. The recommended I can suggest for a smooth running server without worry of crashing from lack of memory and allow you to run a server and game client while other few small processes are running is 2 GB. I have to wonder where other's are getting this 256MB / 512MB stuff from. As for CPU im not too sure. Minimal I would suggest is....guess a pentium 4 or celeron??? For a recommended processor I would suggest something like a Intel Core 2 Duo. Sure the server isnt capable of using more then 1 core, but if the server is busy with 1 core, other processes the computer is running can use the other core so they don't hog up the 1st one with the server. I don't know how much RAM rAthena needs to run itself but its likely around the same as 3CeAM or higher since it rAthena has more NPC scripts and bigger item/monster databases.
  22. Im guessing the size of the pic also determines the amount of processing power needed. Does the number of moving part also affect it too? Or maybe its a special script engine that using most of the cpu? Looking at the mascot pic on the main page im getting around 27% - 30% in Firefox 16 on a Intel Core 2 Duo duel core 2.4 GHz processor. You should probably make a stress test page one day in the future. Not bad. I know these examples are your first ones but I know as time passes you'll gain experience and better techniques and likely end up making these things faster. You have a special talent for art.
  23. This blows my mind away. Its so well done and detailed that I couldn't stop starring at the awesomeness in the video. Ive never seen something like this on a website before thats not flash powered. Like I thought one of my games was running and the character creation screen was open showing different classes to choose from with them all in a pose moving around. Except it wasn't a game, it was a animation on a website. A freaken website. You deserve 2 thumbs up, as well as 2 big toes up because 2 thumbs isn't enough. Awesome work. Just wondering, how long did it take you to make this, and since you have a completed system how long on average would it take to DrawMove a character like this or some other image? Also how much cpu power on average does it need to animate on a modern web browser like Firefox or Chrome?
  24. Only thing the main client has that the sakray client doesn't have is the cash shop window. Its not really important enough for developers to bother adding the support for a main client. But you never know. Someone might add the support if wanted bad enough.
  25. Its possible to use the main client. Diff's might work on it and youll need packets for it. Their's a private server that uses the main client for its cash shop window feature.
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