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Rytech

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Everything posted by Rytech

  1. Their appears to be a issue with the msgstringtable.txt with the 2012-04-10 client which may have something to do with the diff for it. It appears that the client is unable to read anymore then I think 2200 lines. Here's what im encountering.... Act# Pen# Rec# Epi# Loc# Evnt# New# Monsters to kill# Rewards# Required Items# Time Limit# Deadline# Search# <---- Here and above is for the quest window NO MSG 320# NO MSG 321# NO MSG 322# <---- This is line 2200 NO MSG 323# NO MSG 324# NO MSG 325# NO MSG 326# NO MSG 327# NO MSG 328# All# <---- Here and below is for the navigation window Map# Npc# Mob# NO MSG 322 in my msgstringtable is line 2200. The readable lines above it are for the quest window which works and is fully translated. The stuff below the 2200 line is for the main navigation window with the first 4 translated lines are for selecting what type of thing to search for. Changing those doesent change anything. Even the lines that goes "Navigation >: Blah blah blah" cant be changed. I edited them to NO MSG# and even tried english text, yet they still appear as korean text. Anyone else having this issue?
  2. Talking about the click delay that appeared in around 2011 clients and higher? I fixed that by checking the mouse lock box. When disabled the client seem to do a check to see if the mouse is in the window or not....maybe???? Its around 500ms between each one. So to get a free mouse I just leave the lock on and use the mouse freedom plugin ive used for years. No click delays at all. Tho thats based on the server program I use. Not sure about rAthena.
  3. Just tested. I tried changing it to INT_MAX to see if itl display higher then 32,767 and upon healing more then that the client would show 0.
  4. Minor? Just minor? Dude my jaw dropped when I saw the pic in hopes it was real. Watching your video made my jaw drop again. To see skill damage go past the 999k limit is like a major break through in client customizing and a beautiful sight to see. To low and mid rate server's its pointless, but when looking at high rates, it starts to become necessary depending on the setup. And when looking at super high rate server's it would be a major need. I started wondering if its possible to also increase the damage shown by regular attacks. It might be tricky or impossible since its likely coded in a signed 16-bit, making it show up to 32,767 and then just not appear at all when higher damage is done. Skill damage display is a 32-bit unsigned if im correct, right? Im trying to remember. Im pointing this out since their's been issues on some servers where players could deal more then 32,767 and then not be able to see damage anymore. It was like "Am I hitting my enemy?". Healing does show its display when healing more then 32,767, but doesn't display any higher then that. Do you think its possible to fix those issues? I agree. Ai4rei should look into this. This is a major thing.
  5. Dear god is this real? I tried doing this a few years ago and got it to count over 999,999 but couldn't make it display more then 6 digits. You have done something many have tried and failed to do. Why did no one quote or comment this? This is freaken awesome and should be looked into more.
  6. Sexy options window. It was long due for a major redo. And awwwwww on the falcon thing. Doesn't surprise me since their was nothing in the patch notes about updating the look of the falcon for Rangers. It still very possible itl happen soon because of that sprite and the folder its in.
  7. data\sprite\ÀÌÆÑÆ®\owl.spr data\sprite\ÀÌÆÑÆ®\owl.act
  8. You mean the pic I posted about the owl? This is most likely the bird Ranger's will use. Hunters get the falcon, Snipers get whatever that bird is with the horns, and Rangers get a owl.
  9. Now you know. Also whats does the UseSSOLoginPacket do? That read me you have should contain info on some of these plugins to give a better understanding on how they work.
  10. I just looked for that plugin in that list of plugins you have and I don't see it. Unless im overlooking it over and over.
  11. Rytech

    Proposal: @cart

    This would be great for testers and players for server's that allows it. Thumbs up.
  12. THAAAANK YOOOOOU!!!! OMG you wouldnt believe how many times I ran into issues with hair styles when I used the 127 one. I had to add a actual hairstyle 0 because I crashed by going to style 0. But now im interested in seeing myself headless. Hmmmm.....headless hairstyle anyone? Ai4rei your work is amazing. Like I cant describe how awesome seeing a hair style diff like this is. How often do the errors appear tho? If I use the ignore file errors (or was it ignore sprite errors) diff, will this error still pop up?
  13. I remember fighting bigger / stronger versions of monsters when I played FlyFF in the past. Tougher, but better drops. Guess Gravity decided to do the same thing. But upon doing so, they released something ive long wanted for. Their's a new lub file in the system folder called monster_size_effect. The file from the first few patches are surprisingly not compiled and clearly shows the format, notes and other things. The juicy part about it is the really long list of tags and ID's for client animations. Remember how NPC's do random animations? Well this is part of how. So yea we have over a thousand animation ID's. That effect list document eA, rA, etc has has some unknown or nothings marked. Maybe we can figure those out now. Heck now that I have this entire list maybe I can do something special with it.
  14. They created a new range of NPC ID's that starts at 10000 (10000 is the ID that starts the range. The first actual NPC ID in the range is 10001) and appears to end at 19999.
  15. The @option command is annoying to use because you have to know the decimal values to work it. For example... OPTION_CART1 = 0x00000008, OPTION_FALCON = 0x00000010, Take those 2 examples. If I want a falcon I need to type @option 0 0 8. If I need a Falcon I have to type 16 instead. Sounds easy until you get to the higher things. OPTION_GREEN_DRAGON = 0x00080000, OPTION_WUG = 0x00100000, For Dragon its @option 0 0 524288. For the Waug its 1048576. I have to actually convert hex to decimal on a scientific calculator before typing. Wish I could just type a hex code instead. That would be the best way to refine it, but the command was mainly designed as a dev debug command. It doesen't just cover OPTIONS, but it also covers OPT and OPT2 controlled status's. We COULD make a new command that will do everything in 1. Like type @rent or @rental and the server will send a message to the client to list a bunch of numbers and what they do, similar to what you see when typing @jobchange or @go. We could have like @rent 1 give players that know the Peco Riding Mastery skill the Riding status, 2 would give jobs that know the Falcon Mastery skill a falcon but first check if a waug is present before doing so, 3 would give players knowing the push cart skill a cart, 4 would give players knowing the Dragon Mastery skill the dragon, etc. Something like that.
  16. Some jobs can access their own class exclusive mount and rental mounts. So having @mount do both is a bad idea. I like Trojal's idea on @mount2 or @rentalmount. While were at it, we should also add a @cart, @falcon, and @waug.
  17. Think I understand. He wants to put regular ammo in one item type group (arrows, bullets, items that are used when firing off a weapon with regular attacking) and put the throwable items in another group (equiptable ammo thats used by skills like venom knife, kunai, ninja ammos, cannonballs, Genetic throwable items, mainly items that need to be equipted to use certain skills).
  18. The read data folder first diff is buggy on that client. Best to avoid using it for now.
  19. Best example is movement. Click one direction and then quickly click another direction. If your character moves to the first place you clicked instead of the second place then you have a delay issue. Also try holding down the left click and dragging your mouse around the map and keep a eye on how often your character responds to where your mouse is pointed. Again im using a client from 2011-11-22 and not sure what it like for newer clients. Another test is to spawn a test monster. I spawn a 1905 or 1906 (barricade) and then first try to move and then use a enemy targeted attack instantly. Sometimes I try with a ranged attack, or click to move and then instantly click the target to move to hit it. Its more tricky to test this way, but it can give a good example as well. If you move, but dont attack the target after clicking it, theirs a delay issue. You have a time frame of 500ms to make 2 actions and that time can pass fast. The pro's notices this easily when doing PVP or WoE. It took me a while to notice it since im a dev and since looked for way to rid it.
  20. I tested with a 2011-11-22 and its just a regular dll file you put in your RO directory and it somehow works. You dont have to use the plugin diff. I uploaded the file for you if you need. Mouse Freedom.rar
  21. I found a way to rid the click delay and need you to confirm Judas. When testing while the mouse is set to be locked in the window, there's no delay. BUT when testing while the client's intergraded mouse freedom is enabled the delay appears which I think is because the client is checking every 500ms (half a second) to see if the mouse is still in the window. Ive fixed the problem completely by turning off the clients intergraded one to lock the mouse in the window, but then added the old custom mouse freedom plugin (the dinput.dll file) in and I can have freedom without delay. So its possible to enable or disable the mouse freedom by using the dinput.dll file and leaving the client's intergraded one disabled. Test and confirm please.
  22. @Helena Try using langtype 0 in your clientinfo.xml. I cant think of anything else that would be causing your problems. @Atomiq Their were no updated warp files in rAthena except some warps shuffled between files. NPC's im kinda afraid to try updating by just tossing them in. Will they work and be compadable (thinking about the ones in the pre-re folder)? Im not interested in spending time testing that.
  23. You would get conflict errors which would make the files hold on to both the old and new code in around the same spots so you can use the conflict fixer tool to fix it. Best I can recommand is backup all your data before doing anything. Or you can do a 2nd option which is generate your own patch file from the svn that will contain all the changes and mods you made/added to your files, note what revision your on, check out a fresh SVN in another folder, select the "update to revision" on the right click menu under Tortosie menu, select the revision number you want, and once completed youll apply your patch to that SVN and use that one for experimenting. I never tried this, but you might beable to copy your entire svn files to another folder. I dont know if itl work since im guessing the .svn files keeps track of where the files are located on the computer??? Can anyone confirm if its possiable to copy the svn safely? If not then try my suggestion. I usually have 2 3CeAM SVN's checked out for different reasons. One for doing regular development and making updates, and a 2nd ones for highly experimental testing but dont commit updates through.
  24. Were not talking about the 2010-11-24 client. Were talking about the 2011-11-22 client which is like a year newer. Why are you bringing that issue up? The last stable client ive worked with before that one was the 2011-02-23 and never had any problems with it. By the way Atomiq it sounds like your trying to add updates the hard way. Are you using a SVN client Like TortiseSVN and have a full 3CeAM SVN checked out into a folder? If you dont then you should do that to get rid of the pain from having to readd your customs over and over. A SVN client allows you to get all the latest updates and auto merged into your files while not loosing your changes like customs. It also allows you to more quickly view change logs, modification compares, other info thats related to the update. The design of the google SVN is done by google and I cant do anything about that issue your having. Do what I suggested and your problems will be gone.
  25. The issue might be your clientinfo.xml since all looks good in your selected patches. Can you show me what you have in yours? I use langtype 0 since the client was designed around it (it comes from a kRO server) and ive never had issues with 0.
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