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Posts posted by Zell
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Looking great, @MaterialBlade.
If the client starts getting unstable, keep in mind that clients made before the new Prontera update have a hard limit of 3000 vertices per RSM node. More than that and things go haywire pretty fast. Also RGBA sprites are really bad for the client in comparison to indexed sprites, although I don't think there are any memory leaks. Props for sticking with this. I wanted to make a little Paper Mario demo (I even built OBJ to RSM and spritesheet to SPR converters), but working with BrowEdit made me want to throw my computer out the window pretty fast.
but working with BrowEdit made me want to throw my computer out the window pretty fast. < RT for this one
How are going the progress of your client?
@Topic
Oh, very cool! I love mods like this one. I will follow.
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Hello,
After my Voice Mod and Jumping in RO, here my latest Mod :
Rain Mod By Vykimo
There is looongtime I searched to recreate a rain in RO (I think it is really missing for roleplaying).
After many tests, I found a result rather great, and I think it can be mingled into a kind of rain...
Here a preview (press HD to see the rain) :
Give me some comments!
Looks really cool, but i have one question about your mod, (if you want to answer me that) you replaced the snow effect to do this?
Regards,
Yes, it's really simple. But I had to do a lot of tests to get a fine result.
If someone else would try too, let me see your personal result on this topic, I'm really interested by.
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Why can't we put the txt file in grf?
will not be readable by the dll/asi
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This is client side, not server, not actually possible
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Ou então não fazer, jogadores nem ligam pra isso tanto hoje em dia em private
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+1 for this
And it will be a nice a extra statement to "set" command
set <varname>,<value>,{<time>}
Sample:if(time==1){ mes "Your 10 seconds are UP!"; close; } mes "I will give you 10 seconds."; close2; set time,1,10; end;
This is more fast and easy than addtimer or sleeps, dont?
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I don't think that 3rd party programs had a API to support this.
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Well, for what you're trying to do, I think a .wav would work better, since it's smaller, and, once you create a function to check if the player is walking, you will not be worried to stop it when it stops to walk.
*soundeffect "<effect filename>",<type>; *soundeffectall "<effect filename>",<type>{,"<map name>"}{,<x0>,<y0>,<x1>,<y1>}; These two commands will play a sound effect to either the invoking character only ('soundeffect') or multiple characters ('soundeffectall'). If the running code does not have an object ID (a 'floating' NPC) or is not running from an NPC object at all (an item script) the sound will be centered on the character who's RID got attached to the script, if any. If it does, it will be centered on that object. (an NPC sprite) Effect filename is the filename in a GRF. It must have the .wav extension. It's not quite certain what the 'type' actually does, it is sent to the client directly. It probably determines which directory to play the effect from. It's certain that giving 0 for the number will play sound files from '\data\wav\', but where the other numbers will read from is unclear. The sound files themselves must be in the PCM format, and file names should also have a maximum length of 23 characters including the .wav extension: soundeffect "1234567890123456789.wav", 0; // this will play the soundeffect soundeffect "12345678901234567890.wav", 0; // throw gravity error You can add your own effects this way, naturally.
And the map can be checked just before you play the sound, nothing hard to do.
The catch here is just to check if the character is walking or no.
The last resource is add the sound to the .act of each job sprite, but it woundn't allow the sound to be changed according to the map.
A wav file is more heavy than a mp3. But wav in this case is better cause clent only have one instance of mp3 song, so you will not have music in your RO. So you have to use wav.
And about this I already maked this on my server cause when I played "Digimon World 3" when child I enjoyed this, if on grass walk, dirty and etc, but I removed this cause after a time this is so noisy, disturb the players.
But I maked a label OnPcWalk to this.
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On 10/9/2015 at 3:56 AM, Amellia sizilia sembiring said:
Emistry, So sad rain weather is not exist since 2005. i see rain effect on youtube here so awesome https://www.youtube.com/watch?v=_gxO5jK0JPc. i want implement to random rain and when rain weather monster type water get power.
Zell, may u tell me how u do it? see youtube video effect rain so awesome. the effect rain is in Dserver ro http://kdr.net.pl/download/
Yes, like Emistry said, this video its "faked" with after effect. The rain effect in 2005 aren't like this.
I can only reproduce a rain like this:
PS: The quality of the video is bad, I can't barely see the rain @.@
But in game result we have this. I already show to you before:
http://i.imgur.com/yfey72b.jpg
Anyway, there isnt a way to add this feature, sorry.
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If you have knowledge you can edit a str and make the rain effect like I maked here. But is a little uglly I think?
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There isnt in brow edit a maze generator?
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If i'm not mistake, the setnpcdisplay is like a fakename, arent save in npc data.
You can hold the actual name in a variable?
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rest in peace akkarin.
Welcome Aleos
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Well yes, however I want the X and Y arrays to be assigned to their own maps accordingly. Which makes me stuck on what to do xD
setarray .@mapname$[0],"prontera","payon";
setarray .@x[0],150,100;
setarray .@y[0],150,30;
A warp sample to payon would be:
warp .@mapname$[1],.@x[1],.@y[1];
// "payon",100,30;
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setarray .@mapname$[0],"prontera","payon";
setarray .@x[0],150,150;
setarray .@y[0],150,150;
Something like this?
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O faction system tem bastante alteração pra fazer. Se não souber mexer ou entender a Source é meio chato
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You can create the char and change the name directly in pma
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Maybe a bat file?
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Yes if you make a launcher by youserlf
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@Portuguese
Só uma observação, não sei se é isso que você pretende. Se você quer printar os modelos pra transformar eles em sprites, como objetos e etc , Nem tenta, eu já fiz isso e ficou muito estranho. Não sei se ainda tenho uma print lá em casa. Mas não fica algo natural.
Porém se não for pro que eu falei, ainda sim fica estranho :s -
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F O R D Thanks and how can i make it announce in yellow color?
be_yellow maybe?
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Try
if(countitem(id)<1 || Zeny<quantity)
show viewpoint on minimap upon traps triggered by victim.
in Source Requests
Posted
Nice one