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qwiojhqwoid

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  1. Great work. Looks very promising and this is really what RO needs. IIRC with this, you can have a 100% legal server (if you don't distribute the assets, just ship it without data.grf and people can figure it out the rest). I hope you don't feel discouraged for what I'm going to say next. If you want this to become more than a side project (nothing wrong with that!) you'll need to deliver it all the way. In the last 10 years we all have seen RO client projects come and go, I know of at least 5 that got to a semi functional state but nothing came out of that. And I really mean all the way, to make it open source and be a good mantainer until at least a couple of popular servers decide to help a little. The potential is huge. From fixing long-standing performance issues to finally improving the cheating situation by changing some of the network architecture. I would define a "mission" for your project, like trying to mimic the official server as much as possible (of course you don't need to copy the stupid bugs and quirks) so that when people open your client they still feel like they're playing RO. Each server can decide how "custom" they're going for but don't go too crazy on the lightmaps. Nostalgia is a powerful drug and it's great to be have this factor in your side. I hope this feedback is useful to you. Good luck!
  2. https://rathena.org/board/topic/104827-wip-native-ragnarok-client/
  3. Too bad that there isn't a fully open source client alternative. It would open the possibility to 100% legal servers. No mention of Gravity trademarks on the website. The emulator is legal and so is a client without any assets, right? Users would only need to download the data.grf themselves somewhere else.
  4. woulde be nice to have a text edit mode where you can edit anything you want from a map, basically something like the "File info" tab but editable
  5. Same error here on Windows 10. I also tried to run inside a clean VM with all the dependencies installed and Windows 8.1 @Tokei thanks for this amazing tool! By far the best GRF editor.
  6. Aside from bad programming on Gravity's part, why is that RO runs so badly even with an "ultra" high end system? (Example: a 6700k, low latency DDR4, PCIe SSD, 1080 GTX 8GB) I'm looking for solid information about this, since I don't really know how else to measure it and I don't have deep knowledge about gaming or systems programming. From what I could find, the client is still using DX7 (or some kind of DX9 adapter, not sure). Gravity was working on a DX11 port but I can't find any information if they will ever release a complete version of it. Anyway, here's what I concluded in my tests in the system mentioned: None of this have significant impact on getting constant 60+ FPS without drops and decent frame times, if they are properly configured or installed: drivers or Windows library versions, anti-aliasing or anisotropic filter settings, CPU priority, screen resolution, fullscreen on or off (if you have the ddraw fix installed, it's the same as borderless window fullscreen, since the low fps here is caused by a bug), custom dinput, any of the ingame settings like /skip /lightmap, power settings that might cap resources turned off, GPU shader caching. What I mean is, none of this is going to magically solve the FPS problems. It's not hard to get 60 FPS, the problem is frame drops and bad frame times. And the cause for that is something else! Some hack shields can make your average FPS worse, but I don't think they are the root cause since a pure hexed still suffers from the same problems. Replacing all the spr/act files (for player visual items) with empty one's have almost zero impact on FPS. Same thing for effects (str, bmp, tga). At the same time, if you stand still in a city like prontera with a lot of autotraders, your FPS will drop to 30 or less, screen tearing all over the place. Turning packetfilter on doesn't help. What causes this? At the same time, turning effects off does help with the frame drop problem. Why is that loading close to 0 bytes files doesn't help but turning effects off does? Even after they are alreaded loaded (and in memory) you don't get the same benefits. Does it turn off some kind of indexing? Grey world GRF does help but only if you would have less than 60 fps, so again, it doesn't help improving frame drops and latency. Water cells are indeed one of the problems, I wish I could remove them all without editing maps or using grey world. If you know how to do it, please share. Some maps like arug/schg runs like complete shit. Some, but not all, older systems suffers less from frame drops and tearing (while having lower average FPS). Probably has something to do with newer GPUs and drivers losing optimizations. So, what exactly causes the game to drop frames, have weird screen tearing (even with some kind of vsync forced with double or triple buffering), stutter or have bad frame times? What is the resource that the game client needs? What's the bottleneck? What can I feed this dog for it to stop barking?
  7. I have a lot of replay files that I would like to enable the effects from @lgp (it's a Gepard shield plugin). The ones that weren't recorded with lgp on do not have it enabled, I have tried using RO macros (alt+[0-9]) with @lgp on but nothing gets executed. Is there any way to fix this? PS: it works if you recorded after using "@lgp on", but I want to watch old replay files with this option. There's got to be a way since the client uses other options like /effect (you just have to restart the client for it to work, but you can't change it once the replay file is playing).
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