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Posts posted by L1nkZ
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15 hours ago, Meister said:
Will this work on Windows 7? or in 32 bit servers?
Hi,
Yes, Windows 7 32-bit is supported.
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5 hours ago, Snaehild said:
Hi @L1nkZ,
Awesome patcher. I've been using this for a while now.
Do you have any idea what could be causing this?

This happens to a quite few of my players
Hi, thanks!
Well it seems something's wrong with what the client receives when downloading patch files. The content of the response is supposedly not as long as expected. Taking a look at your web server's access logs could maybe give a hint on what goes on.
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On 6/21/2021 at 9:19 PM, zhade said:
Hey @L1nkZ, great work on the patcher. I thought about using it as an automated command line patcher but my needs are a bit different and I don't know rust to make these changes. So I decided to create a simple patcher that simply downloads and applies patches to the filesystem.
Your patcher has been a huge help by (I think as the first) detailing the Thor file format. My question is also about that: Is the format correct/complete that you implemented? The only source I have is the ThorPrototype that Aeomin released years ago which has (almost) nothing to do with todays format. For example I couldn't reproduce the single file mode that your patcher supports using the newest Thor patcher. I assume it is a legacy format from earlier Thor versions?
Hi,
Oh yeah, getting rid of the UI should not be too hard. Take a look at rpatchur/src/ui.rs and basically ditch all the things related to web-view. You also need to get rid of #![windows_subsystem = "windows"] in rpatchur/src/main.rs to have the console back.
Well IIRC I just used Tokei's work on the format, from the source of GRF Editor he released a while ago here: https://herc.ws/board/files/file/138-grf-editor/. I guess the single file mode was mainly used for sending updates for the patcher executable.
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8 hours ago, Foob said:
Is it possible to remove the window name? And just show the web part itself?
No, unfortunately border-less designs are not doable yet. That's something I'd really like to make possible in the future though.
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Since we sorted this out via private messages, here's the answer for other people wondering:
QuoteYes it seems it's not working in all cases then.
If you've compiled the project from the master branch (as you probably have) it's pretty straightforward.
You can define a helper function in your JavaScript like so:
function open_url(url) { external.invoke(JSON.stringify({ function: 'open_url', parameters: { url: url } })); }
And then use it in your HTML like that:
<a href="#" onclick="open_url('https://ratemyserver.net')">Click Me</a>
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11 hours ago, Foob said:
Is it normal that if I add
<a href="google.com" target="_blank">Click Me</a>
in the bootstrap or page it won't work? It's not clickable in the exe.
Hi,
Well you should rather do
<a href="https://www.google.com/" target="_blank">Click Me</a>
But apart from that, it should work: an internet explorer window should open with a tab displaying https://www.google.com
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On 5/25/2021 at 6:11 AM, Mina-chan said:
Hii! They've updated the website with the guides
This is the current method we're using to convert a model from rsm2 to rsm
I think taking a look at the current steps may help you further advance with the program development >w<
https://browedit-fansite.blogspot.com/p/converting-rsm2-into-rsm.htmlThanks for detailed explanations! I'll definitely use this to ease the process when I take the time (I'm pushing several projects at the same time atm so that might be in some time).
23 hours ago, Tokei said:Well, they are misaligned in the RSW file because RSM models are centered using a bounding box, while RSM2 are not centered by their bounding box. So to align them within the RSW file, you need to calculate the difference between the two.
- Calculate the bounding box for the RSM2 file, calculate the offset between the center of it with the location in the RSW.
- Calculate the bounding box for the RSM file, add the previous offset to the RSW file to re-align the model.
But technically speaking, the converted RSM model is working as intended.
Yes indeed, the way RSM1 are serialized is not quite natural (in comparison to RSM2): multiple transformations are needed to get them to their "right" position in the 3D world.
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54 minutes ago, M45T3R said:
Do you think is it possible to support video in the background and also adding login functionality with the SSO Packet
.......... NVM LOL you already support it great job !
Does it support a video as background? or a SWF file? (non clickable ofc)
Yes you should be able to easily embed videos (from youtube for example), maybe not in all formats though since they have to be supported by IE11. You shouldn't use Adobe Flash (SWFs) in this day and age though as it's a dead technology.
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On 5/20/2021 at 1:05 PM, biali said:
L1nkZ, first of all, thank you very much for your hard work on this! I 've been willing to use SSO for a while and I will finally do that inspired by your patcher!
I am not sure how your priority list is atm, but I'd like to recommend one thing I consider vital and still makes me miss thor patcher (not sure, though, how hard it is to implement:
- the hability to match the CRC of (at least) the ragnarok executable and if they dont match, to re-download it. in thor main.ini config file:
[...]
again, than you very much for your hard work and for sharing this with us!
Best,
Hi, thank you for the feedback!
That's something that should be fairly quick to add if something like @xVaan and @M45T3R suggested (i.e., the ability to apply an arbitrary remote patch) is added as well.
I'll create an issue on github.
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On 5/5/2021 at 9:48 AM, 312200492 said:
Hello, now I have successfully converted to RSM file through your software, but now there is a problem. After entering the game, most of the models are flipped vertically, and the height of some models is problematic
Model flipping:
The model is too high:
Model flipping:
On 5/6/2021 at 10:28 AM, Mina-chan said:Oh that's true. I noticed that if you view them in grf editor, it's as if they were mirrored in 2 axis, X and Y
Well, when converting back to RSM and including that model in an RSW there's a lot of things that can "wrong" when it comes to the exact position of the models' instances. I'd have to investigate to find out what goes wrong exactly.
According to what you (@Mina-chan) observed, the flipping could be due to the FBX -> RSM conversion itself.
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4 hours ago, Litro Endemic said:
Oh yeah, currently the progress bar represents the number of files being downloaded, that's why. Thanks for reminding me that though, I wanted to eventually allow the UI to know how many bytes are being downloaded so the progress bar can be truly linear (which is what we expect of a proper progress bar). I'll create an issue on github to remember.
Quoteis there a way to ensure only single rpatchur instance is open or re-maximize and or bring to front if rpatchur is already running?
Working with processes or native windows requires some work to do that properly in a cross-platform way, so this isn't on my priority list.
Quoteand before patch begin download / apply check if the target grf's / client is running?
Yes, it would be great to do so. However, same thing here, checking whether the client runs or not requires some work to do properly in a cross-platform way, plus there are a lot of cases to handle (EXE copies, renaming, etc.). Maybe we could get around that by checking some files' state as well (on GRFs for example).
Fortunately though, updating while the client is running should not be as risky (in that there's way fewer opportunities to corrupt anything).
Quotealso a config for save downloaded patch with check sum's so when reset patch can be taken from saved / previous downloaded patch files and if the sum of patch file is not match need to be redownloaded.
Yes, that's something I'm thinking about. Having to re-download everything when cancelling is annoying. Issue #20 on github is related to this and I think I'll work on both features at the same time when I do.
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A new version has been released! Here are the download links: https://github.com/L1nkZ/rpatchur/releases/tag/v0.3.0
The example UI and the documentation have been updated.
Warning to server administrators
This update includes breaking changes: the patcher's configuration file must be updated and the patcher's cache file will be reset.
Summary of changes
* It's now possible to apply patches manually (through the UI)
* Multiple patch servers can now be specified in the configuration (and if one is down, rpatchur will try to use the others)
* The cache file (containing the last patch index) is now saved as JSON and can therefore be modified with a text editor (be careful though)
* The window title can now be modified through the configuration file
* A lock file is now used to ensure that only one rpatchur process can update game files at a time
* Configuration errors are now displayed using native message boxes
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32 minutes ago, Mina-chan said:
hii! I found another bug. But this is very strange.
When I convert one model, it's fine
but when I convert another model, the first one becomes broken, and it appears with the same shape as the second converted model
however, the modified date of the first model doesn't appear any different. so I suspect this has something to do with the other files, such as "tex_vertices.bin"
(maybe that's why it's not possible yet to convert several models at a time yet)Ah yeah, this might be a bit misleading ... The idea is that several generated files have fixed names, so if you do multiple conversions in a row, in the same folder, those will be overwritten yes. Generating unique files names (with a prefix) or saving files in a unique folder for each model could fix that problem.
If you don't mind duplicating texture data, you can use the "--glb" argument to generate GLB files (these won't have the overwriting problem as they contain everything in a single file:
rag2gltf.exe --glb data\model.rsmI created two issues on github to keep track of your suggestions: https://github.com/L1nkZ/rag2gltf/issues
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14 hours ago, 312200492 said:
Good catch, there was a slight problem with the parsing of some part of the format. I pushed a fix that solves the issue.

Here's the release: https://github.com/L1nkZ/rag2gltf/releases/tag/v0.1.3
1 hour ago, Mina-chan said:Hii! I think I found a bug

I think I can't convert if the folder path has spaces in them, so it only catches "My".
Also, I have a suggestion: Since there are hundreds of new models, is it possible to have batch conversion in the future?
Thank you so much!!
Meanwhile, since I had not much idea about how to use this properly (I'm very nob
), someone very kind sent me this:
@echo off
for /r change\ %%i in (*.*) do (
echo %%i
rag2gltf.exe %%i
)
pause
It can be made in a text file, saved as "change.bat", and placed in the program's folder. So you only have to click on it for each conversion.
a single rsm2 file should be in "change", and texture folders in "data"Hi,
Issues with spaces are common when using command line tools. You should always put quotes around paths that contain spaces, for example:
rag2gltf.exe "C:\Path With Spaces\file.rsm2"Yes, a batch conversion feature is doable and would be handy. The batch script you got there does just that, so I guess you're covered in the mean time at least

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18 hours ago, 312200492 said:
@L1nkZHello, most of the current use of your developed software to convert the rsm2 format is very normal, but there is a model that cannot be used after exporting the gltf file and has been reporting errors. Please take time to help me check the problem
Model and texture file: stone_s_02.zip
Hi, thanks for the feedback! The file contains two nodes with same name but rag2gltf expects that not to happen, which is why the conversion is incorrect.
I released a new version that should convert this file and others correctly: https://github.com/L1nkZ/rag2gltf/releases/tag/v0.1.2
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20 hours ago, Litro Endemic said:
this will be good feature though, like iterate file plist.txt from webserver into html page, with additional button download and patch this thor file,
in my opinion the idea is like single patch file / self update like many official games that has patch file that can be downloaded manually not automatically from patcher it self.
but I think this action will not update / edit / change patch.dat or patch.json whatever the file named the index of last downloaded patch from plist.
one of issue I created previously that was is to client have ability to modify patch.dat so the user can download from specific index.
there is this scenario. the server owner want to make downloadable patch but not the patch it self is "not must" download and patch content like official data, so the owner can ship / deploy his client rpatchur with patch.json with last index from what number client has to / must download.
Alright, I already made the change (on the master branch) to serialize patcher.dat as JSON so people can modify it easily with a text editor if they need. I created another issue for manual patching, which is an important missing feature I agree.
I'll have to think about the idea of exposing the plist's content to the UI (plus the ability to download a particular patch file) and how that would work in practice. If I'm understanding you correctly.
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16 hours ago, xVaan said:
It's possible to download and patch an specific file through a UI Button?
Hi, I'm not sure I understand the question, but this is most probably a no.
Do you mean applying a patch from a THOR file that is on your disk (that you've downloaded manually for example)? And thus being able to do so from the patcher's UI?
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On 4/8/2021 at 10:14 PM, Mael said:
@L1nkZ I recommend adding some kind of executable or a precompiled version, so those who have no experience with phyton can use it.
Alright, I pushed a very rough release as an exe for people to try it out (and give some feedback): https://github.com/L1nkZ/rag2gltf/releases/tag/v0.1.1
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On 4/6/2021 at 8:02 AM, 312200492 said:
HI~~I finally see this exciting news. Do you plan to release the conversion program after repairing the animation??
Yes, of course, everything is published on the github repository (see the first post).
Animations are now converted as well, except for texture animations, which aren't supported in glTF 2.0 unfortunately!
Better quality: https://webmshare.com/play/d7BBY

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On 3/29/2021 at 8:38 AM, 312200492 said:
Great. I hope that the progress of R & D of rsm2 conversion can be brought to the forefront. So far, the most troubling problem for everyone is how to degrade the rsm2 model, resulting in various game maps not working properly. This is not my familiar field, and I can't give much help. Tokei Uploaded an article before, which may serve as a reference
Hi! Yes I'm currently working on supporting RSM2 models (without animations at first) and I'm totally basing that on Tokei's work (thanks a lot to him for releasing his code).
RSM2 models are now supported (still without animations)!
Thanks again to @Tokei, who made this a lot easier by sharing his work on the format.

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On 3/26/2021 at 2:14 PM, Mael said:
What a great contribution! I've seen that many mappers seek to convert rsm2 to rsm to use with browedit, it would be great if your converter could do it.
Ah yeah, I've seen many requests about this. Generating RSM files from other formats (including RSM2) was not in my priority list but I'll see if I can do something about this.
On 3/26/2021 at 5:04 PM, Mina-chan said:OOOHHH!!!
Finally, something to convert RSM2 ; W ; !! THANK YOU!!
And for making a new converter! The other one is good, but has got some problems and often it doesn't convert the models x3
But I have a question: is glTF 2 better than fbx and obj? The tools that we currently have (rsm converter and Bromedit) can only import fbx and obj (as a mesh) respectively, to save them as rsm afterwards).
*I ask because it would be good to have those formats too, but maybe for later on! RSM2 is way more important right now >w<Well, RSM2 files are not handled yet!
Comparing file formats is always a matter of pros and cons. The OBJ format lacks some features and is less compact than glTF 2.0, that's for sure.
About FBX vs glTF 2.0 though, the main advantage is about development and maintenance I'd say. Since glTF is an open-source format, it's easy to find implementations, re-use them and also maintain a working converter in the future. Another advantage of glTF is its portability (to the web notably). FBX might be better for general purpose model editing at the moment though.
On 3/26/2021 at 5:21 PM, Mina-chan said:Oh by the way, is it possible for it to have an exe file later on? x3 thank you!
Yeah I understand standalone executables are easier to use. I'll see if pyinstaller can do the trick.
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Hi everyone,
A few days ago I started working on an "RSM to glTF 2.0" model converter as an excuse to toy with the glTF file format. I don't know if this'll be useful to anyone but I'm making it open-source so people can re-use it (maybe as an alternative to xarple's converter).
glTF, unlike most other formats, allows easily sharing/showcasing models on the web, like so:
* https://tinyurl.com/na33zm9s (model made by @Syouji from here)
* https://tinyurl.com/22vs9nhm (model made by @Naruto from here)
The project is still very early in the development process so it's not refined at all but it should be fairly usable as it is.
You can find it on github: https://github.com/L1nkZ/rag2gltf
Limitations
* glTF 2.0 doesn't support texture animations
Releases
0.1.3 - https://github.com/L1nkZ/rag2gltf/releases/tag/v0.1.3
0.1.2 - https://github.com/L1nkZ/rag2gltf/releases/tag/v0.1.2
0.1.1 - https://github.com/L1nkZ/rag2gltf/releases/tag/v0.1.1
0.1.0 - https://github.com/L1nkZ/rag2gltf/releases/tag/v0.1.0
Screenshots
Microsoft 3D Viewer

Blender
Better quality: https://webmshare.com/play/d7BBY


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6 hours ago, Litro Endemic said:
can you include examples folder on the release, thank you

Sure, I'll include it in the next releases. It'll be better to have everything in a single archive for setting stuff up indeed.
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A new release has been tagged: https://github.com/L1nkZ/rpatchur/releases/tag/v0.2.2
Not really much changes on the patcher side (apart from a dependency update and a binary size reduction).
However, the release now includes a tool (mkpatch) to generate THOR patches easily from the command-line.
Check it out, feedback's welcome! The musl release of mkpatch should run out of the box on most linux distributions.
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RPatchur, a customizable patcher
in Project Concepts & In Progress
Posted · Edited by L1nkZ
Hi, thank you!
Well, nothing secret is supposed to be stored in the configuration file so encrypting it isn't needed.
Adding encryption wouldn't be too hard but it would merely obfuscate the configuration, and anyone with some technical skills could still recover the decrypted configuration in the end.