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robby22

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Posts posted by robby22

  1. 3 hours ago, kanayachii said:

    i've been developing some games myself ,

    there's no way any developer / content maker can sue you for anything that's non profit ,

    logical comparison is like : if you ain't putting any ads in your youtube videos , you can freely use anyone's video as long as your videos ain't against youtube rules .

    but if by any chance they know that you're making profit with it , then yes , they can sue you easily

    Thanks, have you seen PokeMMO and PokemonRevolutions who have thousands of players but haven't been shut down? I've also seen many fan made games based on anime's that seem to be doing okay. Yeah I think you are right, it'll be fine as long as we don't start retailing the product.

  2. Hello I've been developing a MOBA style game for a few weeks with Unity. I'm missing decent sprites and Ragnarok has plenty of amazing ones, it will be a multiplayer desktop/browser game and free to play so would I still get targeted by Gravity even though I make no money off it?

    Would be horrible to spend all that time porting sprites into unity and animating them only to get sued.

  3. On 6/23/2019 at 7:02 AM, jeronpot said:

    I think there's no way to catch people using scripts. That's why game guard are necessary to the server. But if you're asking about the AFK ones, try them to warp to another map then if they are still no reaction to warping, then they are using autoclickers/bot.

    Thanks but warping my players while they are playing is not a solution, if they were not using cheats it would be quite intrusive on their experience. There must be some tools that can detect repetitive inputs out there.

  4. Hello I'm wondering if there is any ways for me to catch people using scripts. I'm finding players using macros to summon plant>magnum break>pick up on repeat and also some with auto clickers on monsters. I've searched the forum for anti-cheat tools already but no luck.

  5. Thanks for replying. I have changed it to V_TARGET but now it just shows up like this with 0's

    Quote

    0,162,173
    0,173,171
    0,168,173

    If I log the "v" then I get these numbers below, even without the 1100 those ID's do not show the correct one of the actors in-game.

    Quote

    110056708,162,173
    110052174,173,171
    110001415,168,173

    I actually got this all working with the homunculus version of this AI if anyone wants to use it. But I really need this working with the mercenary too. ?

  6. https://bpaste.net/show/b021df0de56b

    Hi in the link above is my modified mercenary AI. I'm logging the actors positions (monsters, npc's, players..etc) and it looks like this

    1,162,173
    1,173,171
    1,168,173
    1,163,167

    So the second and third index are x, y coordinates which work fine, but the first index always shows a "1" it should tell me the ID's instead, wondering what I did wrong in my code? line 2253

  7. So after some testing it looks like this happens when there are too many sounds being played simultaneously (such as skills, effects, monster attacks..etc) it creates problems in the call stack for queued up .wav files since it's trying play audio asynchronously.

    This can be solved by extracting all the .wav files in the GRF and using bash to replace them with millisecond .wav files so they are removed from the queue quicker.

    for i in ~/data/wav/* ; do cp ~/file.wav ; done

     

     

     

     

     

     

  8. You ever clicked a skill and the sound didn't play and you clicked it again and it did that time? happens to me sometimes randomly

    The sound card I'm using is a Creative SB0410 SB Live! 24-bit. I've had this issue in both Windows 7 and Arch Linux so I feel like it's something internal to the game itself.

    Here are my sound settings in Ragnarok, which should I try?

    Untitled.png

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