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Everything posted by Vykimo
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is better
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I can do the map if you are interested in...
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A few reasons: I'm not really interested in making a renewal client. I like the old ones better. There are debug files available for certain older clients. There weren't any major changes in the code base until the renewal clients, so it doesn't take much work to update an "old" working client to use content from newer clients. The difference between "old" and "new" is mostly additive. It's better to start with a smaller goal than a larger one. Perfect answer. ^^ You absolutely convince me. BTW It's really fascinating to read you. - Model culling is an awesome feature (like ToS) and it'd be awesome to have it IG. - For footprints I think It could be a cool feature but yo implement with caution : I mean that footprints on floor tile or slabs is silly. Only on sand or after walking in water... i thought too to a great feature : Why characters don't have shadows? It only needs a black rotated printing of the current character on the floor to looks really good. some ideas in the heap~
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Why making an older client based ?
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Your forst spirte is awesome. Do you share it?
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[Browedit] Need help on bad texture problem
Vykimo replied to hisawahiroki's question in Graphics Support
Omfgod, never saw that's kind of bug ! °° This is probably a problem with your graphic card (too recent for ro?) -
xDiffPatcher, xDiffGen2, Packet Parser and Packet Extractor
Vykimo replied to Shakto's topic in Client Releases
Why ? #code() found no matches# Failed in part 1 For Packet Extract.bat -
will not be readable by the dll/asi I easily fix it by editing the txt path in rdll2.asi.
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Why can't we put the txt file in grf?
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If you want to do a transparent skills' bar : Just find the .bmp for skills' bar and fill it with color #FF00FF.
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Put on the warp a verification : If(strcharinfo(4)=="yourmap" && Class == KAGEROU) end; Else warp ...;
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Yes, the client just need the wav files
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Currently the voice is determined by your hairstyle : there are 4 voices' types and each hairstyle has a voice predefined. I plan to add a column in char sql table dedicated to voice with the possibility at the character creation to choose own voice.
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Another feature to bring to RO some fresh air (and to looks like more like an actual mmorpg). We are all accustomed to play some characters with no voices but what if they can now shouting when dying, attacking, receiving damage and even shouting some skill's names? I called it "Voices Mod by Vykimo", take a look at this video demo : Feel free to express your feeling about this very very unusual thing in Ragnarok.
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It's the voice pack from RO2 LoTS. Check out my new showcase in source section. Ty Haziel, I added some smoke effect and you can hotkey it now.
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Wanna see something new into Ragnarok? Let's check my latest creation : Little Jump in Ragnarok ! Check it now : In this version you only can jump with Inser on the keyboard (usually used for sitting), that's why I don't release this now. I dream that one day I can put it on space or another one keyboard button. Can I get some review?
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Hmm, I don't think there is something interesting in map.c. It's more in script.c (and a bit in npc.c) with the function run_script_main.... But I really need advice from src expert or rather core dev... :/ Not sure they look often at this section.
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You want screenshot of what? I could add some extra option later like pause or stop the animation but for now I need to build the core function.@jezznar I succeed of making it with script but its dirty and i want to make clean src function.. @Eat sleep Yes I need to make new thread, its where I need some precisions.
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Hi all, I'm trying to build a src function to show kind of ""video"" (more a gif since it'll play a lot of .bmp in succession) based on the cutin function. In fact, It's already possible doing things like this : mes "Video"; for(.@i=0;.@i<100;.@i++) { cutin "image"+.@i,0; sleep2 500; } close2; cutin "",255; end; BUT the problem is that during the animation, the player can't do anything!! What I'd to do is a src function like that : And during the animation, the player can close the npc dialog to stop the video for example. I'm convinced that I need to create a sub-executed program like 'donpcevent' does and put a line in 'close' function to abort this sub-program. but I don't know how to manage to do this. I started like this : BUILDIN(video) { TBL_PC* sd; int i; char *image; sd = script->rid2sd(st); if( sd == NULL ) return true; image = Malloc((sizeof(script_getstr(st,2)) + 1)*sizeof(char)); // Need to create a sub-executed program to not interrupt the running of the main script do { for(i=1; i<=script_getnum(st,4);i++) { sprintf(image,"%s%d",script_getstr(st,2),i); clif->cutin(sd,image,script_getnum(st,3)); ticks = script_getnum(st,5); // Timer Function, still don't know what using } while(script_getnum(st,4)==0); free(image); return true; } Can someone help me to build it? It's a masterpiece function in customization and I'm sure It'll help a lot of people.. Thanks in advance!
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Amazing work ! Maybe your models have got too many polygons. I remember that Ro exe have a limit.
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Moving a character from an account to another one
Vykimo replied to Nagad's question in Database Support
Items should be transferred but storage, account variables etc will be deleted... To use with caution therefore... (In fact just pay attention to all tables in sql who use the charid) -
The interest to play with /quake switched on from now on?