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Make RO great again


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That's pretty good. We should unite projects, since we seem to have the same goal and are specialized in completely different categories. I sent you a PM with the link to my discord. Let's talk.

Edited by blinzer
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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!

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This is insane! That shadow oh my god!

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Bravo! look at those lightmaps! looks cool! keep it up. looking forward to this project. may I ask? is this project can be open-source? this gonna be like exclusive Client? Has something to be paid?
 

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The rendering is so crispy. I wonder if you already using DX11? and I'm excited to see how 3D monster would look like (Bow Guardian, Sword Guardian, etc.)

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Amazing!. Thank you for this project. If you need help, I will help you

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Nice! Don't let this die ;)

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Thanks for yours support !

Project is written in D(dlang.org) using OpenGL as on all the platforms.

Currently it is a closed-source project, but i will post some more info soon.

Speaking about help there's some work with original client, for example effects table extraction and some work on file formats.

Edited by Temtaime
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maybe you can give us a full list so we can pitch in information for you? :)

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Okee, i have some questions here for a start.

  • During disassembling original client from end of 2016 i found that all the info about rsm format that i had found is wrong. It seems that koreans removed position animation from 1.5. Okay, i written their behavior, but i still has extra 8 bytes at the end of file and i cannot figure out are they unused in original client or not. There's no extra bytes in 1.4 for example.
  • I also cannot find any info about the formula used in lighting calculation. A point light has only position, range and a color. I made something that looks almost as the lightmaps, but on some maps my formula gives unacceptable results(too bright for example). Maybe someone can figure out how koreans calculate lightmaps exactly(calculated ightmaps are stored in the gnd file; i need only the formula because i don't use the lightmaps itselves, i do per-pixel lights calculations based on point lights information).
Edited by Temtaime
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@Olrox and @Borf

they know about the calculation of lightmaps.

Edited by Kaze
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20 minutes ago, Temtaime said:

Okee, i have some questions here for a start.

  • During disassembling original client from end of 2016 i found that all the info about rsm format that i had found is wrong. It seems that koreans removed position animation from 1.5. Okay, i written their behavior, but i still has extra 8 bytes at the end of file and i cannot figure out are they unused in original client or not. There's no extra bytes in 1.4 for example.
  • I also cannot find any info about the formula used in lighting calculation. A point light has only position, range and a color. I made something that looks almost as the lightmaps, but on some maps my formula gives unacceptable results(too bright for example). Maybe someone can figure out how koreans calculate lightmaps exactly(calculated ightmaps are stored in the gnd file; i need only the formula because i don't use the lightmaps itselves, i do per-pixel lights calculations based on point lights information).

In browedit2 source you can't find this formula?

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7 hours ago, Zell said:

In browedit2 source you can't find this formula?

can you give the link to the src? thanks

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16 minutes ago, Ninja said:

can you give the link to the src? thanks

https://github.com/borf/Browedit

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Outstanding! As a mapper, I'm absolutely in awe with the shadows and lightmaps of this client. Amazing work!

Please keep it up, don't let it die like the many abandoned projects in this section.

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I just make maps, but I have to say the lights actually affecting models is amazing and would add a lot of new possibilities to custom maps. I'd actually consider switching to this client for my own use once it's done on that alone- It looks really slick.

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@Temtaime Will you open source it? Or at least do something like give access to core rAthena members, maybe make it an official project? Bus factor and all.

I wouldn't support you (Patreon) if you don't do that and I think many people feel the same. Too many client projects abandoned over the years, the trust is already gone.

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  • 2 weeks later...

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What about a Day and Night lighting based on server time?

That is something that RO2 have and is somewhat cool, but the original ragnarok only have that as a simple effect in-game.

Edited by nakano15
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On 4/7/2017 at 8:41 PM, jpg said:

@Temtaime Will you open source it? Or at least do something like give access to core rAthena members, maybe make it an official project? Bus factor and all.

I wouldn't support you (Patreon) if you don't do that and I think many people feel the same. Too many client projects abandoned over the years, the trust is already gone.

Yeah....

 

And?...  

 

Dead

Pd: is dead again

Edited by SusanoSprites
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On 7/21/2017 at 9:49 AM, SusanoSprites said:

Yeah....

 

And?...  

 

Dead

Pd: is dead again

Your brain is dead, while Æsir is not.

 

Hello guys !

I'm sorry for such a delay, but i have some troubles IRL, and while i'm the only one who develops this client, there was no news.

Æsir made a big step, many basic features are now accessible. It's not so much comparing with korean client, but it's a good start. With time, features will multiply.

You can download and try it right here.

rs_y&key=5931ff20c2d8ddee4ff08f73d8c001b45455b765f2262e1113a6940d3570f465

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@Temtaime Great work!.

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really nice and smooth 

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Hello !
I want to remake the interface, so is there someone who can draw and is interested in it ? We can make brand new, better interface.
Write me.

Edited by Temtaime
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On 12/08/2017 at 11:30 PM, Temtaime said:

Your brain is dead, while Æsir is not.

This has made my day.

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