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Custom Ragnarok Online Client


Shinryo

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True, there are tons of custom graphics and music that we can use but not client.

Just a suggestion, if you could make character's gender independent of each other. Perhaps maybe when a player creates a character, the client would ask (Male/Female) it would be great. I don't have much knowledge on coding and how it might make things complicated though.

that's a thing sirius white already did once.

i don't know if you can read it but the pictures are what is most important.

http://siriuswhite.de/blog/2008/11/charakterbasiertes-geschlecht/

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I'm not sure if I mentioned this before however a HUGE +1 if you're able to have your client read higher polygon count models. That would enable more details and opportunities when it comes to playing on custom maps. :D

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Doesn't seems like he's improving/developing any parts of this client anymore...

Damn... this would mean i will need someone to hire someone again to actually finish his work to make it usable for my project...

Sigh.. more money to spend xD

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Doesn't seems like he's improving/developing any parts of this client anymore...

Damn... this would mean i will need someone to hire someone again to actually finish his work to make it usable for my project...

Sigh.. more money to spend xD

Just because he isn't posting doesn't mean he's not working on it ;P

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Don't just assume =P I sent a PM to Shinryo (randomnly prior to this) and he responded within a short time period.

It's working pretty good so far, have walking characters, etc. However, before I release the source, I wanted to make some cleanups due to design mistakes that I made, since I was forced to develop faster-

I will make an update in my topic soon. :)

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Great news then, he's still working on it! :)

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I read this thread from the beginning, it takes a whole hour for me to get the concept of this custom RO client.

Hurray, September ^^

I hope I can be a beta tester for it too

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Eagerly waiting to hear from shin about the progress /slur

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Yes! I'm also very curious about the current standings of this project. Please provide us an update Shinyro! :D

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No, the project is far away from being dead.

I've got a new job more than a month ago and this caused the project to slow down quite a bit. I've spent a lot (and I mean a lot) time with investigating a good way to allow scriptable effects (since I'm too lazy to implement all of them myself) that can be created easily even by non-developers. I think this is one of the most crucial steps to make this project a success. Everything else (besides rendering itself) is just some easy stuff.

Also, there was a major cleanup which allows everyone to customize almost everything they want easily. I've splitted the code base into two seperate projects, which consist of the rendering part (world, gui, ...) and the content creation (networking, data storage, ...). These can be used like frameworks or be completely replaced without breaking the other part. For example, someone could inherit the content creation and add advanced control that allows to interact with a modified rendering part which displays 3D characters that move around like inside a first person shooter. Both parts are combined inside a core library, which represents the controller. So yes, the project now uses the MVC pattern and everyone of you should know yourself what benefits this has.

Here are two small screenies. But don't expect too many visual improvements, since I have worked more on the code instead of the rendering.

screenshot10252012_22emk7r.png screenshot10252012_239rjvf.png

And don't worry, I will still make sure to release the source code as soon as I have either no interest anymore or when the project is in a usable (for others to develop with) state. Thanks for everyone who is supporting this project!

PS: I don't have a cool project name, any ideas? I thought of WeeRagnarokClient or WeeClient, but dunno. Or maybe rMinerva Client, because of Athene and Minerva, lol.

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nice update!

WeeClient sounds nice since it matches your other great works liek the map cache and diff patcher. But I do like rMinerva just because of that relation lol.

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For scriptable effects(and all other things) you could use the V8 engine.

@edit

WeeClient is good i think :3

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WeeClient is good. I don't know if you're up for suggestions but the name makes me think of "Relient"

Good luck with your project!

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+1 to WeeClient. Is it easy to change the login/character/in-game skins/windows/menus/etc? I'd like to try making some new templates if so =]

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+1 to WeeClient. Is it easy to change the login/character/in-game skins/windows/menus/etc? I'd like to try making some new templates if so =]

CEGUI uses XML for the window layouts, extremely customizable without touching the code.

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Love it!

Thank you for your continued support and activity!

WeeClient sounds fun.

Edited by Nameless2you
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Great update Shinryo! I love the flexibility your putting in your client. :D

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its Alive!!! its Alive!!! :-D. Great to hear from you Shin and nice updates /slur. as for the name WeeClient sounds nice. or maybe WeeGC?

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Wasn't it supposed to go open source on September? /heh

WeeClient is okay. WeeGC made me first think of Wee Guilottine Cross /oops

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Each tile can have a diffuse color. This color, however, is not being applied to all four corners of a tile, but only to the bottom left vertex and all vertices that share the same coordinate.

I'm trying to get this right in my own renderer, but it looks weird at the moment. If it's not too much of a bother, could you please share a picture of prt_maze01 or gl_church with only the vertex colors enabled?

Also, one little detail: what did you mean by posterization levels 17.0 - 1.0? Just 16 levels, or something else? I tried to match the lightmap of your earlier screenshot of pay_dun01 and (I think) I got a similar result by doing

pcolor = floor(255 * floor(15 * color / 255) / 15)

with all steps being float operations (JavaScript, he he). This gives 16 levels (0-15), but the upper level contains only one intensity value. So I guess this was wrong? Could I just do rounding instead instead of flooring and get the correct values? Or should I use 16 instead and floor everything?

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The color posterization is done with the following formulas:

r = (int)(r / LEVEL_COUNT) * LEVEL_COUNT

g = (int)(g / LEVEL_COUNT) * LEVEL_COUNT

b = (int)(b / LEVEL_COUNT) * LEVEL_COUNT

In RO, LEVEL_COUNT is 16.

@edit

For javascript it would be c = floor(c / LEVEL_COUNT) * LEVEL_COUNT; where c is each color component

prt_maze01

1j5YE.png

1j60q.png

gl_church

1j63c.png

1j622.png

This is not WeeClient but renders it as the official client too :D

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Wow, thanks, those are great. Are the vertex colors are always only applied to the top surface? At least I get the same results for those maps while only setting the vertex colors for those. Also do you just use black if one of the adjacent tiles doesn't have a top surface? I though I had it all wrong because some maps like pay_dun00 look like someone smeared shit all over them, but I checked with the official client and it turns out it's the same there. /heh

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Wow, thanks, those are great. Are the vertex colors are always only applied to the top surface? At least I get the same results for those maps while only setting the vertex colors for those. Also do you just use black if one of the adjacent tiles doesn't have a top surface? I though I had it all wrong because some maps like pay_dun00 look like someone smeared shit all over them, but I checked with the official client and it turns out it's the same there. /heh

As I know only top surfaces have the vertex color applied, if the cell that I will use to get the surface color doesn't exist or don't has a top surface, i just use black color.

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Same here.

About the color posterization, don't use floor : it's too slow !

color >>= 4 << 4;

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Its an awesome project honestly don't really mind it being closed source as long as its finished and released for use because then hopefully people wouldnt be greedy about sharing plugins that they made unlike open sourced projects that many times people just improve and develop for there own personal use. With that being said do you plan on increasing the client limits for models like the max amount of polygons the client can render and such since ragnarok had pretty low limits since they never updated any of that. It would be nice to be able to use models with more vertical textures and polygons so i didn't have to nerf every model i make rsm wise.

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