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Showing content with the highest reputation on 12/15/17 in all areas

  1. 1 point
    Temtaime

    New life for RO

    Hello everybody ! I'm working about two years on writing a complete new RO client. I hadn't so much time, as I'd wish, but now it's almost ready for a basic gameplay. So what are the advantages of having own RO client ? RO doesn't depend anymore on Koreans. It gives an ability for releasing of any new feature, whatever the players want: new 3D mobs, dynamically generated locations, everything you want. The client is cross-platform and can work on Windows, Linux, Mac OS X and Android natively. Thanks to using of new computer graphics features, the client works faster, consumes fewer resources, providing better graphics. For example, it loads a location instantly(to be more precise, it takes ~15 ms to load a map) - so no waiting anymore ! What are the features we have today ? Dynamic shadows and per-pixel shading(no strange blur on the ground anymore!). Correct rendering of all the sprites and locations including all the animations on the locations. Rendering the best part of effects. The most part of UI. All the network communications with server. But there are some missing features: some part of UI(skill UI for example), and some in-game interactions are missed. But all these will be fixed soon. I would find those who are interested in that project, because it will be the only project, which will be used on the servers providing better game experience. Also, a development of the project requires some means and other help, so if you have a mind and in the position, you can write to me in PM or in these comments. Some screenshots:
  2. 1 point
    Temtaime

    New life for RO

    Hi guys ! I have one extra news for you. This or next week the client will be open sourced, so everyone will be able to make it better ! Thank you for support.
  3. 1 point
    =General *Added the "monster_mobid" enum. -This is to set monster ID's for skill related stuff more easly. *Added the "menuskill_val2" value. -Using menuskill_itemused for certain things just lost me too easly. *Added the "skill_check_condition_mob_master_mer_sub" function. -Works just like the skill_check_condition_mob_master_sub, but -for homunculus and mercenary's. *Added a safety check to prevent the chance of a status activating -from going below 0. *Updated the map cache since prontera was reverted back to the old one. =Database *Updated listing for conditions. -I found these in the source code and they are used by some monsters. -Felt they should be listed here even tho their rarely used. =Skills *NC_SILVERSNIPER -Recoded the skill. -Updated the monster's database entry. -Updated the skill entry's for silver sniper. -No longer able to heal itself. -Updated the ATK bonus from used skill level. -MaxHP now affected by skill level and caster's BaseLV/MaxHP. *NC_MAGICDECOY -Recoded the skill. -Updated the monster's database entrys. -Updated the skill entry's for the magic decoys. -No longer able to heal itself. -MaxHP now affected by skill level and caster's BaseLV/MaxSP. *KO_ZANZOU -Updated the monster's database entry. -Corrected the AI type on the spawning of shadow clones. *GN_ILLUSIONDOPING *MH_SUMMON_LEGION *MH_NEEDLE_OF_PARALYZE *MH_PAIN_KILLER -Added support for these skills.
  4. 1 point
    Brynner

    Making Pull Requests on Hercules

    must better if you use postimage.org just like zackdreaver. all of my upload pics is came from postimage.
  5. 1 point
    dudemelo

    Error compiling hercules in centOS

    chmod +x sysinfogen.sh
  6. 1 point
    Nameless2you

    Making Pull Requests on Hercules

    git actually makes it easier if you have modifications. However it is also possible to do a svn checkout. Check this out for more info: http://herc.ws/board/topic/152-obtaining-hercules/
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