Noil
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Posts posted by Noil
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You are welcome
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But why not take CDN, that you only pay for your traffic used?
When this is clearly the better option than hoping for a good connection for everyone.
Also CDN has other advantages too.
Greetings
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CDN doesn't mean that I have to have an active userbase of 20.000+ user requests there are little solutions out there too.
I just came up with this, because of my own experience of playing on servers that are more likely bound on one location.
For example I am from germany and played on a server hosted in swiss. I had no lag and best conditions ever, but people on this server
coming from the philippines had really delayed gaming experience due to motion lags of it's finest.
And there are a lot philippine players, malaysians, germans and some might come from asia too at least I know there are some.
So some server owner might care about providing good latency over long distances. Maybe you have some other ideas beside CDNs.
Maybe your own load balancer for herc but I think there are good networks out there already.
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As you replied to the other post you know that these settings are housed in src/map/battle.c lines 1381- 1414
1381 if (battle_config.weapon_defense_type) { 1382 vit_def += def1*battle_config.weapon_defense_type; 1383 def1 = 0; 1384 } 1385 #ifdef RENEWAL 1386 /** 1387 * RE DEF Reduction 1388 * Pierce defense gains 1 atk per def/2 1389 **/ 1390 1391 if( def1 < -399 ) // it stops at -399 1392 def1 = 399; // in aegis it set to 1 but in our case it may lead to exploitation so limit it to 399 1393 //return 1; 1394 1395 if( flag&2 ) 1396 damage += def1 >> 1; 1397 1398 if( !(flag&1) && !(flag&2) ) { 1399 if( flag&4 ) 1400 damage -= (def1 + vit_def); 1401 else 1402 damage = (int)((100.0f - def1 / (def1 + 400.0f) * 90.0f) / 100.0f * damage - vit_def); 1403 } 1404 #else 1405 if( def1 > 100 ) def1 = 100; 1406 if( !(flag&1) ){ 1407 if( flag&2 ) 1408 damage = damage * pdef * (def1+vit_def) / 100; 1409 else 1410 damage = damage * (100-def1) / 100; 1411 } 1412 if( !(flag&1 || flag&2) ) 1413 damage -= vit_def; 1414 #endif
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Hey ho,
Actually I'm browsing around looking for good CDN offers, but I see they are settled on per traffic prices
for example you pay 0,119 USD for every GB your server produces in traffic.
So correct me if my perception is completly wrong in those pricing models .
So there comes up a question, that I've got no to none experience of.
How much traffic does a herc based server produce if you are running the full server setup meaning the emulator itself+website including client downloads ( maybe put them on some file sharing providers would makes sense no? ) .. Well it depends on how many persons will play on the server,
but maybe we can get an average per person traffic or we are taking an average populated example. Be creativ!
Mind sharing your experience?
Thanks in advance
Yours
Noil
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- Allow space in guild name
- Chat Flood Remove Limit
- Custom Window Title
- Disable 4 Letter Charackter Name Limit
- Disable Quake skill effect
- Disable Swear Filter -> so you can write sex ingame without getting *** useful for @changesex
- Maybe you want to use 64k Hairstyles for charackter creation
- Enable Title Bar Menu
- Extend all boxes
- Increase Zoom out of your liking
- Load Custom lua file instead of iteminfo.lub
- Skip License Screen ---> saves 2 Enter
- Skip Server Selection Screen ---> s.a.
- Use Ragnarok Icon --> if you don't use a launcher
well you can add any you want
- Allow space in guild name
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well I learned to use them
SELECT * FROM inventory, cart_inventory, `storage`, guild_storageWHERE inventory.nameid = cart_inventory.nameidAND cart_inventory.nameid = `storage`.nameidAND `storage`.nameid = guild_storage.nameidAND inventory.nameid = 2629GROUP BY inventory.nameid
Syntax is fine but I get no results
This query return anything only if item present in all this tables
Yeah right.
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well I learned to use them
SELECT * FROM inventory, cart_inventory, `storage`, guild_storageWHERE inventory.nameid = cart_inventory.nameidAND cart_inventory.nameid = `storage`.nameidAND `storage`.nameid = guild_storage.nameidAND inventory.nameid = 2629GROUP BY inventory.nameid
Syntax is fine but I get no results
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Yeah I just tested it one sec I will edit soon
Edit: new one works like a charm
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Try this:SET @nameid = 2124;(SELECT `nameid`, `char_id` AS char_id, '-' AS account_id , '-' AS guild_id, `unique_id` as unique_id, 'inventory' as tablename FROM `inventory` WHERE nameid = @nameid)UNION(SELECT `nameid`, `char_id`, '-', '-', `unique_id`, 'cart_inventory' FROM `cart_inventory` WHERE nameid = @nameid)UNION(SELECT `nameid`, '-', `account_id`, '-', `unique_id`, 'storage' FROM `storage` WHERE nameid = @nameid)UNION(SELECT `nameid`, '-', '-', `guild_id`, `unique_id`, 'guild_storage' FROM `guild_storage` WHERE nameid = @nameid);
replace the nameid with your nameid
Greetings
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Use custom keys if its broken..
You can diff custom keys using nemo
And then change it in src/maps/packets.h
or use
./configure --with-key1=0xFIRSTKEY --with-key2=0xSECONDKEY --with-key3=0xTHIRDKEY
if you use /configure and make
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how bout for 20130807 ?
i already added this
#if PACKETVER >= 20130807
packetKeys(0x7E241DE0,0x5E805580,0x3D807D80);
#ifdef PACKETVER_RE
#else
#endif // PACKETVER_RE
#endif
also
// Whether to enable the official packet obfuscation support (good vs WPE)// 0: disabled// 1: optional (not recommended) -- identifies whether it is required// 2: enabled (recommended)packet_obfuscation: 2and added at difffirst, second and third as 7E241DE0,5E805580 and 3D807D80 using nemo patcher v2.5...also im running pre-renewal...but rpe is still working on my server.. where did i miss?check this http://www.robrowser.com/prototype/packet-keys/
0x7E241DE0 0x5E805580 0x3D807D80
BROKEN (4) -
I've always made 10x rates, but for personal convictions.
And best advice I can give you in case you want to make a server is to be comfortable with the characteristics of your own server. This will encourage you to spend time on its administration and management.
Yeah I know what you mean. But I don't really have a tending in EXP-Rates for Items I definitly know I don't want to increase them. I think it's more healthy for the long run and the economy.
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Wow thats really cool thank you
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Maybe you know all that stuff but I don't so please don't link me to an entire forum where I can't find those details im seeking for thanks
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Allright maybe we can collect more votes thank you for participating
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I am curious.. what the majority likes
If the choice is not in the poll feel free to comment it.
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If you need someone to help just ask
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My question is how is your Queue system being run, src or via script?
If it's through script, a smart algorithm for a queue system to seperate dps,tank, and support isn't too hard.
Simply storing classes into an array and expanding the query to search through upto ~50 players will make it easier.
I've done a similar system for a dungeon queue.
I made it so player's who joined the queue selected their intended role, ofcourse you couldn't select DPS if you were a priest, so it prevented people from claiming a role they can't effectively do. Also this wouldn't affect a premade party. So mainly for those who solo que.
Lastly you give priority to certain roles over others, if you don't have the others available.
I used this small rule of guidance.
Tank>Support>DPS
this is because DPS classes are in abundance in RO, since most people play those.
Ratio I go for is, 1 tank, 1 support, 3 dps. Then cycle over.
Obviously this can all be adjusted for how large parties are intended to be.
But this should suffice for a 10v10, 2 Tanks, 2 Supports, and 6 DPS.
Edit; @Below - Sorry lol, I didn't mean it that way. I'm very sure you could do it easily. This was just my suggestion on how it could be done, if you lacked ideas.
R.I.P. Battle Priest
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Okay makes sense, is there any guide yet listing the different feature updates among the client-history?
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so if you make a strictly cut where renewal begins means brasilis, El Dicastes, Bifrost including Tatacho and Mammoth onwards are all renewal?
Well those only pre-renewal server are quit mixed then .
Server Traffic
in General Discussion
Posted
Oh okay thanks so it is more likle effected from the servers hardware spec, that the other lagged than the connection towards it right?