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Sephus

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  1. Upvote
    Sephus got a reaction from aszrool in Hercules vs rAthena diff checker   
    Hey all,
     
    So I've worked on a difference checker between the fields of some rAthena and Hercules database files.
    This could help people or devs or users do quick lookups for differences.
     
    Key Features
    The differences are listed in libconfig format to make things easier for people trying to merge or lookup entries between rAthena and Hercules.
    It lists only the differences if any. (Except ID and Name field for quick lookups).
     
    Repository: https://github.com/Smokexyz/Hercules-vs-rAthena
     
    Currently supported files -
    db/pre-re/mob_db.conf db/pre-re/item_db.conf db/pre-re/skill_db.conf db/re/mob_db.conf db/re/item_db.conf db/re/skill_db.conf  
    TODO
    Add support for more files. Automate checks and updates to repository.  
    If you have any suggestions for files or format do let me know.
    If you want to report errors, please feel free to open an issue on the repository page.
  2. Upvote
    Sephus got a reaction from Legend in Hercules vs rAthena diff checker   
    Hey all,
     
    So I've worked on a difference checker between the fields of some rAthena and Hercules database files.
    This could help people or devs or users do quick lookups for differences.
     
    Key Features
    The differences are listed in libconfig format to make things easier for people trying to merge or lookup entries between rAthena and Hercules.
    It lists only the differences if any. (Except ID and Name field for quick lookups).
     
    Repository: https://github.com/Smokexyz/Hercules-vs-rAthena
     
    Currently supported files -
    db/pre-re/mob_db.conf db/pre-re/item_db.conf db/pre-re/skill_db.conf db/re/mob_db.conf db/re/item_db.conf db/re/skill_db.conf  
    TODO
    Add support for more files. Automate checks and updates to repository.  
    If you have any suggestions for files or format do let me know.
    If you want to report errors, please feel free to open an issue on the repository page.
  3. Upvote
    Sephus got a reaction from Ridley in Hercules vs rAthena diff checker   
    Hey all,
     
    So I've worked on a difference checker between the fields of some rAthena and Hercules database files.
    This could help people or devs or users do quick lookups for differences.
     
    Key Features
    The differences are listed in libconfig format to make things easier for people trying to merge or lookup entries between rAthena and Hercules.
    It lists only the differences if any. (Except ID and Name field for quick lookups).
     
    Repository: https://github.com/Smokexyz/Hercules-vs-rAthena
     
    Currently supported files -
    db/pre-re/mob_db.conf db/pre-re/item_db.conf db/pre-re/skill_db.conf db/re/mob_db.conf db/re/item_db.conf db/re/skill_db.conf  
    TODO
    Add support for more files. Automate checks and updates to repository.  
    If you have any suggestions for files or format do let me know.
    If you want to report errors, please feel free to open an issue on the repository page.
  4. Upvote
    Sephus got a reaction from Shatowolf in Achievement & Item Link System   
    Preview of the achievements and the achievement window working on Hercules
     
    (All official content, no customizations - although supported in my implementation.)
     

  5. Upvote
    Sephus reacted to 4144 in Migration from rAthena to Hercules   
    Not sure about all difference, but here some:
    Plugins and plugins oriented functions. This mean most or all functions can be small and do some small thing.
    Hercules also used in some open source games, because plugins can change it,
    Most configuration files here in libconfig format.
    Packet definition in other format. Server can be compiled for one packet version at time.
    Hercules mostly follow kRo features and not any other like iRo.
    Code only C, without C++.
     
    Not sure what to say more. I not very familar with rAthena.
  6. Upvote
    Sephus reacted to Haru in About Code Review and Why You'd Want Your Code to Be Reviewed   
    About Code Review and Why You'd Want Your Code to Be Reviewed
     
    Hello, fellow developers and code contributors!
    As you certainly know, years ago, Hercules adopted a workflow based on pull requests, that includes code review as one of the necessary steps before any new piece of code makes it into the master branch of the repository.
    While being an uncommon and somewhat controversial change in Hercules (and in the RO emulator scene in general), code review is part of the workflow of most software projects, both open source and closed source, and has many benefits.
     
    Why Code Review
     
    The benefits of code review are several:
    "Given enough eyeballs, all bugs are shallow" [Linus's Law by Eric S. Raymond -- The Cathedral and the Bazaar, 1999]. While the law is not strictly true, it's certainly true that the more developers read and analyze a piece of code, the more likely it is that bugs that might be hidden in it are discovered early. Testing is not enough. It's very hard (or in the case of our codebase just plain impossible) to cover all the possible edge cases when testing a new feature or a fix. An additional pair of eyes reading the code may help discovering those more easily. This includes cases where the client would normally prevent a certain thing from happening, but it's not ensured anywhere on the server side. Better quality of code. By having other developers read a piece of code, they'll end up wondering why a certain approach was taken, rather than another, and discuss it with the submitter, leading to better, more efficient algorithms, or better engineered code. Better documentation. Since the code needs to be read by other people, it'll require proper comments (or they'll ask for explanations about the parts they can't easily explain). This increases the chance that the author, or anyone else that will need to read the same code again months or years after it's been submitted, will be able to understand it again, by finding appropriate comments in the appropriate parts of the code. Better insight into the code across the team. By reading code from different parts of the emulator as part of the review process, every team member increases their own general knowledge of the software, bit by bit. This is a very efficient way of learning how different parts of the emulator work, and why they were implemented that way. Future-proofing. By having public reviews, we keep a permanent trace of what were the hot topics and why certain decisions were taken, when a certain part of the emulator was implemented. If a bug arises, or something needs to be redesigned in future, we can look up the associated pull request and related discussion, and learn more about the discussion that went on in the past, and what's hiding behind code design decisions. Reviewing code from other people, as well as having one's own code reviewed by others might not be easy for everyone, especially at the beginning, but please try your best. Here are some suggestions on how to approach code review from either side. 
    How to approach code review (for code authors)
     
    As a code author, the worst thing you can do is to be afraid or shy about other people judging your code. This is the wrong approach! Don't be shy, have your code looked at by others, have them praise you for your genial approach to tackle a problem, listen to their suggestions on how to improve it. But be ready to defend your implementation, if you believe it's better than the suggestions you receive, or if the critics that are moved against it are wrong or meaningless.
     
    Always keep in mind that:
    Having your code reviewed and commented on isn't humiliating. Other people are spending their time looking at your code, asking you why you did something in a certain way rather than another, suggesting improvements. Both sides have a lot to learn from each others. (On the other hand, if no one reviews your code, that's somewhat humiliating!) If someone spots an issue in your code, it doesn't mean that you're a bad developer. We all make mistakes, and we should be happy to learn from them (and it's definitely better if someone spots them and points them out to us before it's too late and they were able to do some harm). Never, ever, take code review personally. No one will laugh about you, fire you, kill you, shame you, etc. if your code is commented on. If you believe you're right and the comments you received are pointless or wrong, chance is that you really are right. Be ready to defend your reasons, it's possible that the reviewer didn't think of them. It is your duty to explain them your reasons. How to approach code review (for code reviewers) 
    Reviewing code is several orders of magnitude harder than having your own code reviewed. You have to check the code for several classes of problems, point out your findings, suggest improvements. And you still have to deal with the worry about hurting the code author's feelings when pointing out a mistake.
     
    Here are some things you should keep in mind when reading and reviewing code from other people:
    You're not judging a person. You're judging code. Don't make your review sound personal. Always think of uncommon and edge cases, and never assume they can't happen, unless there's an explicit check that makes them impossible to happen. Even if the code was tested by the author, it doesn't mean that it can't cause problems to other existing features, or have some issues the author couldn't think of. If the same person writes and tests a piece of code, the chance that they don't test the cases they forgot to handle while coding, is very close to 100%. If the code is not following the project's style guidelines (and this isn't just about indentation, but also about names, conventions about function calls, proper modularization, etc), it is your duty to point it out now, before it's merged. This will make the life of your fellow developers easier later on. Think defensively. Consider the code you have in front of you as buggy until you can prove its correctness. If you see that a sanity check is missing, ask the author to add it. If you believe that a function returns the wrong value in certain cases, even if very unlikely to occur, prepare an example of input for which that happens and point it out. Remember that threats such as overflows, underflows, buffer overruns, null pointers, invalid pointers, numeric (floating point) approximation, etc. are always behind the corner, check for them as often as possible and prove that they can't occur. And remember that, while the code author isn't your enemy (and code review shouldn't generate negative feelings), it's often a good idea to think of them as your "professional enemies". There's a chance that something nasty is hiding in their code, even if they didn't write it with ill intent, and as such, you shouldn't blindly trust the code, regardless of who the author is. Don't be afraid when you comment on other people's code. Your goal isn't to hurt their feelings, you're asking them for explanations and/or suggesting the way you would have done something. Likewise, don't be afraid of making a pointless comment. If the author has a good reason for their implementation, be ready to take back your comment and learn from them. Don't accept compromises. If you're firmly convinced that the author's defense of their code is wrong, your duty is to prove them wrong. But if they manage to convince you, don't be ashamed of admitting you were wrong. Happy reviewing!
  7. Upvote
    Sephus reacted to 4144 in Clan System   
    Allow to present in clan and guild at same time is good idea. But probably here can be gravity client issues.
    But i support this as configuration option, by default not allowed stand in guild and clan at same time.
  8. Upvote
    Sephus got a reaction from tedexx in Hercules Battlegrounds   
    https://github.com/S...c5f5bc994d174a2
     
    Release of Hercules Battlegrounds 1.0a (alpha)
    - Added base support for battleground statistics (including sql).
    - Completed configurations file and settings.
    - Fixed crashing of map on player logout. (Thanks to those that reported).
    - Cleanup of several code-blocks, optimization and code-styling.
    - Fixed errors thrown by exceeding def/mdef values for pre-re configuration.
    - Fixed data store type mismatch error. (Thanks to those that reported).
    This is the initial alpha and stable release of the Hercules Battlegrounds plugin.   Topic updated. Documentation has been moved to the readme section of the repository. Thank you to those that tested and submitted core dumps.
  9. Upvote
    Sephus got a reaction from tedexx in Achievement & Item Link System   
    Working on this
     
    The complete system is vast and requires scripting for most achievements as they're through NPCs. And we don't have much official info. But I've made it flexible enough to be customized for types of possible achievements, even ones not present in kRO.
  10. Upvote
    Sephus got a reaction from tedexx in Achievement & Item Link System   
    Preview of the achievements and the achievement window working on Hercules
     
    (All official content, no customizations - although supported in my implementation.)
     

  11. Upvote
    Sephus got a reaction from Arduino in Achievement & Item Link System   
    Preview of the achievements and the achievement window working on Hercules
     
    (All official content, no customizations - although supported in my implementation.)
     

  12. Upvote
    Sephus got a reaction from Mystery in Achievement & Item Link System   
    Preview of the achievements and the achievement window working on Hercules
     
    (All official content, no customizations - although supported in my implementation.)
     

  13. Upvote
    Sephus got a reaction from Fou-lu in Episode System   
    Yes you do (for developer positions). There is no fixed number, just go about making fixes and submit your application for the team to decide whether you're suitable or not for the position.
  14. Upvote
    Sephus got a reaction from Klutz in Hercules vs rAthena: Current differences   
    This will change to -
    Hercules: better stability, performance, customisation, closer to official, more updated.
  15. Upvote
    Sephus reacted to fxfreitas in [Showcase] FXFreitas Sprites   
    Hey there, no one known how I am here, but I'm a spriter and these are my Ragnarok Online Works:

    Zero (completaly made be Me)

     
    Valkyrie Project (almost complete, maybe in a close future I made a custom mob, Randgris Base)

     
    Berzebub (50% completed, Some bases are same ou similar has Hyperion Used on his version, like Weding Cloth)


    Diabolus Armor (PNG Version Lost)



    Half-Life RO Style (PNG Version Lost)

     
    Vesper-Mecha


    Vampire (Made be me and my brother)

     
    El Chapolin Colorado (homage)

     
    Mavis (fairy tail, one request from a Friend)


    Goku Head (original front view author missing, if you known or are him, tell me!)

     
    Evil Morocc Head (Human Version, from future ragnarok Episode)


    Yes I'm posting PNG images, Yes You can use it but give credits, No You can't claim it Yours. Diabolus Manteau can't be used for donate. Hairstyles can't be used for donate (hair change tickets, vip npc, etc)
  16. Upvote
    Sephus got a reaction from Mystery in Achievement & Item Link System   
    Working on this
     
    The complete system is vast and requires scripting for most achievements as they're through NPCs. And we don't have much official info. But I've made it flexible enough to be customized for types of possible achievements, even ones not present in kRO.
  17. Upvote
    Sephus reacted to Habilis in @emotion @heart @show @hold @detach   
    Hello, here is the adapted version of 
    @emotion @heart @show @hold @detach
    commands so popular in the Russian eA, rA, Herc community.
     
    I don't claim to be the Author, credit for the work goes to each mod respective Author.
     
    I just made all of them into Hercules plugins and changed source code a little...
     
     
     
    emotion.c
    @emotion 0 - 81 without delay. Now, you can do nasty spam with emotions.

      #include <stdio.h> #include <stdlib.h> #include <string.h> #include <math.h> #include "../common/HPMi.h" #include "../map/clif.h" #include "../map/atcommand.h" #include "../map/script.h" #include "../map/pc.h" #include "../common/nullpo.h" #include "../common/HPMDataCheck.h" HPExport struct hplugin_info pinfo = { "@emotion", // Plugin name SERVER_TYPE_MAP,// Which server types this plugin works with? "0.1", // Plugin version HPM_VERSION, // HPM Version (don't change, macro is automatically updated) }; /*========================================== * @emotion X by Anarchist * => Displays the emotions without delay *------------------------------------------*/ int emotion_max = 81; // Set las emotion number available forr this command ACMD(emotion) { nullpo_retr(-1, sd); char err_msg[1024]; if(!message || !*message || atoi(message)<0 || atoi(message)>emotion_max) { sprintf(err_msg, "usage: @emotion 0-%d", emotion_max); clif->message(fd, err_msg); return -1; } clif->emotion(&sd->bl,atoi(message)); return 1; } /* Server Startup */ HPExport void plugin_init (void) { addAtcommand("emotion",emotion); }  
     
     
    heart.c
    @heart 1 or 2 (heart emotion without delay)

    #include <stdio.h> #include <stdlib.h> #include <string.h> #include <math.h> #include "../common/HPMi.h" #include "../map/clif.h" #include "../map/atcommand.h" #include "../map/script.h" #include "../map/pc.h" #include "../common/nullpo.h" #include "../common/HPMDataCheck.h" HPExport struct hplugin_info pinfo = { "@heart", // Plugin name SERVER_TYPE_MAP,// Which server types this plugin works with? "0.1", // Plugin version HPM_VERSION, // HPM Version (don't change, macro is automatically updated) }; /*========================================== @heart X by Anarchist => Displays the heart special effect ------------------------------------------ */ ACMD(heart) { nullpo_retr(-1, sd); if(!message || !*message || atoi(message)<0 || atoi(message)>2) { clif->message(fd, "usage: @heart 1 or 2"); return -1; } if(atoi(message)==1) { clif->specialeffect(&sd->bl,364,0); } else if(atoi(message)==2) { clif->specialeffect(&sd->bl,509,0); } return 1; } /* Server Startup */ HPExport void plugin_init (void) { addAtcommand("heart",heart); }  
     
    dance.c
    @dance 1 - 8 (character perform different tricks...)
    #include <stdio.h> #include <stdlib.h> #include <string.h> #include <math.h> #include "../common/HPMi.h" #include "../map/clif.h" #include "../map/atcommand.h" #include "../map/script.h" #include "../map/pc.h" #include "../common/nullpo.h" #include "../common/HPMDataCheck.h" HPExport struct hplugin_info pinfo = { "@dance", // Plugin name SERVER_TYPE_MAP,// Which server types this plugin works with? "0.1", // Plugin version HPM_VERSION, // HPM Version (don't change, macro is automatically updated) }; /*========================================== @dance X by Anarchist => Special effects with dance style ------------------------------------------ */ ACMD(dance) { nullpo_retr(-1, sd); if(!message || !*message || atoi(message)<0 || atoi(message)>9) { clif->message(fd, "usage: @dance 1-9"); return -1; } switch(atoi(message)) { case 1 : clif->specialeffect(&sd->bl,413,0); break; case 2 : clif->specialeffect(&sd->bl,414,0); break; case 3 : clif->specialeffect(&sd->bl,415,0); break; case 4 : clif->specialeffect(&sd->bl, 426,0); break; case 5 : clif->specialeffect(&sd->bl,458,0); break; case 6 : clif->specialeffect(&sd->bl,466,0); break; case 7 : clif->specialeffect(&sd->bl,501,0); break; case 8 : clif->specialeffect(&sd->bl,540,0); break; case 9 : clif->specialeffect(&sd->bl,550,0); break; } return 1; } /* Server Startup */ HPExport void plugin_init (void) { addAtcommand("dance",dance); }  
     
    show.c
    @show X Y (Displays a red dot on the minimap for the given coordinates, useful when searching for quest npc or a merchant selling needed items....)

     
    #include <stdio.h> #include <stdlib.h> #include <string.h> #include <math.h> #include "../common/HPMi.h" #include "../map/clif.h" #include "../map/atcommand.h" #include "../map/script.h" #include "../map/pc.h" #include "../common/nullpo.h" #include "../common/HPMDataCheck.h" HPExport struct hplugin_info pinfo = { "@show", // Plugin name SERVER_TYPE_MAP,// Which server types this plugin works with? "0.1", // Plugin version HPM_VERSION, // HPM Version (don't change, macro is automatically updated) }; /*========================================== * @show by KarLaeda * => Displays the point on minimap *------------------------------------------*/ ACMD(show) { int x = 0, y = 0; nullpo_retr(-1, sd); if(!message || !*message || (sscanf(message, "%d %d", &x, &y) != 2)) { clif->message(fd, "usage: @show <x> <y>"); return -1; } clif->viewpoint(sd, 1, 1, x, y, 2, 0xFF0000); return 1; } /* Server Startup */ HPExport void plugin_init (void) { addAtcommand("show",show); }  
    hold.c
    @hold (Disables / Enables character movement, useful on low rates to Archer/Mages when leveling on immobile monsters)
     
    #include <stdio.h> #include <stdlib.h> #include <string.h> #include <math.h> #include "../common/HPMi.h" #include "../map/clif.h" #include "../map/atcommand.h" #include "../map/script.h" #include "../map/pc.h" #include "../common/nullpo.h" #include "../common/HPMDataCheck.h" HPExport struct hplugin_info pinfo = { "@hold", // Plugin name SERVER_TYPE_MAP,// Which server types this plugin works with? "0.1", // Plugin version HPM_VERSION, // HPM Version (don't change, macro is automatically updated) }; /*========================================== * @hold by Voidless *==========================================*/ ACMD(hold) { nullpo_retr(-1, sd); if (!sd->state.blockedmove) { sd->state.blockedmove=1; clif->message(fd, "Character movement turned off"); } else { sd->state.blockedmove=0; clif->message(fd, "Character movement turned on"); } return 1; } /* Server Startup */ HPExport void plugin_init (void) { addAtcommand("hold",hold); }  
    For this plugin, I used the work : http://herc.ws/board/topic/2615-atcommand-afk/
    of Mhalicot : http://herc.ws/board/user/1582-mhalicot/
    To inspire myself...
    detach.c
    @detach (leaves character in game while client can be disconnected)

    #include <stdio.h> #include <stdlib.h> #include <string.h> #include "../common/HPMi.h" #include "../common/timer.h" #include "../common/nullpo.h" #include "../map/channel.h" #include "../map/script.h" #include "../map/pc.h" #include "../map/clif.h" #include "../map/chat.h" #include "../map/battle.h" #include "../map/status.h" #include "../common/HPMDataCheck.h" HPExport struct hplugin_info pinfo = { "@detach", // Plugin name SERVER_TYPE_MAP,// Which server types this plugin works with? "0.1", // Plugin version HPM_VERSION, // HPM Version (don't change, macro is automatically updated) }; /*========================================== * @detach *==========================================*/ ACMD(detach) { nullpo_retr(-1, sd); if( pc_isdead(sd) ) { clif->message(fd, "Cannot use @detach if you are dead."); return true; } if( map->list[sd->bl.m].flag.autotrade == battle->bc->autotrade_mapflag ) { if(map->list[sd->bl.m].flag.pvp || map->list[sd->bl.m].flag.gvg){ clif->message(fd, "You may not use @detach when you are on maps PVP or GVG."); return true; } sd->state.monster_ignore = 0; sd->state.autotrade = 1; chat->create_pc_chat(sd, "DETACH", "", 1, true); sd->sc.opt1 = OPT1_STONE; pc->setoption(sd, sd->sc.option); pc_setsit(sd); skill->sit(sd,1); clif->sitting(&sd->bl); channel->quit(sd); clif->authfail_fd(sd->fd, 15); return true; } else { clif->message(fd, "@detach is not allowed on this map."); return true; } } /* Server Startup */ HPExport void plugin_init (void) { addAtcommand("detach",detach); }  
    Put all .c files inside src/plugins
    in the file src/plugins/makefile.in include the plugins
     
    MYPLUGINS = show heart emotion dance hold detach
     
    run commmand : make plugins
     
    in file conf/plugins.conf
     
    add plugins
     
    plugins_list: [     /* Enable HPMHooking when plugins in use rely on Hooking */     //"HPMHooking",     //"db2sql",     //"sample",     //"other",     "show",     "heart",     "emotion",     "dance",     "hold",     "detach" ]   Start server, enhoy
  18. Upvote
    Sephus got a reaction from Fratini in Achievement & Item Link System   
    Working on this
     
    The complete system is vast and requires scripting for most achievements as they're through NPCs. And we don't have much official info. But I've made it flexible enough to be customized for types of possible achievements, even ones not present in kRO.
  19. Upvote
    Sephus got a reaction from Habilis in Hercules vs rAthena: Current differences   
    This will change to -
    Hercules: better stability, performance, customisation, closer to official, more updated.
  20. Upvote
    Sephus reacted to jowy in Yo!   
    Yo!
     
    after being vaccum from RO world for almost 8 years finally has some interested again. I was searching for eatherna but i cant believe it is gone haha. I started to looking for new emu and start comparing between rathena and hercules, then I decided end up with hercules. because it has awesome plugin system. Honestly im no big fan of source modification, it is very dirty way to archive certain functionality.
     
    I was casual RO player who enjoying quest, adventure and storyline because Im big fan of PS game called suikoden. Iam web architect by day and hardcore git user. Hopefully can contribute in hercules in near future
  21. Upvote
    Sephus reacted to Rytech in 2016-12-28aRagexeRE Client   
    File Name: 2016-12-28aRagexeRE Client
    File Submitter: Rytech
    File Submitted: 27 Jan 2017
    File Category: Client Resources

    Release for the 2016-12-28aRagexeRE client.

    Be sure to set your DATA.INI to read rdata.grf first and data.grf 2nd.

    Click here to download this file

    After seeing the success of the unpacking of the last 2 clients I felt its time to finally get a new one out. A very new one to help drive things in motion again. So here's a late xmas president to everyone. Packet lengths, shuffles, and encryption keys are provided in the text file.
     
    Big thanks to Nova for helping with the testing of the client and the connection fixes and giving me the motivation to make this possible.
     
    1. Due to a big change in how regular client are being packed by Gravity, its not possible to do a stable unpacking of them. Only RE clients can be done without issues. So please don't ask for regular ones.
     
    2. Because RE clients are sakray test clients, im only doing releases that I feel are stable and will only make them as needed. So maybe one or 2 clients will be released a year.
     
    3. As with all newly released clients itl take time to get them fully supported. This is a very new client and will have some issues at the start. Its stable but do expect some things to not work right away. DO NOT PM ME OR ANY OTHER DEV'S ON HOW TO GET IT TO WORK!!!! Your PM's will be ignored.
     
    4. Currently as of this time, the client will not work with Hercules or rAthena even if you add the shuffles and encryption keys. Ive tested and gotten this to work on 3CeAM and a friend's test server that uses rAthena with a small fix. ill provide info on how to fix this. You can apply it yourself or wait for dev's to add it.
     
    Other Info: Here's what to expect so far....
     
    Nemo
    Msgstringtable.txt and exe's english translation patches do not work. Its not possible to extract the latest msgstringtable ether. Also got word that the hair style patch also fails. Don't know what else fails but do expect a number of patches to not work or cause issues. If you find any other patches that fails, report them in the Nemo Patcher topic.
     
    Hercules / rAthena
    The client's login and character select will function. But after selecting a character, the client will sit for a moment and then time out. This is because Gravity is no longer using the ZC_ACCEPT_ENTER3 packet and went back to using the older ZC_ACCEPT_ENTER2. So you have to edit the source to have it use the 2nd version of ACCEPT_ENTER or else the timeout issue will happen. Im not going into tech details on how to apply the change. Thats for you to do or just wait for someone to do it.
     
    Client
    Be sure to have your client's data.grf and rdata.grf patched to 2016-12-28 or newer to support the client. Being behind this date could result in client file errors and/or crashes. Do I even need to say this?
     
    If anyone has any questions, ask here. Again, DO NOT PM ME OR OTHER DEV'S FOR HELP!!!!! ASK HERE FOR HELP AND INFO!!!!!
  22. Upvote
    Sephus got a reaction from Legend in Hercules vs rAthena: Current differences   
    This will change to -
    Hercules: better stability, performance, customisation, closer to official, more updated.
  23. Upvote
    Sephus reacted to p4rck in Hercules Battlegrounds   
    Map-server is crashing and receiveng few erros msg.
     
    log and dumps:
    http://prnt.sc/elcjhv
    http://prnt.sc/elcp09
    http://prnt.sc/elcp94
  24. Upvote
    Sephus got a reaction from exneval in Achievement & Item Link System   
    Working on this
     
    The complete system is vast and requires scripting for most achievements as they're through NPCs. And we don't have much official info. But I've made it flexible enough to be customized for types of possible achievements, even ones not present in kRO.
  25. Upvote
    Sephus got a reaction from Shatowolf in Where is Herc Devs   
    Hercules needs more users.
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