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jaBote

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Posts posted by jaBote


  1. How much are bandwidth required per player if all of them are idle?

     

    I've never gone through the (quite complicated for me) client-server connection, but most client-server packets are just a few bytes in size. Dunno if a rough estimation of 1 kbps per user would be acceptable. You don't usually need bandwidth for most games since resources are almost always on client's side, only thing you need is speedy connections.

     

    The thing that makes me more dubitative is, actually, the required processing power since it increases exponentially (if not factorially) depending on the amount of users connected on a same amount of maps and whatever they're doing on a given moment. And also, that the client side program lags if there are way too many sprites at once on screen.


  2. I guess that's possible since processor, memory and bandwidth requirements are (your friend's right on this one) quite low. Supposing 10KB of memory required for each user (don't actually know but it seems a pretty big estimation) that sums 30 MB of RAM needed just for handling the users, while just the map server on idle state used to consume around 500 MB RAM at that time. The bandwidth and processor requirements depends on what the people are doing on your servers.

     

    What I find hard to believe, is to be able to gather that much people...


  3. Try something like this. You've got to change the sprite, NPC position and something else to better suit your needs:

     

    prontera,150,150,4	script	rewards	60,{	mes "Here's your daily reward!";	next;	if (#nextrewardtime > gettimetick(2)) {		mes "Sorry, it seems you've already got it!";	}	else {		mes "Take this!";		getitem 512, 1; // Apple		#nextrewardtime = gettimetick(2) + 24*60*60; // delay by 1 day	}	close;}

     

    It parses correctly, but didn't test ingame.


  4. You can. There's virtually no difference that as a private server owner you should care about, maybe except that uptime could be better.

     

    And I guess you're missing something, cloud is a number of interconnected servers, while OpenVZ is a virtualization software. You can have a VPS on the cloud, virtualized via OpenVZ.


  5. Oh, sorry, I understood you just wanted to remove alliances.

     

    I couldn't understand you what you mean with makint the max guild capacity apply, so please elaborate a bit on that. In any case, please remember that if you edit the max guild capacity (I think that's a source edit) you should recompile to make it effective.

     

    To kick every guild member from the guilds except the guild master, you could issue the following SQL query (remember to try on a backup first, I haven't tested it):

     

    DELETE FROM `guild_member` WHERE `char_id` NOT IN (SELECT `char_id` FROM `guild`)

  6. I was about to tell people that asked me on Spanish support forums to go to the eAmod forums for asking for the "new" eAmod BGs but... it's down?

     

    I mean it's been removed from Zephyrus' web zephysoft.com, which can lead us to wonder what's happened to that. Maybe the leak of eAmod that had been released about a month ago has made him decide to quit the project? This wouldn't show any thing other than childishness on his behalf (which wouldn't surprise me at all, actually).

     

    Since there hasn't been any announce of discontinuation, I guess we can take the software as abandonware?

     

    I haven't shared the link of the latest leaked copy of eAmod on purpose since I'd prefer to give Zeph a grace month or so to know whether he's kinda actually abandoned it or not. Please, if you know, don't publish the link on the forum till the grace time has expired. I'm just giving Zeph the respect he deserves as common courtesy, even if I honestly feel what he has done doesn't deserve that.


  7. Ningún emulador oficial tiene ese tipo de BGs. Estas forman parte de un emulador de pago que es básicamente una modificación de este u otros emuladores oficiales, por el que piden una suma importante de dinero. Parece que la web del citado emulador no está ahora mismo operativa, habrá que esperar a ver si vuelven online.

     

    Formo parte de un equipo dedicado a replicar su funcionamiento y distribuirlo gratuito y en exclusividad para Hercules, aunque de momento el desarrollo del mismo está paralizado debido a que tengo otros asuntos mucho más importantes que atender en mi día a día. No puedo dar ninguna estimación de que llegara, podría no ser nunca si mi situación no mejora (y no tiene pinta de que mejore a corto plazo).

     

    Un saludo.


  8. I may be misinformed about this, but...

     

    Shouldn't it be mandatory to have a Zeny check before applying the cost? Because if you try to subtract more Zeny than the user has, there could be problems with script execution?

     

    I mean this line:

    Zeny -= (((BaseLevel + JobLevel) / 2) * 5);

     

    P.S.: stevler, can you make it to check if the user has enough zeny and then heal him/her or tell he doesn't have enough zeny? It's a simple modification, you should be able to do that after reading GmOcean's awesome guide ;)


  9. Añade una etiqueta al NPC Warper Evolution que ejecute para cuando hablas normalmente (generalmente en la línea 2 del NPC, antes de que empiece el código que se ejecuta cuando le hablas). Añade por ejemplo la etiqueta OnNokiaCall: (los dos puntos incluidos).

     

    Luego utiliza el script command doevent.

    doevent "<NPC object name>::<event label>";

  10. IDK where you've got this database entry, but it's plain ridiculous. It's some sort of text, encoded as an hexadecimal string (hence the 0x starting value and numbers ranging from 0-9 and A-F) with some sort of ciphering method. But who the heck would ever decide on his sanity to encode long texts into an absurdly big int number and represent them as hexadecimal strings?

     

    Could be possible for someone else than me (not sure), to know how to decipher these strings provided we know the source that translates that to human readable strings.

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