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Messages - Wereraptor

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1
RPGWO Chat / Siege warps?
« on: September 26, 2009, 03:37:03 pm »
Okay, so I've been playing with warpstones and trying to figure out how their item data works.  I managed to get this much figured out...

Quote
Warp Stones:
   data1 = X
   data2 = Y
   data3 = minimum level
   data4 = maximum level
   data5 = UUID (for private warpstones)
   data6 = depth (0 for surface, 1 for underground)
   data7 = unknown
   data8 = activation (only 1 player per char, like walking over newbie island border)
   data9 = minimum dungeon level to complete before use (max 100)
What I can't figure out how to do is get a warpstone to warp a player to a siege only if they've joined in the siege and paid their entry fee.  Does anyone know how to do this?

2
RPGWO Chat / Re: With the server files released for 1.15
« on: September 22, 2009, 03:05:20 pm »
Sweet... didn't know that autoupdater existed.  I was about ready to start coding one myself in C++ :P

Thanks Simon!

3
RPGWO Chat / Re: Underground ore map reset?
« on: September 22, 2009, 12:45:10 pm »
And Simon, underside.ini and waterside.ini controls the tile graphics of water and underground that appear on the sides of the water and the caves; the borders of the water and the caves, if you will.

At least I think it does. They disappeared when I wiped underside.ini, so that's what I'm thinking.

4
RPGWO Chat / Re: Underground ore map reset?
« on: September 22, 2009, 12:44:08 pm »
Heh heh... okay, I feel stupid now...

So when I was nerfing all those ores I didn't like, I made a couple changes to itemuse.ini to get rid of obsolete uses.  Long story short, I forgot to copy itemuse.dat into the client folder, and the client was going all psycho.

*hits self in head* stupid Wereraptor, very stupid...

5
RPGWO Chat / Re: Underground ore map reset?
« on: September 22, 2009, 12:09:22 pm »
Careful with it - I just totally killed my mining by messing with mining.map.  It thinks that all unearthed ground is medium granite rock now, and you can't dig.

6
RPGWO Chat / Re: Underground ore map reset?
« on: September 22, 2009, 09:39:40 am »
Okay, deleting underside.ini wreaks all sorts of havok on the underground, like disappearing the cave walls when you mine, so that's not it.

Yep, it's mining.map! Awesome! Thanks, guys.

7
RPGWO Chat / Underground ore map reset?
« on: September 22, 2009, 08:14:16 am »
Okay, so let's say I add a new ore to item.ini and set the rarity.  Is there some way to regenerate the underground ore map so that there are veins of the new ore underground?

8
RPGWO Chat / Re: With the server files released for 1.15
« on: September 21, 2009, 08:07:43 pm »
Updating crap? Um, what do you mean? If you mean the client files, you just copy monsterdef.dat, itemdef.dat, and itemuse.dat to the local files.  Then you can distribute those.  And if you connect by direct IP, you'll have to put those in local.files.

Also, I think we should have a sub-forum here specifically for server administration and creation.  That would just be awesome.

9
RPGWO Chat / Re: Jon
« on: September 21, 2009, 07:09:15 pm »
lol, source would be nice... I would love to port the client and server to C++, get them running on multiple platforms, add player movement animation and smooth out the darkness with some alpha blending instead of the scattered mosaic bitmaps... ah, I would do so much with that source... :P

10
General Chat / Re: Related word
« on: September 21, 2009, 05:52:37 pm »
Laser

11
RPGWO Chat / Re: With the server files released for 1.15
« on: September 21, 2009, 05:04:39 pm »
Ah, this is going to be so great... maybe this game will finally come back from the dead.

12
RPGWO Chat / Re: With the server files released for 1.15
« on: September 21, 2009, 01:39:00 pm »
I've been toying with making an ST-type world.  Did away with unearthed graves, which I absolutely hated... I've got my newbie island and Haven completely done, along with a few quests and a small town on main.  Working on a big city now while I'm stuck home with the swine flu...

13
RPGWO Chat / Re: Treasure in chests?
« on: September 20, 2009, 12:13:29 am »
Ah, awesome! Thanks.

14
RPGWO Chat / Re: Feature requests for my new RPGWOEdit type program?
« on: September 19, 2009, 11:37:02 pm »
Yeah, that didn't work for me, I had to kill the entire UAC.

15
RPGWO Chat / Re: I killed UT! - Screenshot Included -
« on: September 19, 2009, 11:23:50 pm »
I'll beat it with a ten foot pole:  my bear.
Been buying up all the products in your spam mail? :P

16
General Chat / Re: Random Question Thread
« on: September 19, 2009, 11:19:52 pm »
Why doesnt the sky fall?
Because a gas expands to fill its container; in this case, the atmosphere as defined by the limits of the ground and gravity.

Will pigs eat bacon if you throw it into their pens?

17
RPGWO Chat / Treasure in chests?
« on: September 19, 2009, 11:13:24 pm »
Okay, I've been looking through the docs for a while now, and I can't seem to find anything about this (maybe I'm just missing it?).  How do you place chests on a 1.15 server that have the treasure spawns in them?

18
RPGWO Chat / Re: Feature requests for my new RPGWOEdit type program?
« on: September 19, 2009, 11:11:28 pm »
Really? Huh. I've been trying for weeks with no success because of a comdlg32.ocx error. I'm on Vista 32bit... how did you get yours to work? Did it run just out of the box?

EDIT: Nevermind.  It's working now that I've disabled UAC.  Go figure.  :D
But I'm still making my editor just for fun, plus I've already got a lot of work done that I don't want to give up.  So I'm still open to feature requests if anyone is interested.

19
RPGWO Chat / Feature requests for my new RPGWOEdit type program?
« on: September 19, 2009, 10:23:53 pm »
Okay, so I've been working on a C++ version of RPGWOEdit 1.15 completely from scratch (i.e. no disassembling or anything evil like that).  Main reason is that RPGWOEdit isn't compatible with Vista, but that's the only OS I use now.

So anyway, I plan on eventually releasing my editor to the public.  So I figured I'd ask if anyone had any feature requests.

Here's what I already have:

* Unified Find dialog that can search through monsters AND items
* Syntax-highlighting script editor to create event scripts
* Multiple maps open simultaneously
* Integrated level tester (press F5 to launch into level tester)
* Vista compatibility

Any suggestions?

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