Search found 237 matches

by nmaligec
07 Jul 2011, 21:39
Forum: TMW Classic
Topic: Candor part 1
Replies: 6
Views: 2168

Switching background music in maps

I don't think it is possible to switch the bgm in a map. From what I can tell, the bgm is set directly in the map file (use Tiled's map properties editor to set), and there are no script commands to play/stop any music files. For the crypt quest I used a separate map for the final fight which is a c...
by nmaligec
30 Jun 2011, 20:21
Forum: Graphics Development
Topic: [FND] candle flame
Replies: 31
Views: 10482

Re: [FND] candle flame

The reason it can't be done as an accessory is because items cannot layer more than one sprite. Even with the new client, itonly displays the last sprite tag listed. I originally thought I could layer the candle flame on top of the unlit helm, just like for mobs and npcs, however this did not work. ...
by nmaligec
29 Jun 2011, 18:32
Forum: Graphics Development
Topic: [WIP] making a shadow mob
Replies: 47
Views: 15231

Re: [WIP] making a shadow mob

No shadows needed, this mob is mostly transparent.

One last thing I noticed was that it has a few stray white pixels around the edges. It is most noticeable on a black background, which is how it will be spawned in game.
by nmaligec
22 Jun 2011, 22:08
Forum: TMW Classic
Topic: Some new script additions
Replies: 4
Views: 1946

Re: Some new script additions

The suggestions from Crush and 011c are very applicable. The only unavoidable issue is that the variable class was already defined as part of the mob_data struct in map.h , so there is nothing I can do about that... I am just wondering if anyone actually tried out the test script to see the potentia...
by nmaligec
22 Jun 2011, 21:46
Forum: Music & SFX Development
Topic: Chilling Enviroment
Replies: 18
Views: 10630

Re: Chilling Enviroment

crypt2.ogg still has the odd sample in it. Sorry, a bit of confusion on my part. I just noticed that the crypt1.ogg appears to be scarycave.mp3 repeated twice. Because of this, the futuristic sample I was trying to point out actually happens twice, and this might be the source of the mix up. In scar...
by nmaligec
16 Jun 2011, 19:06
Forum: TMW Classic
Topic: Some new script additions
Replies: 4
Views: 1946

Some new script additions

I added a few new script commands to get better control of mobs. Here is the git patch for the server src, as well as a simple test script to demo the new commands (and make sure they don't crash anything). I would really like to be able to use these in boss scripts, so I hope they get included in t...
by nmaligec
16 Jun 2011, 13:14
Forum: Music & SFX Development
Topic: Chilling Enviroment
Replies: 18
Views: 10630

Re: Chilling Enviroment

It does sound better slowed down. I guess this is the same as the previous version but at 1/2 speed? There is still the oddly placed synth sound at 0:57-1:00. It would suit the crypt much better if it was removed. About adding monster sounds: DON"T! I do have a few sounds that get set off by sc...
by nmaligec
16 Jun 2011, 13:06
Forum: Graphics Development
Topic: [REQ] Wolf Monster
Replies: 67
Views: 22411

Re: [REQ] Wolf Monster

http://www.taicomjp.info/forum/viewtopic.php?t=1805 Ya, I have read several of these 'guides'. They are all pretty much a copy paste of official eAthena documentation. The problem is that: 1. tmw uses a different client, which processes animations differently. 2. the guide is still vague. I want an...
by nmaligec
16 Jun 2011, 04:36
Forum: Graphics Development
Topic: [REQ] Wolf Monster
Replies: 67
Views: 22411

Re: [REQ] Wolf Monster

M !*@%+!, I need help understanding how mob_db.txt values can affect frames speed. Animation ingame still doesn't look as examples proposed on .GIF previews. Ya that is exactly how I feel! I noticed that speed not only affects the move speed but also the frame rates for ALL mob actions!! I wish I k...
by nmaligec
08 Jun 2011, 20:16
Forum: Music & SFX Development
Topic: [REQ] Reaper Quest sfx
Replies: 50
Views: 29990

Re: [REQ] Reaper Quest sfx

WOW GREAT! As soon as I saw this post, I just popped the new effect in and tested it out. I think it has perfect timing, though the volume might need adjusting (that's simple enough for me to do). The creak itself matches the atmosphere well, I couldn't have asked for a better wood creaking sfx. The...
by nmaligec
08 Jun 2011, 02:00
Forum: Music & SFX Development
Topic: Chilling Enviroment
Replies: 18
Views: 10630

Re: Chilling Enviroment

Awesome, I can't wait to hear it. I already put in the first version you submitted. It fits the crypt atmosphere well, so I am sure the next version will make it even better!
by nmaligec
03 Jun 2011, 00:25
Forum: TMW Classic
Topic: Track Submission
Replies: 21
Views: 6051

Re: Track Submission

Sounds for skeletons would probably have the most impact, since there are several versions of skeletons and they can share them.

sounds for all skeletons:

hurt: bones craking or being rattled
die: bones falling to the ground

for most skeletons:
hit: a bone fist punching
miss: a woosh
by nmaligec
02 Jun 2011, 13:35
Forum: TMW Classic
Topic: How to edit the server to place misceffects at map coords
Replies: 1
Views: 1068

How to edit the server to place misceffects at map coords

Right now the only way to place a particle effect through scripting is to attach it directly to an npc, or a player. I was told that the new 0.5.2 client handles a manaserve packet to place effects directly at a map location: GPMSG_CREATE_EFFECT_POS: 0x0320 + 2 Byte effect id + 2 Byte position X + 2...
by nmaligec
02 Jun 2011, 07:13
Forum: Graphics Development
Topic: [req] three item inventory icons
Replies: 1
Views: 959

[req] three item inventory icons

1. A touch up of a 3d render for the blade portion of the reaper scythe that was to be a drop from the reaper mob. The render was just a guide/template for pixeling: generic-ruined-blade.png Maybe blacken it slightly to make it look dingy/aged. 2. The blade will be part of a quest to reforge it into...
by nmaligec
02 Jun 2011, 01:19
Forum: TMW Classic
Topic: Can you dynamically name mobs?
Replies: 5
Views: 1844

Re: Can you dynamically name mobs?

I finally got some spare time to try and add a few script commands that I was needing, and this was one of them. On the upside, Crush's suggestion worked great for players already on the map when the mob is spawned. The downside is that any players who warp into the map afterward will see the defaul...