Search found 237 matches
- 07 Jul 2011, 21:39
- Forum: TMW Classic
- Topic: Candor part 1
- Replies: 6
- Views: 2184
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...
- 30 Jun 2011, 20:21
- Forum: Graphics Development
- Topic: [FND] candle flame
- Replies: 31
- Views: 10547
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. ...
- 29 Jun 2011, 18:32
- Forum: Graphics Development
- Topic: [WIP] making a shadow mob
- Replies: 47
- Views: 15366
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.
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.
- 22 Jun 2011, 22:08
- Forum: TMW Classic
- Topic: Some new script additions
- Replies: 4
- Views: 1963
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...
- 22 Jun 2011, 21:46
- Forum: Music & SFX Development
- Topic: Chilling Enviroment
- Replies: 18
- Views: 10816
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...
- 16 Jun 2011, 19:06
- Forum: TMW Classic
- Topic: Some new script additions
- Replies: 4
- Views: 1963
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...
- 16 Jun 2011, 13:14
- Forum: Music & SFX Development
- Topic: Chilling Enviroment
- Replies: 18
- Views: 10816
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...
- 16 Jun 2011, 13:06
- Forum: Graphics Development
- Topic: [REQ] Wolf Monster
- Replies: 67
- Views: 22861
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...
- 16 Jun 2011, 04:36
- Forum: Graphics Development
- Topic: [REQ] Wolf Monster
- Replies: 67
- Views: 22861
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...
- 08 Jun 2011, 20:16
- Forum: Music & SFX Development
- Topic: [REQ] Reaper Quest sfx
- Replies: 50
- Views: 30521
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...
- 08 Jun 2011, 02:00
- Forum: Music & SFX Development
- Topic: Chilling Enviroment
- Replies: 18
- Views: 10816
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!
- 03 Jun 2011, 00:25
- Forum: TMW Classic
- Topic: Track Submission
- Replies: 21
- Views: 6099
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
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
- 02 Jun 2011, 13:35
- Forum: TMW Classic
- Topic: How to edit the server to place misceffects at map coords
- Replies: 1
- Views: 1079
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...
- 02 Jun 2011, 07:13
- Forum: Graphics Development
- Topic: [req] three item inventory icons
- Replies: 1
- Views: 984
[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...
- 02 Jun 2011, 01:19
- Forum: TMW Classic
- Topic: Can you dynamically name mobs?
- Replies: 5
- Views: 1869
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...