Search found 237 matches
- 25 May 2011, 05:57
- Forum: TMW Classic
- Topic: item ID re-organisation
- Replies: 16
- Views: 4613
Re: item ID re-organisation
Should we leave room for equipment that will require 50 (or more, if we introduce new dyes) entries, or just avoid tiered and dyeable items? Wow, making tier and dye mutually exclusive is the simplest but best suggestion I remember reading about for this subject (sorry if others have already sugges...
- 25 May 2011, 05:26
- Forum: Graphics Development
- Topic: [DIS] Player-Set 1.5 Magic Frames Removal
- Replies: 10
- Views: 2246
Re: Player-Set 1.5 Magic Frames Removal
Sixteen frames less for each piece of equipment adds up to a considerable amount of time saved. Depends on what piece of equipment you are working on. The legs, feet and head (the head's position) are taken from existing frames. If you are doing chest pieces, then yes it would be 16 extra frames. I...
- 24 May 2011, 18:08
- Forum: Support and Bug reports
- Topic: 0.5 - certain monsters accumulate lingering particles
- Replies: 3
- Views: 2960
Re: 0.5 - certain monsters accumulate lingering particles
Ya I had some issues with monster particles as well. They seemed to have the same 'emitter stacking' problem when the mob was just moving. Later versions of the client, as of nightly build 20110426, don't have this particle stacking problem (both the one you described and the one I had). I haven't c...
- 16 May 2011, 00:16
- Forum: Music & SFX Development
- Topic: Chilling Enviroment
- Replies: 18
- Views: 11022
Re: Chilling Enviroment
outcast.mp3 was very good but it seemed to fit a space environment better than a fantasy environment. scarycave.mp3 works very well in the crypt and fits nicely into the background without clashing with sound effects used in the level. Two things I have to point out. First is that there is a slight ...
- 15 May 2011, 23:13
- Forum: TMW Classic
- Topic: eAthena Script Command Removal Review
- Replies: 3
- Views: 1320
Re: eAthena Script Command Removal Review
Since the server is used by others besides tmw, you should be very careful what you remove. For this reason you should not touch unused or redundant commands! Sometimes a seemingly redundant command creates a different effect than its counterpart when used in different situations. The tmwA script is...
- 13 May 2011, 20:32
- Forum: TMW Classic
- Topic: tmwAthena data storage proposal
- Replies: 6
- Views: 2348
Re: tmwAthena data storage proposal
Where tmwAthena will use S-Expressions: [...] to store the mob and item dbs [...] requires one-time conversion of existing content, which shouldn't be too hard. [...] to reimplement scripts and magic [...] This will require much changes to content, which I cannot do on my own Are you really serious...
- 08 May 2011, 04:19
- Forum: TMW Classic
- Topic: Mana client and tmwAthena mob death sequences
- Replies: 0
- Views: 895
Mana client and tmwAthena mob death sequences
I was having a discussion with Bertram about a change to the way the client handles mob death sequences (d-seq). As requested I am posting my thoughts so that others can join in on the discussion. Bertram, sorry for the long delay. I noticed that the 0.5.2 client as well as the old 0.0.29.1 client h...
- 06 May 2011, 21:24
- Forum: Graphics Development
- Topic: [CPT] Modanung's monster ideas
- Replies: 71
- Views: 32192
Re: [CPT] Modanung's monster ideas
About the target circle: you can change the size between small, medium, and large (I think its only those 3, might be more??) I used this for the scythe: <monster id="67" name="Scythe" targetCursor="large"> .... </monster> It works in the old 0.0.29 client and the new o...
- 06 May 2011, 00:38
- Forum: TMW Classic
- Topic: TMWAthena Official Growth Overview
- Replies: 4
- Views: 1918
Re: TMWAthena Official Growth Overview
Have a lobby map where players can form parties and choose which adventure to go on. By party I mean party as we already know it; there is a GM command (and thus a usable script command) to warp all players in a party to a location (assuming it works). There is some scripting support for this, thou...
- 02 May 2011, 01:57
- Forum: Support and Bug reports
- Topic: Manaclient particle transparency issues
- Replies: 6
- Views: 1733
Re: Manaclient particle transparency issues
Checking it in gimp, I do get the opaque version if I double layer same frame. So now the question is: why is the client double(or more?) layering the particle?? The xml file I made for it does not use an emitter, just an animation node/tag. As far as I know, this should only use one layer. <effect>...
- 01 May 2011, 17:37
- Forum: Support and Bug reports
- Topic: Manaclient particle transparency issues
- Replies: 6
- Views: 1733
Re: Manaclient particle transparency issues
I can live with that. Just wanted to be sure it was doing what it was supposed to. From a content dev side of things it seems odd that if you make something with 50% alpha, that it isn't always going to display that way.
- 01 May 2011, 07:27
- Forum: Support and Bug reports
- Topic: Manaclient particle transparency issues
- Replies: 6
- Views: 1733
Manaclient particle transparency issues
This glitch appears in the nightly build from the 19th onward. It is very specific and not really noticeable but I thought it might be a symptom of a bigger bug. I am using a local tmwAthena server to test some content I have not posted yet. I dont know of any other content that would be able to tri...
- 01 May 2011, 06:57
- Forum: Graphics Development
- Topic: [REQ] New crypt floor.
- Replies: 2
- Views: 1859
Re: New crypt floor.
Wow!! I really like it. You shouldn't put yourself down you are doing good work for tmw. You are better at gfx than I am and your determination is inspiring me to get better too. - It tiles with itself nicely, but the gridiness is a problem. Try and fill in the corners a bit so that it doesn't creat...
- 01 May 2011, 04:21
- Forum: Support and Bug reports
- Topic: Manaclient random glitch on death
- Replies: 4
- Views: 1635
Re: Manaclient random glitch on death
It was on a local test server. It only happened once, and I die a lot in testing so it seems to be a rare bug. I have no clue how to reproduce it, and now that I think of it it could even be something server side that sent a messed up packet to the client. The thing is that the servers were fine (I ...
- 01 May 2011, 04:12
- Forum: Support and Bug reports
- Topic: Manaclient particle bug
- Replies: 7
- Views: 2810
Re: Manaclient particle bug
So, you mean that particle effects can't be higher than 16 pixels when they are not specified in the map file? No, the problem is something like y-=16 for all affected particles. For example: a particle defined with x=__ and y =32 will look like it was set to y=16 in the client. This is a serious g...