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Showing content with the highest reputation since 05/21/18 in Posts

  1. 1 point
    I just realized that while I had an introduction thread on the old Aura forum years ago, apparently I never made one here. I will rectify that now that the forum is finally back up^^ My real name is Dennis, though I very much prefer exec, I'm almost 31 by this point (oh dear...), and I'm from Germany. I started coding websites when I was a teenager and slowly worked my way up as a programmer, ending up as a freelance web developer. I was fascinated by private servers and server emulators ever since I started playing Ragnarok on eAthena servers, setting up my own customized servers for friends, and eventually my programming knowledge caught up and I began hacking around in the emulators I was using, before finally starting a server emulation project of my own in 2012. Since that time I've poured a large portion of my time into the development of server emulators and tools surrounding the games I worked on, from Mabi and Aura, over TOS and Melia, to other yet unreleased projects. I'm a big believer in open-source and try to release as much as possible to the public even if it's not perfect yet, because you never know what will happen, and even a hacked together project can serve as research or a starting point for someone else, should you not finish it. While overcoming the fear of releasing my imperfect creations into the wild wasn't easy in the beginning, I think it actually made me a better programmer, making me think more about what I throw together. I've been told that I can be a little intimidating or difficult to work with, due to my direct way of talking, my supposed perfectionism, and my straight-to-the-point way of criticizing pull requests, but know that I don't mean to sound annoyed or rejecting^^" I try my best to appear more approchable nowadays, and it would be unfortunate if this quirk turned you off from contributing to one of my projects. I've also heard that it helped some people to learn that I'm an INTP. Well, that's all I have to say about myself, if you want to know anything else, you can ask right here.
  2. 1 point
    Since you mentioned it, I'd like to say that I personally really like how you do criticize pull requests. I know I'm not the best coder ever and there have been a few times where it did take awhile to get my pull request all fixed up to be ready to be added to the master, but it keeps everything in the master unified and keeps the code clean and I have found the criticisms in said pull requests to be very helpful. Although I wouldn't be surprised if the constant formatting errors I used to have in my code was annoying.
  3. 1 point
    Welcome to NoCodeNoLife.org! Out of the ashes of the Aura Project this new forum emerges, with a new name, but the same goal, to give developers a place to talk about the games they're working on and with, and a place for everyone to learn more about their favorite MMORPGs. We might have lost Aura, but that hasn't stopped us from working on projects for Mabi and other games, and we will release more in the coming days. The new Mabinogi category will now house general Mabi-related topics and releases, the Tree of Savior section is back online, including the Melia sub-forum, and we're currently considering additional categories. We welcome back all existing and all new users and hope for some exciting developments. Let's have fun cracking these games open
  4. 1 point
    Over in the Release section I have a tool that generates color codes based on user input, but I don't think I've ever seen any documentation on how they work. In case you ever wondered just that, here's how. Colors Colors are commonly represented as hex numbers of 6-8 characters, made up of 3-4 byte sized values for the Alpha, Red, Green, and Blue values of a color. For example, FF0000 is red (red = 255, green = 0, blue = 0), 0000FF is blue (red = 0, green = 0, blue = 255), and FF00FF is pink (red = 255, green = 0, blue = 255). This type of color works as you would expect in Mabinogi, but there are alternative modes, controlled by the alpha value, which make Flashies possible. Alternative Format In those alternative modes the 3 RGB bytes don't represent one color anymore, but 2 colors and a delay. Since 1 byte doesn't have a big enough range to represent a meaningful color value the client uses a lookup table located at "data/db/color.xml" that contains a list of exactly 255 colors that can be used. The delay controls how smooth the animations are, and the last byte, alpha, specifies the animation speed and which mode to use. This is the full format: MSDDC2C1 M = Mode S = Speed DD = Delay C2 = Color 2 C1 = Color 1 Modes The following are the modes that I know of. Static 1 and 2 (Modes 1 and 2) This simply displays the first or second color without any animations. (0x100016fd, 0x200016fd) Pulsate 1 and 2 (Modes 4 and 5) Depending on the mode, pulsate starts at either color 1 or 2, fades to the other color, and then jumps back to the main one. (0x400016fd, 0x500016fd) Even (Mode 6) This mode is a smooth back and forth fade between the two colors. (0x600016fd) Flickering Flickering is a kind of random flickering of color 2, while the main color is color 1. (0x700016fd) Speed and Delay The animation speed is defined with the second hex character in the alpha byte, allowing for a potential 16 speed levels. You'll note that my simulator only goes up to 9, because at that point it seems like the client has problems animating it properly. The delay on the other hand is not supported by the simulator yet. What this does, on a scale from 0 to 255, is specify the delay between animation frames. The higher the delay, the less smooth the animation is, as it jumps to the next color every few hundred milliseconds. The fade time appears to be about 500ms on speed 0, each level lowering the time by half. The delay is presumably a number of frames that are skipped animating the color, creating a step-by-step effect. This also reduces the animation speed sixteen-fold with the delay on the maximum of 255. If speed and delay are both set the effect looks a little random because they aren't in sync anymore and the animation continues while the delay allows only infrequent glimpses. (0x690016fd, 0x607f16fd) Trivia The alternative modes work on everything from clothes, to hair, to fences, but they don't work on names. Apparently the client treats alpha how it's usually used for UI elements, as transparency, which is why you can't have a flashy name. In turn you can have a partially transparent name though.
  5. 1 point
    Best of luck in this new season of changes! May the new current bring many developments in aura, melia, monica, melia, gabrielle, melia, aurora, morrighan, melia, melia, maplexia (?), melia, and if time allows, melia!
  6. 1 point
    Oh boy, fancy.
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