4144

Another Nemo patcher fork

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In drawing code i see only layers limit to 7 one of them is head.

probably head sprites limit somewhere else.

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4 hours ago, M45T3R said:

I found out client is cutting the head frames somehow.. to something between 7~9 why? Because I added 14 extra frames to a hairstyle and it only rendered like 7~9 of them, then after that the head just dissapears I knew because I fliped the head halfway just to know if I was applyng my changes.. 

4

I modified "imf" file for Ranger and added it to GRF.

30 frames of hairstyle work now. You can check it. Use female Ranger and @hairstyle 2

https://mega.nz/#!gY1VzQpb!cFnkDdulSGUt9mvJ-Dw61m8vHeSSat5xUpPyjr01vqM

-------------

P.S.

It is a bad idea to use 30 frames for body and 8 for head. The position of the head is different according to the frame number.

If you use a different amount of frames for body and head - you will get "random" position of head relative to the body.

It will be out of sync:

Head frames: [00][01][02][03][04][05][06][07][00][01][02][03][04][05][06][07]....
Body frames: [00][01][02][03][04][05][06][07][08][09][10][11][12][13][14][15]....

Edited by Functor

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11 hours ago, Functor said:

I modified "imf" file for Ranger and added it to GRF.

30 frames of hairstyle work now. You can check it. Use female Ranger and @hairstyle 2

https://mega.nz/#!gY1VzQpb!cFnkDdulSGUt9mvJ-Dw61m8vHeSSat5xUpPyjr01vqM

-------------

P.S.

It is a bad idea to use 30 frames for body and 8 for head. The position of the head is different according to the frame number.

If you use a different amount of frames for body and head - you will get "random" position of head relative to the body.

It will be out of sync:

Head frames: [00][01][02][03][04][05][06][07][00][01][02][03][04][05][06][07]....
Body frames: [00][01][02][03][04][05][06][07][08][09][10][11][12][13][14][15]....

Wait this is amazing, I understod what you did with the .IMF file but how did you edit it tho? Without decrypting? It looks all gibberish after I open it 

rSgonE6.png

So I need to re-make all the headgears ?

And any idea on why the animation speed is fixed on 2018 clients? It obeys that settings on 2015 10 30 but the animation looks slow-mo in 2018 06 20

Could this have something to do with: 

(00) Priority 0  

Params?

 

@4144

11 hours ago, 4144 said:

In drawing code i see only layers limit to 7 one of them is head.

probably head sprites limit somewhere else.

Do you see anything on animation speed? I think thats the only problem now, the animation speed on 2015 10 30 shows like this: VKjUReZ.gif 30 fps at 30MS speed

but on 2018 06 20 it looks like this: g40hHMA.gif like if it was extending the animation speed to 100+MS

2015 client Its apparently following this 2b01F6r.png setting on the .ACT but 2018 is not even if I put 2000ms it doesnt follow that rule but 2015 does

Tokei's ACT Editor and Actor2 have that setting and 2015 clients follow it but 2018 doesnt seem to

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9 hours ago, M45T3R said:

Wait this is amazing, I understod what you did with the .IMF file but how did you edit it tho? Without decrypting? It looks all gibberish after I open it 

rSgonE6.png

There is no sense to open "imf" file with "Notepad". Because it is binary data. I modified it manually by using Hex editor.

 

9 hours ago, M45T3R said:

So I need to re-make all the headgears ?

Yes. But it is better to create tool for automation.

 

9 hours ago, M45T3R said:

And any idea on why the animation speed is fixed on 2018 clients? It obeys that settings on 2015 10 30 but the animation looks slow-mo in 2018 06 20

Could this have something to do with: 

(00) Priority 0  

Params?

I don't have spare time to check it in debugger right now. I will inform you once I have info about it.

You should upload your EXE to the file hosting and post a link.

Edited by Functor

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4 hours ago, Functor said:

There is no sense to open "imf" file with "Notepad". Because it is binary data. I modified it manually by using Hex editor.

 

Yes. But it is better to create tool for automation.

 

I don't have spare time to check it in debugger right now. I will inform you once I have info about it.

ACT Editor from Tokei's has automation scripts but I don't know C#.. thats the language scripts are supposed to be made in 

Also here is the unpatched .EXE

https://www.mediafire.com/file/c8q10uqxq375hfe

 

 

This one is patched if you don't want to patch the file above: https://www.mediafire.com/file/dren7r7pleefl41

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8 hours ago, Functor said:

@M45T3R

I fixed unpatched EXE. So, you have to apply patches and test it.

https://mega.nz/#!YI1zEQCL!oLaji6Toi541B2gi5VwRyFG3uN7Co-JZWP0T4Zi6Ilo

It does work.. it would be nice to make a patch for this because its a bug with newer clients but yeah now everything is fixed and we solved the Head problem.. now its just to remake all the headgears .ACT uhm... I wish understod C#

 

Many thanks @Functor !

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Added to nemo some patches from other nemo fork. See changelog.

 

Also now clients not protected by themida can be downloaded now from nemo site: http://nemo.herc.ws/downloads/

Clients can be downloaded from different kro mirrors and not stored on server where site located.

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New patch "Change guild exp limit"

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On 29/10/2018 at 3:23 PM, 4144 said:

New patch "Change guild exp limit"

4144 can you reproduce that patch that Functor Applied to the .EXE file I gave him?

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may be. but i not sure is this is good idea. probably better ask him share patch bytes or nemo script?

 

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6 minutes ago, 4144 said:

may be. but i not sure is this is good idea. probably better ask him share patch bytes or nemo script?

 

@Functor could you share them please?

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