The public struct that was released is really for the client side, however most of it does work for the server side. The only structs that are diff for the server side afik are the chemical and itemscripts.
Theres no gigantic changes between the other scripts (client to server wise). Usually the problems are so small that they can be fixed by hand
Also there is nothing stopping u from copying rylCoder or copying the struct file so that you have two versions one for client scripts and one for server scripts
thats what i fucking trying to say in the first place.
1st. you have client structure--
that structure opens your gsf
2nd hidden inside of rylcoder is a another structure,
which is the structure that will be used for outputting into txt
does it not sound simple?
where did u get the conclusion that i dont know what a gsf file is alpha, i dont think u know what your talking about.
yes we could just have 2 different rylcoders with different structures, but what im saying would make it easier, would it not...
any way you slice it you would need 2 different structs. You could insert the server side struct and recompile it and add client gsfstruct.xml when you want but thats still two structs.
The problem with having any structure compiled in is that ryl struct never stay the same, they are always changing from ver to ver.
An easy solution to all this would be to modify the xml struct with tags for scriptType=client/server that way both structs can exist in one file. The other harder part would be outputting it to another script tab in rylcoder
wise man once said, lot of work for not much payoff ^^
"Arithmetic operation resulted in an overflow"
caused by XML?
do you have good XML file that can share off?
as you may know then stealthy posted the original converters here which take the server side text table and a image as input and converts it to the client version.
When i started to reverse engineer the gsf file i realized that no information has been cut down. As you know then the client doesnt need all the info the server has (moster proto - all the mob attributes), but as gama does his soft, everything is inside.
what rylCoder does - it is trying to reverse the client version to the readable server version. Why exactly server version? Because we dont need a third format and its bothways comtabile.
So if you are trying to create a third version of these tables/scripts then your just too weak to go thru all the mess to create a structure that would convert the client version into the server version.
Look at skillscript, chemical, script1, specialComp - did i create a third version?
Monster proto, itemscript have never been released as "fully" completed.
so that's meant we can never convert the RYL 2 itemscript.gsf to text file and conver it back successfully ?
you can using rylcoder and a proper structure
StealthyXor, do you have proper structure that i can download?
It was included with the last source release.
lol gut, --there already is a server gsf structure meaning all i was saying was, there would be a button that would instantly replace the current structure (client gsf) which the servers structure so you could more easily have 1-1
its okay, no need to fight, just a waste of breath it takes like a minute to do it manually.
ohh myyy, i give up **fires awp at own face**
1) First being that in the many years of using ryl i've never looked into specialcomp it looks just like item id's what the heck is it for?
2) MineralVein i know there is a thread about it, the official compilers use a .txt input is this actually a picture inside a picture? or is it a txt file thats used to make a picture?
3) BGMScript.txt (server side) is this a unencrypted version of the SafteyZone bgm files?
Second as in several other posts about the structure. For example below are two scripts one is for the server side which takes a specific .txt input structure and errors if it doesn't get that exact structure, and then a decode of the .gsf file. Whether or not the other columns are actually in the .gsf file i don't know (never checked it out)