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Recent content by Desperate

  1. Desperate

    [Release]Damage Floating (Edit_April 19, 2024)

    Oh I almost bought this damn thing for $100 but I managed to develop my own version and now it's free here.
  2. Desperate

    [Release] Launcher Webzen templated + Register Account for igcn ss9 client

    Just the fact that you use it is an encouragement to me
  3. Desperate

    [Release] Launcher Webzen templated + Register Account for igcn ss9 client

    On my laptop, the launcher works normally. Maybe your client already has those files and it won't update anymore
  4. Desperate

    [Release] Launcher Webzen templated + Register Account for igcn ss9 client

    When you arrange files that need to be updated, you must also create folders like the client. look like client game: client/Data/Dec2.dat Update site You must be registered for see element./Data/Dec2.dat.rar
  5. Desperate

    [Release] Launcher Webzen templated + Register Account for igcn ss9 client

    oh im sory, just use new version I fixed
  6. Desperate

    damage floting

    maybe I did it the wrong way
  7. Desperate

    damage floting

    find ef_exp_-.elu in interface/default
  8. Desperate

    damage floting

    use exp elu ani
  9. Desperate

    EpixGunz Server Complete Free

    maybe it worked fine. Now everything depends on you
  10. Desperate

    [Release] Launcher Webzen templated + Register Account for igcn ss9 client

    home You must be registered for see element. index You must be registered for see element. register You must be registered for see element. update files You must be registered for see element.
  11. Desperate

    EpixGunz Server Complete Free

    You must be registered for see element.
  12. Desperate

    EpixGunz Server Complete Free

    community is free :)
  13. Desperate

    damage floting

    I'm doing floatdmg but I'm having a bit of trouble with where the damage number is displayed on the target. If anyone is interested ZEffectManager.h RMesh* m_pDamageFloat[10]; RMesh* m_pDamageFloatTest; RMesh* m_pDmgPlus; RMesh* m_pDmgMinus; void AddDamageEffect(int Dmg, rvector& Target...
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