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Showing content with the highest reputation on 12/01/19 in all areas

  1. Hi there! It is my homemade version.... I saw this topic and I was curious how difficult it was to do, and it wasn't that difficult. Gl to make it! Hungarian power!
    2 points
  2. Hello, I'm looking for the function bellow if anyone who has it can share? Thanks a lot.
    1 point
  3. M2 Download Center Download Here ( Internal ) [Hidden Content] [Hidden Content]
    1 point
  4. About the attachment: Use file-host services like Mega.nz or whatever, because here the attachments are unavailable idk why.
    1 point
  5. Hi! I'm currently working on this sh*t and I suggest you to not give any attention on it! Because I'm not done with the whole binary but I can tell you need to change this: //Client\EffectLib //EffectInstance.cpp //Search STATEMANAGER.SaveSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_NONE); STATEMANAGER.SaveSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_NONE); //Replace STATEMANAGER.SaveTextureStageState(0, D3DTSS_MINFILTER, D3DTEXF_NONE); STATEMANAGER.SaveTextureStageState(0, D3DTSS_MAGFILTER, D3DTEXF_NONE); //Search STATEMANAGER.SetFVF(D3DFVF_XYZ|D3DFVF_TEX1); //Replace STATEMANAGER.SetVertexShader(D3DFVF_XYZ|D3DFVF_TEX1); //Search STATEMANAGER.RestoreSamplerState(0, D3DSAMP_MINFILTER); STATEMANAGER.RestoreSamplerState(0, D3DSAMP_MAGFILTER); //Replace STATEMANAGER.RestoreTextureStageState(0, D3DTSS_MINFILTER); STATEMANAGER.RestoreTextureStageState(0, D3DTSS_MAGFILTER); //EffectMesh.h //Search #include <d3dx9.h> //Replace #include <d3dx8.h> //EffectMeshInstance.cpp //Search STATEMANAGER.SetFVF(D3DFVF_XYZ | D3DFVF_TEX1); //Replace STATEMANAGER.SetVertexShader(D3DFVF_XYZ | D3DFVF_TEX1); //SimpleLightData.cpp //Search void CLightData::InitializeLight(D3DLIGHT9& light) //Replace void CLightData::InitializeLight(D3DLIGHT8& light) //SimpleLightData.h //Search #include <d3dx9.h> //Replace #include <d3dx8.h> //Search void InitializeLight(D3DLIGHT9& light); //Replace void InitializeLight(D3DLIGHT8& light); //SimpleLightInstance.cpp //Search D3DLIGHT9 Light; //Replace D3DLIGHT8 Light; //Client\EterBase //lzo.cpp //lzo.h //Client\EterGrnLib //Material.cpp //Search LPDIRECT3DTEXTURE9 CGrannyMaterial::GetD3DTexture(int iStage) const //Replace LPDIRECT3DTEXTURE8 CGrannyMaterial::GetD3DTexture(int iStage) const //Search (Granny) granny_variant TwoSidedVariant; if (GrannyFindMatchingMember(pgrnMaterial->ExtendedData.Type, pgrnMaterial->ExtendedData.Object, "Two-sided", &TwoSidedVariant)) GrannyConvertSingleObject(TwoSidedVariant.Type, TwoSidedVariant.Object, TwoSidedFieldType, &twoSided, 0); //Replace granny_variant twoSideResult = GrannyFindMatchingMember(pgrnMaterial->ExtendedData.Type, pgrnMaterial->ExtendedData.Object, "Two-sided"); if (NULL != twoSideResult.Type) GrannyConvertSingleObject(twoSideResult.Type, twoSideResult.Object, TwoSidedFieldType, &twoSided); //Search STATEMANAGER.SaveSamplerState(1, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP); STATEMANAGER.SaveSamplerState(1, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP); //Replace STATEMANAGER.SaveTextureStageState(1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP); STATEMANAGER.SaveTextureStageState(1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP); //Search STATEMANAGER.RestoreSamplerState(1, D3DSAMP_ADDRESSU); STATEMANAGER.RestoreSamplerState(1, D3DSAMP_ADDRESSV); //Replace STATEMANAGER.RestoreTextureStageState(1, D3DTSS_ADDRESSU); STATEMANAGER.RestoreTextureStageState(1, D3DTSS_ADDRESSV); //Material.h //Search #include <d3d9.h> //Replace #include <d3d8.h> //Search LPDIRECT3DTEXTURE9 GetD3DTexture(int iStage) const; //Replace LPDIRECT3DTEXTURE8 GetD3DTexture(int iStage) const; //Mesh.cpp (Granny) //Mesh.h (Granny) //Model.cpp //Search LPDIRECT3DINDEXBUFFER9 CGrannyModel::GetD3DIndexBuffer() const //Replace LPDIRECT3DINDEXBUFFER8 CGrannyModel::GetD3DIndexBuffer() const //Search LPDIRECT3DVERTEXBUFFER9 CGrannyModel::GetPNTD3DVertexBuffer() const //Replace LPDIRECT3DVERTEXBUFFER8 CGrannyModel::GetPNTD3DVertexBuffer() const //Model.h //Search LPDIRECT3DVERTEXBUFFER9 GetPNTD3DVertexBuffer() const; LPDIRECT3DINDEXBUFFER9 GetD3DIndexBuffer() const; //Replace LPDIRECT3DVERTEXBUFFER8 GetPNTD3DVertexBuffer() const; LPDIRECT3DINDEXBUFFER8 GetD3DIndexBuffer() const; //ModelInstance.h //Search (Granny) const granny_int32x * __GetMeshBoneIndices(unsigned int iMeshBinding) const; //Replace int* __GetMeshBoneIndices(unsigned int iMeshBinding) const; //Search IDirect3DVertexBuffer9* __GetDeformableD3DVertexBufferPtr(); //Replace IDirect3DVertexBuffer8* __GetDeformableD3DVertexBufferPtr(); //ModelInstanceCollisionDetection.cpp (Granny) //ModelInstanceModel.cpp //Search (Granny) const granny_int32x * CGrannyModelInstance::__GetMeshBoneIndices(unsigned int iMeshBinding) const //Replace int* CGrannyModelInstance::__GetMeshBoneIndices(unsigned int iMeshBinding) const //Search IDirect3DVertexBuffer9* CGrannyModelInstance::__GetDeformableD3DVertexBufferPtr() //Replace IDirect3DVertexBuffer8* CGrannyModelInstance::__GetDeformableD3DVertexBufferPtr() //ModelInstanceRender.cpp [This will be a lot of work, have a break if you need it.] //Search STATEMANAGER.SetVertexDeclaration(ms_pntVS); // WORK LPDIRECT3DVERTEXBUFFER9 lpd3dDeformPNTVtxBuf = __GetDeformableD3DVertexBufferPtr(); // END_OF_WORK LPDIRECT3DVERTEXBUFFER9 lpd3dRigidPNTVtxBuf = m_pModel->GetPNTD3DVertexBuffer(); //Replace STATEMANAGER.SetVertexShader(ms_pntVS); // WORK LPDIRECT3DVERTEXBUFFER8 lpd3dDeformPNTVtxBuf = __GetDeformableD3DVertexBufferPtr(); // END_OF_WORK LPDIRECT3DVERTEXBUFFER8 lpd3dRigidPNTVtxBuf = m_pModel->GetPNTD3DVertexBuffer(); //Search // WORK LPDIRECT3DVERTEXBUFFER9 lpd3dDeformPNTVtxBuf = __GetDeformableD3DVertexBufferPtr(); // END_OF_WORK LPDIRECT3DVERTEXBUFFER9 lpd3dRigidPNTVtxBuf = m_pModel->GetPNTD3DVertexBuffer(); STATEMANAGER.SetVertexDeclaration(ms_pntVS); //Replace // WORK LPDIRECT3DVERTEXBUFFER8 lpd3dDeformPNTVtxBuf = __GetDeformableD3DVertexBufferPtr(); // END_OF_WORK LPDIRECT3DVERTEXBUFFER8 lpd3dRigidPNTVtxBuf = m_pModel->GetPNTD3DVertexBuffer(); STATEMANAGER.SetVertexShader(ms_pntVS); //Search STATEMANAGER.SetVertexDeclaration(ms_pntVS); //Replace STATEMANAGER.SetVertexShader(ms_pntVS); //Search // WORK LPDIRECT3DVERTEXBUFFER9 lpd3dDeformPNTVtxBuf = __GetDeformableD3DVertexBufferPtr(); // END_OF_WORK LPDIRECT3DVERTEXBUFFER9 lpd3dRigidPNTVtxBuf = m_pModel->GetPNTD3DVertexBuffer(); //Replace // WORK LPDIRECT3DVERTEXBUFFER8 lpd3dDeformPNTVtxBuf = __GetDeformableD3DVertexBufferPtr(); // END_OF_WORK LPDIRECT3DVERTEXBUFFER8 lpd3dRigidPNTVtxBuf = m_pModel->GetPNTD3DVertexBuffer(); //Search LPDIRECT3DINDEXBUFFER9 lpd3dIdxBuf = m_pModel->GetD3DIndexBuffer(); //Replace LPDIRECT3DINDEXBUFFER8 lpd3dIdxBuf = m_pModel->GetD3DIndexBuffer(); //Search STATEMANAGER.DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtxMeshBasePos, vtxCount, pTriGroupNode->idxPos, pTriGroupNode->triCount); //Replace STATEMANAGER.DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, vtxCount, pTriGroupNode->idxPos, pTriGroupNode->triCount); //Search LPDIRECT3DINDEXBUFFER9 lpd3dIdxBuf = m_pModel->GetD3DIndexBuffer(); //Replace LPDIRECT3DINDEXBUFFER8 lpd3dIdxBuf = m_pModel->GetD3DIndexBuffer(); //Search STATEMANAGER.DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtxMeshBasePos, vtxCount, pTriGroupNode->idxPos, pTriGroupNode->triCount); //Replace STATEMANAGER.DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, vtxCount, pTriGroupNode->idxPos, pTriGroupNode->triCount); //Search LPDIRECT3DINDEXBUFFER9 lpd3dIdxBuf = m_pModel->GetD3DIndexBuffer(); //Replace LPDIRECT3DINDEXBUFFER8 lpd3dIdxBuf = m_pModel->GetD3DIndexBuffer(); //Search STATEMANAGER.DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtxMeshBasePos, vtxCount, pTriGroupNode->idxPos, pTriGroupNode->triCount); //Replace STATEMANAGER.DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, vtxCount, pTriGroupNode->idxPos, pTriGroupNode->triCount); //ModelInstanceUpdate.cpp (Granny) //Client\EterImgaeLib //DXTCImage.cpp //Search #include <ddraw.h> //Replace #include <d3d.h> //Client\EterLib //BlockTexture.cpp //Search STATEMANAGER.SetFVF(D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_DIFFUSE); //Replace STATEMANAGER.SetVertexShader(D3DFVF_XYZ|D3DFVF_TEX1|D3DFVF_DIFFUSE); //Search if (FAILED(ms_lpd3dDevice->CreateTexture(dwWidth, dwHeight, 0, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &m_lpd3dTexture, NULL))) //Replace if (FAILED(ms_lpd3dDevice->CreateTexture(dwWidth, dwHeight, 0, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &m_lpd3dTexture))) //BlockTexture.h //Search LPDIRECT3DTEXTURE9 m_lpd3dTexture; //Replace LPDIRECT3DTEXTURE8 m_lpd3dTexture; //Camera.cpp //Search float fDeterminantD3DMatView = D3DXMatrixDeterminant(&m_matView); //Replace float fDeterminantD3DMatView = D3DXMatrixfDeterminant(&m_matView); //Decal.cpp //Search STATEMANAGER.SetFVF(D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1); //Replace STATEMANAGER.SetVertexShader(D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1); //GrpBase.cpp //Search LPDIRECT3D9 CGraphicBase::ms_lpd3d = NULL; LPDIRECT3DDEVICE9 CGraphicBase::ms_lpd3dDevice = NULL; //Replace LPDIRECT3D8 CGraphicBase::ms_lpd3d = NULL; LPDIRECT3DDEVICE8 CGraphicBase::ms_lpd3dDevice = NULL; //Search D3DVIEWPORT9 CGraphicBase::ms_Viewport; //Replace D3DVIEWPORT8 CGraphicBase::ms_Viewport; //Search D3DCAPS9 CGraphicBase::ms_d3dCaps; //Replace D3DCAPS8 CGraphicBase::ms_d3dCaps; //Search LPDIRECT3DVERTEXDECLARATION9 CGraphicBase::ms_ptVS = 0; LPDIRECT3DVERTEXDECLARATION9 CGraphicBase::ms_pntVS = 0; LPDIRECT3DVERTEXDECLARATION9 CGraphicBase::ms_pnt2VS = 0; //Replace DWORD CGraphicBase::ms_ptVS = 0; DWORD CGraphicBase::ms_pntVS = 0; DWORD CGraphicBase::ms_pnt2VS = 0; //Search LPDIRECT3DVERTEXBUFFER9 CGraphicBase::ms_alpd3dPDTVB[PDT_VERTEXBUFFER_NUM]; LPDIRECT3DINDEXBUFFER9 CGraphicBase::ms_alpd3dDefIB[DEFAULT_IB_NUM]; //Replace LPDIRECT3DVERTEXBUFFER8 CGraphicBase::ms_alpd3dPDTVB[PDT_VERTEXBUFFER_NUM]; LPDIRECT3DINDEXBUFFER8 CGraphicBase::ms_alpd3dDefIB[DEFAULT_IB_NUM]; //Search IDirect3DVertexBuffer9* plpd3dFillRectVB=ms_alpd3dPDTVB[s_dwVBPos]; //Replace IDirect3DVertexBuffer8* plpd3dFillRectVB=ms_alpd3dPDTVB[s_dwVBPos]; //Search plpd3dFillRectVB->Lock(0, sizeof(TPDTVertex)*uVtxCount, (void**)&pDstVertices, D3DLOCK_DISCARD) //Replace plpd3dFillRectVB->Lock(0, sizeof(TPDTVertex)*uVtxCount, (BYTE**)&pDstVertices, D3DLOCK_DISCARD) //GrpBase.h //Search static LPDIRECT3D9 ms_lpd3d; static LPDIRECT3DDEVICE9 ms_lpd3dDevice; //Replace static LPDIRECT3D8 ms_lpd3d; static LPDIRECT3DDEVICE8 ms_lpd3dDevice; //Search static D3DVIEWPORT9 ms_Viewport; //Replace static D3DVIEWPORT8 ms_Viewport; //Search static D3DCAPS9 ms_d3dCaps; //Replace static D3DCAPS8 ms_d3dCaps; //Search static LPDIRECT3DVERTEXDECLARATION9 ms_ptVS; static LPDIRECT3DVERTEXDECLARATION9 ms_pntVS; static LPDIRECT3DVERTEXDECLARATION9 ms_pnt2VS; //Replace static DWORD ms_ptVS; static DWORD ms_pntVS; static DWORD ms_pnt2VS; //Search static LPDIRECT3DVERTEXBUFFER9 ms_alpd3dPDTVB[PDT_VERTEXBUFFER_NUM]; static LPDIRECT3DINDEXBUFFER9 ms_alpd3dDefIB[DEFAULT_IB_NUM]; //Replace static LPDIRECT3DVERTEXBUFFER8 ms_alpd3dPDTVB[PDT_VERTEXBUFFER_NUM]; static LPDIRECT3DINDEXBUFFER8 ms_alpd3dDefIB[DEFAULT_IB_NUM]; //GrpDetector.cpp //Search VOID D3D_CAdapterDisplayModeList::Build(IDirect3D9& rkD3D, D3DFORMAT eD3DFmtDefault, UINT iD3DAdapterInfo) //Replace VOID D3D_CAdapterDisplayModeList::Build(IDirect3D8& rkD3D, D3DFORMAT eD3DFmtDefault, UINT iD3DAdapterInfo) //Search (?) UINT uAdapterModeNum = rkD3D.GetAdapterModeCount(iD3DAdapterInfo, eD3DFmtDefault); //Replace UINT uAdapterModeNum=rkD3D.GetAdapterModeCount(iD3DAdapterInfo); //Search (?) rkD3D.EnumAdapterModes(iD3DAdapterInfo, eD3DFmtDefault, iD3DAdapterInfoMode, &kD3DDMCur); //Replace rkD3D.EnumAdapterModes(iD3DAdapterInfo, iD3DAdapterInfoMode, &kD3DDMCur); //Search BOOL D3D_CDeviceInfo::FindDepthStencilFormat(IDirect3D9& rkD3D, UINT iD3DAdapterInfo, D3DDEVTYPE DeviceType, D3DFORMAT TargetFormat, D3DFORMAT* pDepthStencilFormat ) //Replace BOOL D3D_CDeviceInfo::FindDepthStencilFormat(IDirect3D8& rkD3D, UINT iD3DAdapterInfo, D3DDEVTYPE DeviceType, D3DFORMAT TargetFormat, D3DFORMAT* pDepthStencilFormat ) //Search BOOL D3D_CDeviceInfo::Build(IDirect3D9& rkD3D, UINT iD3DAdapterInfo, UINT iDevType, D3D_CAdapterDisplayModeList& rkD3DADMList, BOOL (*pfnConfirmDevice)(D3DCAPS9& rkD3DCaps, UINT uBehavior, D3DFORMAT eD3DFmt)) //Replace BOOL D3D_CDeviceInfo::Build(IDirect3D8& rkD3D, UINT iD3DAdapterInfo, UINT iDevType, D3D_CAdapterDisplayModeList& rkD3DADMList, BOOL (*pfnConfirmDevice)(D3DCAPS8& rkD3DCaps, UINT uBehavior, D3DFORMAT eD3DFmt)) //Search isHALWindowedCompatible=TRUE; //Add this code up if (m_kD3DCaps.Caps2 & D3DCAPS2_CANRENDERWINDOWED) { //Search isHALDesktopCompatible=TRUE; //Add this code down } //Search if (aisFormatConfirmed[0]) //Replace if (aisFormatConfirmed[0] && (m_kD3DCaps.Caps2 & D3DCAPS2_CANRENDERWINDOWED) ) //Search BOOL D3D_CAdapterInfo::Build(IDirect3D9& rkD3D, UINT iD3DAdapterInfo, PFNCONFIRMDEVICE pfnConfirmDevice) //Replace BOOL D3D_CAdapterInfo::Build(IDirect3D8& rkD3D, UINT iD3DAdapterInfo, PFNCONFIRMDEVICE pfnConfirmDevice) //Search rkD3D.GetAdapterIdentifier(iD3DAdapterInfo, 0, &m_kD3DAdapterIdentifier); //Replace rkD3D.GetAdapterIdentifier(iD3DAdapterInfo, D3DENUM_NO_WHQL_LEVEL, &m_kD3DAdapterIdentifier); //Search BOOL D3D_CDisplayModeAutoDetector::Build(IDirect3D9& rkD3D, PFNCONFIRMDEVICE pfnConfirmDevice) //Replace BOOL D3D_CDisplayModeAutoDetector::Build(IDirect3D8& rkD3D, PFNCONFIRMDEVICE pfnConfirmDevice) //GrpDetector.h //Search #include <d3d9.h> typedef BOOL (*PFNCONFIRMDEVICE) (D3DCAPS9& rkD3DCaps, UINT uBehavior, D3DFORMAT eD3DFmt); //Replace #include <d3d8.h> typedef BOOL (*PFNCONFIRMDEVICE) (D3DCAPS8& rkD3DCaps, UINT uBehavior, D3DFORMAT eD3DFmt); //Search VOID Build(IDirect3D9& rkD3D, D3DFORMAT eD3DFmtDefault, UINT iAdapter); //Replace VOID Build(IDirect3D8& rkD3D, D3DFORMAT eD3DFmtDefault, UINT iAdapter); //Search BOOL Build(IDirect3D9& rkD3D, UINT iAdapter, UINT iDevType, D3D_CAdapterDisplayModeList& rkD3DADMList, PFNCONFIRMDEVICE pfnConfirmDevice); //Replace BOOL Build(IDirect3D8& rkD3D, UINT iAdapter, UINT iDevType, D3D_CAdapterDisplayModeList& rkD3DADMList, PFNCONFIRMDEVICE pfnConfirmDevice); //Search BOOL FindDepthStencilFormat(IDirect3D9& rkD3D, UINT iAdapter, D3DDEVTYPE DeviceType, D3DFORMAT TargetFormat, D3DFORMAT* pDepthStencilFormat); //Replace BOOL FindDepthStencilFormat(IDirect3D8& rkD3D, UINT iAdapter, D3DDEVTYPE DeviceType, D3DFORMAT TargetFormat, D3DFORMAT* pDepthStencilFormat); //Search D3DCAPS9 m_kD3DCaps; //Replace D3DCAPS8 m_kD3DCaps; //Search BOOL Build(IDirect3D9& rkD3D, UINT iAdapter, PFNCONFIRMDEVICE pfnConfirmDevice); //Replace BOOL Build(IDirect3D8& rkD3D, UINT iAdapter, PFNCONFIRMDEVICE pfnConfirmDevice); //Search D3DADAPTER_IDENTIFIER9& GetIdentifier() //Replace D3DADAPTER_IDENTIFIER8& GetIdentifier() //Search D3DADAPTER_IDENTIFIER9 m_kD3DAdapterIdentifier; //Replace D3DADAPTER_IDENTIFIER8 m_kD3DAdapterIdentifier; //Search BOOL Build(IDirect3D9& rkD3D, PFNCONFIRMDEVICE pfnConfirmDevice); //Replace BOOL Build(IDirect3D8& rkD3D, PFNCONFIRMDEVICE pfnConfirmDevice); Okay I'm done, I don't want to write down the changes, so you should modify these files also: //GrpDevice.cpp //GrpDevice.h //GrpExpandedImageInstance.cpp //GrpImageInstance.cpp //GrpImageTexture.cpp //GrpIndexBuffer.cpp //GrpIndexBuffer.h //GrpLightManager.cpp //GrpLightManager.h //GrpMarkInstance.cpp //GrpPixelShader.cpp //GrpScreen.cpp //GrpShadowTexture.cpp //GrpShadowTexture.h //GrpTextInstance.cpp //GrpTexture.cpp //GrpTexture.h //GrpVertexBuffer.cpp //GrpVertexBuffer.h //GrpVertexShader.cpp //JpegFile.cpp (JPG Loader) //LensFlare.cpp //Ray.h //SkyBox.cpp //StateManager.cpp //StateManager.h //StdAfx.h //Util.h //Client\EterPythonLib //PythonGraphic.cpp //PythonGraphic.h //Client\GameLib //ActorInstanceRender.cpp //AreaTerrain.cpp //AreaTerrain.h //DungeonBlock.cpp //FlyTrace.cpp //MapBase.h //MapOutdoor.cpp //MapOutdoor.h //MapOutdoorCharacterShadow.cpp //MapOutdoorRender.cpp //MapOutdoorRenderHTP.cpp //MapOutdoorRenderSTP.cpp //MapOutdoorWater.cpp //MapType.h //SnowEnvironment.cpp //SnowEnvironment.h //TerrainDecal.cpp //TerrainPatch.cpp //TerrainPatch.h //WeaponTrace.cpp //Client\PRTerrainLib //Terrain.h //TerrainType.h //TextureSet.h //Client\ScriptLib //PythonLauncher.cpp (Python upgrade) //PythonLauncher.h (Python upgrade) //PythonMarshal.cpp (Python upgrade) //StdAfx.h (Python upgrade) //Client\SpeedTreeLib //SpeedGrassWrapper.h (I think It may have an error.) //Search LPDIRECT3DTEXTURE9 m_lpD3DTexure8; //Replace LPDIRECT3DTEXTURE8 m_lpD3DTexure8; //SpeedTreeForestDirectX8.cpp (Error maybe...) //SpeedTreeForestDirectX8.h //SpeedTreeMaterial.h //SpeedTreeWrapper.cpp //SpeedTreeWrapper.h //VertexShaders.h //Client\SphereLib //StdAfx.h //Client\UserInterface //GuildMarkUploader.cpp (So that can be the Guild mark bug cause?) ilCopyPixels(0, 0, 0, SGuildMark::WIDTH, SGuildMark::HEIGHT, 1, IL_BGRA, IL_BYTE, m_kMark.m_apxBuf); ilCopyPixels(0, 0, 0, SGuildMark::WIDTH, SGuildMark::HEIGHT, 1, IL_BGRA, IL_BYTE, (ILvoid*)m_kMark.m_apxBuf); //PythonApplicationLogo.cpp //PythonMiniMap.cpp (Yeah the source of the minimap bug...) //PythonMiniMap.h //PythonSystem.cpp
    1 point
  6. Unfortunately, i don't have perrmision to download the file.
    0 points
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