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Ikarus_

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About Ikarus_

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    live:ikarus.developer

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  1. the drop tables takes by default chance on 1/1000 (so to make chance 0.1% just add 1 as number) you can change the scale to make chance on 1/10.000 or 1/100.000 by changing the number in length.h DROP_SCALE_TABLE so you can for example make the drop scale on 10.000 and to make 0.01% chance you need to insert in table 1 as number if you need 0.001% chance , you can change drop scale on 100.000 and then you need to insert in table 1 as number warning max drop scale is 1.000.000 (if you put number > the game automatically reduce it) because ymir using milions as scale to make drop random numbers.
  2. And about cache sharing, we could make that but then we need to use method of unconcurrency to make sure the cores access to memory one for time. To make this caching system is useless if done just for this system. it make sense only if you want a big shared cache to use for every game stuff. When ymir coded this game, the cache sharing wasn't a standard method, so they decided to use the socket between cores to send "cache part" to other cores, and to make a different cache for every core. When i say cache i mean a method to store info, so about your last question, yeah the best way is to allocate the cache in the heap because there is enoght memory space.The stack relative to heap can allocate directly when the compiler compile the program but the stack size is very limited, the heap can allocate a lot of memory without problem but the allocation is a dynamic allocation so the performaces during the allocation will be smaller.
  3. I agree to give you license to get a part of my code. Anyway i used STL containers (map, vector) to store data in the cache. The stl containers using heap to store data.
  4. WARNING: i noticed some people think this system is a realtime database reading based system. i want explain it better , to make sure every body know how this system works. This system works using caching, it reading the tables once on boot, then the db core will update all core during core boot using cache. Only if you want to reload (refreshing the cache) the db core will read again the tables and will send to every core the "update".
  5. The common_drop_item.txt conversion works you can build and use the drop converter now. left : mob_drop_item.txt drop_item_group.txt i will code the other conversion in the next days
  6. you can't build the projects because i have not pushed yet. in the next days i will finish to code it.
  7. 0 bugs found from users, just to update who want wait to install it.
  8. I m developing it, when done i will update the post.
  9. About SendTargetInfo: i previously forgot to add the changes about mob_drop_item.h (3 lines to add ) now i added it.
  10. The reasons to use table instead of sample file can be various. For example: I think every body makes periodically database backup to save the data, well you can save the drop data too... You can use query to get filtered information. More easy to edit. You can connect this info with a wiki in your web site every time 100% uptodate because you are using the same table loaded from game.... And other reasons.... Anyway you can choose to code your version with json ahah that s ok , every body work like he likes If you need to integrate the tables in the Git Repo, you can also do it using a dumped file (.sql for example)
  11. Added the small part about __SEND_TARGET_INFO__ Added HOWTO.txt to know how to setting the drop
  12. tomorrow i will add the TargetInfo part don't worry, i will update the post after done
  13. I think the title should explain all. The system give way to set mob's drops via tables (Database) instead to use mob_drop_item.txt, common_drop_item.txt, drop_item_group.txt which can be buggy (easly, just a wrong space) without trace any error in your game expirience. WARNING : The System doens't disable the txts so you can use the txts and the tables without any problems. I have inserted "/reload d" command to reload the drop tables without restart channels. i will code a small tool in python to convert the txts to tables (i will be added to the repository). The drop chance by default is set to 1/1000 (so in table you should set it to 1000 to give 100% drop chance 'base' , it will change via the ymir's algorithm depend on the levels killer/victim). you can chance this scale to use 100 instead 1000 basically changing in lenght.h the value of DROP_SCALE_TABLE here you can find the repository. MySkype: live:ikarus.developer update: Added a small part to install only if you are using __SEND_TARGET_INFO__ to show the drop in the target board WARNING: i noticed some people think this system is a realtime database reading based system. i want explain it better , to make sure every body know how this system works. This system works using caching, it reading the tables once on boot, then the db core will update all core during core boot using cache. Only if you want to reload (refreshing the cache) the db core will read again the tables and will send to every core the "update".
  14. Ikarus_

    open Not working town.txt coordinates

    ok so the next step is to debug the code to know what happen during the town.txt reading. search: sys_log( 0, "LoadMapRegion no empire specific start point" ); change like this: sys_log( 0, "LoadMapRegion no empire specific start point ,map index %d town coordinates x %d y %d",r_setting.iIndex,iX,iY ); now when you starting the channel services that having the map index in the allow map list (config file) , you can read what was the read coordinates from the town.txt in the syslog file.
  15. Ikarus_

    open Not working town.txt coordinates

    from web page i can't know what kind of character you have used to separate the coords. you should use "space", can you confirm me that is space the character used?