Jump to content

CxL'Mufuku

Bronze
  • Posts

    10
  • Joined

  • Last visited

  • Days Won

    2
  • Feedback

    0%

CxL'Mufuku last won the day on February 10 2019

CxL'Mufuku had the most liked content!

1 Follower

About CxL'Mufuku

Informations

  • Gender
    Male

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

CxL'Mufuku's Achievements

Collaborator

Collaborator (7/16)

  • Very Popular Rare
  • First Post
  • Collaborator
  • Conversation Starter
  • Week One Done

Recent Badges

740

Reputation

  1. the idea is nice. But why using boost? simply change strcmp to strcmpi
  2. Ahh yeah, lets call every thing directly id = wndMgr.RegisterTextLine(self, "UI") wndMgr.SetFontName(id, "Arial:12") wndMgr.SetText(id, "TEXT TEXT TEXT") wndMgr.SetSize(id, 10, 100)
  3. Why the fuck is every1 using it so fucking complicated? - Why do you use the renderTarget-module in the parent class? Just because I did it in the example?! #untested ##ui.py import renderTarget class RenderTarget(Window): def __init__(self, layer = "UI"): Window.__init__(self, layer) self.renderIdx = -1 def __del__(self): Window.__del__(self) def RegisterWindow(self, layer): self.hWnd = wndMgr.RegisterRenderTarget(self, layer) def SetRenderTarget(self, renderIdx): self.renderIdx = renderIdx wndMgr.SetRenderTarget(self.hWnd, self.renderIdx) def SetBackground(self, image): if self.renderIdx == -1: dbg.TraceError("RenderTarget: You have to set the RenderTarget first!") return renderTarget.SetBackground(self.renderIdx, image) def SelectModel(self, index): if self.renderIdx == -1: dbg.TraceError("RenderTarget: You have to set the RenderTarget first!") return renderTarget.SelectModel(self.renderIdx, index) def SetVisibility(self, vis): if self.renderIdx == -1: dbg.TraceError("RenderTarget: You have to set the RenderTarget first!") return renderTarget.SetVisibility(self.renderIdx, vis) def SetHair(self, index): if self.renderIdx == -1: dbg.TraceError("RenderTarget: You have to set the RenderTarget first!") return renderTarget.SetHair(self.renderIdx, index) def SetArmor(self, index): if self.renderIdx == -1: dbg.TraceError("RenderTarget: You have to set the RenderTarget first!") return renderTarget.SetArmor(self.renderIdx, index) def SetWeapon(self, index): if self.renderIdx == -1: dbg.TraceError("RenderTarget: You have to set the RenderTarget first!") return renderTarget.SetWeapon(self.renderIdx, index) def SetAcce(self, index): if self.renderIdx == -1: dbg.TraceError("RenderTarget: You have to set the RenderTarget first!") return renderTarget.SetAcce(self.renderIdx, index) ##somewhere in init/load/create self.ModelPreview = ui.RenderTarget() self.ModelPreview.SetParent(self.ModelPreviewBoard) self.ModelPreview.SetSize(190, 210) self.ModelPreview.SetPosition(5, 22) self.ModelPreview.SetRenderTarget(2) # Der index hat eindeutig zu sein -> sonst kann man nicht 2 rendertargets gleichzeitig sehen, logisch oder? self.ModelPreview.SetBackground("d:/ymir work/ui/game/myshop_deco/model_view_bg.sub") self.ModelPreview.SetVisibility(True) self.ModelPreview.SelectModel(model) self.ModelPreview.SetHair(Vnum) self.ModelPreview.SetArmor(Vnum) self.ModelPreview.SetWeapon(Vnum) self.ModelPreview.SetAcce(Vnum) self.ModelPreview.Show() ##somewhere in hide/close/whatever: self.ModelPreview.SetVisibility(False) ##somewhere in some fucking method, who cares? self.ModelPreview.SetWeapon(Vnum)
  4. M00001 - M00053 (Mega) (Metin2 Download) Srsly, I don't know what they exactly patched.
  5. Well it's difficult without seeing your source. However, have a look at the "AlwaysRender" part, it could be that too.
  6. hmm. PERF_CHECKER_RENDER_GAME is set to false? You could check it with TraceError("test..."); after RenderModels(); (Idk, if debug mode will change something on this var)
  7. Seems like its not calling RenderModels, did you add it correctly?
  8. Great that you got it working by yourself. I don't have time to test, but you shoud be able to remove the {} After that it should compile without the hotfix. (The bracets are some "magic" of resharper) It's the "ingame granny/model viewer" of the officials. It's used there for the shop decoration and monster card system. Ofc you can do much more with it.
  9. As far as I remember your code will crash, however, there will be no problem if you init the unique pointer with the raw pointer (as long as you won't delete the object via the raw pointer) But you're right with the TraceError it should be %u, but I am quite sure no one will ever get this error. Also the exception should work without problems, it will show an error and close the client.- I think it's just a matter of ones own liking.
  10. M2 Download Center Download Here ( Internal ) Hi, I don't think I have to tell much about this. It'll look like the official one, some code is c&p from the official root files. Most of the own written code is NOT like the offical one. I added a new python module ("renderTarget"), so you don't need methods which officials use, like this: "playerm2g2.MyShopDecoShow( True )" You are able to display more than one render target at the same time. If you want to know more, take a look at the code. If there are any bugs, just message me. Download: [Hidden Content] Password: Cxl.Services
×
×
  • Create New...

Important Information

Terms of Use / Privacy Policy / Guidelines / We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.