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Nirray last won the day on February 3

Nirray had the most liked content!

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About Nirray

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    <img alt="Sygnatura.png" style="height:auto;" data-src="http://nirray.bplaced.net/Download/Sygnatury/Sygnatura.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>

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  1. Nirray


    root/uitooltip.py Find: def __AppendAccessoryMetinSlotInfo(self, metinSlot, mtrlVnum) Replace whole function: Then search: def __AppendMetinSlotInfo_AppendMetinSocketData(self, index, metinSlotData, custumAffectString="", custumAffectString2="", custumAffectString3="",leftTime=0): And also replace: Should work now
  2. Hello DEVs I understand that most people use cloudless skyboxes in these times, but there is a graphic glitch (usually when the player teleports/dragging a game window) with "jumping" clouds. [Preview with glitch - slow cloud speed] This is very annoying with fast moving clouds: [Preview with glitch - fast cloud speed] and warping: [Preview with glitch - warping] Fix: Client source: \EterLib\SkyBox.cpp void CSkyBox::RenderCloud() replace whole: DWORD dwCurTime = CTimer::Instance().GetCurrentMillisecond(); m_fCloudPositionU += m_fCloudScrollSpeedU * (float)( dwCurTime - m_dwlastTime ) * 0.001f; if (m_fCloudPositionU >= 1.0f) m_fCloudPositionU = 0.0f; m_fCloudPositionV += m_fCloudScrollSpeedV * (float)( dwCurTime - m_dwlastTime ) * 0.001f; if (m_fCloudPositionV >= 1.0f) m_fCloudPositionV = 0.0f; m_dwlastTime = dwCurTime; with: if (m_fCloudPositionU >= 1.0f) m_fCloudPositionU = 0.0f; if (m_fCloudPositionV >= 1.0f) m_fCloudPositionV = 0.0f; m_fCloudPositionU += m_fCloudScrollSpeedU * 0.030f; m_fCloudPositionV += m_fCloudScrollSpeedV * 0.030f; like that: > * 0.030f is optimal I have no idea why they decided to use ms timer for scrolling clouds in the rendering function that already has own clock and frameskip settings (now it just scales with game fps counter). With fix (when dragging client window) [Preview without glitch - slow cloud speed] [Preview without glitch - fast cloud speed] Warping: [Preview without glitch - warp] Have a nice day
  3. Nirray

    ooooohh kur*a Kolejne granie na nostalgii
  4. Nirray


    ymir work\ui\minimap_image_filter.dds Change it to square, also: \UserInterface\PythonMiniMap.cpp change cosf and sinf values to your variables
  5. Nirray


    https://mega.nz/#!z4J22CAQ!pMM7U-lBlWdUNdfWq55K9ZBDs133K5naEgc4QWpqCHo password for root are the same 2009-09-18
  6. Nirray


    InstanceBase.cpp in client source float CInstanceBase::__GetBowRange() { float fRange = 2500.0f - 100.0f; if (__IsMainInstance()) { IAbstractPlayer& rPlayer=IAbstractPlayer::GetSingleton(); fRange += float(rPlayer.GetStatus(POINT_BOW_DISTANCE)); } return fRange; } no idea right now where it is in server side source
  7. add in "constinfo.py" FAST_PAGE = 1
  8. in file uifastequip .py change: import item to: import workitem as item and import player to: import workplayer as player
  9. import worknet as net import net Remove one of them, I have no idea what kind of client you are using. I guess remove import net because of "No module named net"
  10. Remove all spaces from those two lines and place TWO TABs (line 401) and ONE TAB (line 491).
  11. https://www.python.org/about/gettingstarted/ https://wiki.python.org/moin/BeginnersGuide/Programmers https://www.python.org/dev/peps/pep-0008/#tabs-or-spaces "Tabs should be used solely to remain consistent with code that is already indented with tabs." Replace spaces with TABs Line: 401 (two TABs instead of x spaces) Line: 491 (one TAB instead of x spaces)
  12. @pollux Please, Rules update: §2 Topics (2.5) Questions & Answers specific rules Don't modify your thread (or reply to it) to mark it solved, and not explain the solution to the issue. Please use our tag system and vote good/bad answers so everyone can clearly see what matters! You need at least basic knowledge of programming.
  13. Seriously? Change it to TABs XD
  14. Nirray

    You mean dmg hack svside check from clientside .mse file? Or waithack from SendAttackPacket? If waithack - it is still working (hidden for example) Also, because of first check "GetLastAttackTime" there's a input "lag" (you need to attack twice new mob to deal damage [even visible in your gyazo gif with metin stone @Rakancito]) It's more like workaround To fix it correctly we should change the CalcMeleeDamage CalcArrowDamage iDam = 0; like char_battle.cpp does with bow if (IS_SPEED_HACK(m_me, pkVictim, dwCurrentTime)) iDam = 0; I didn't want to be rude I also want to fix it and I'm here to help input lag: https://i.gyazo.com/c52f1372b950b9fea816a2054d9209e4.mp4 dmghack after second hit: https://i.gyazo.com/debc6b4eea647d4db5774f4a7c4c0d31.mp4
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