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  1. M2 Download Center Download Here ( Internal )
    2 points
  2. M2 Download Center Download Here ( Internal ) Download Here ( Latest Version ) This WE is a version compiled directly by me which includes infinite fixes and features. It's certain that you won't longer use the worldeditor_en! To make it simple, I wrote all the details about this feature and the common WE inside the relative config file: (called WorldEditorRemix.ini) ; Info: ; -) 100% translated ; -) granny2.11 ; -) F6 as Insert alternative ; -) many default features not present inside the worldeditor_en (probably, that binary was taken out from an SVN long time ago and resource hacked) such as Ins for all regions and skyboxes ; -) WASD UPLEFTDOWNRIGHT to move around (+asynchronous diagonally movements) ; -) UP-LEFT-DOWN-RIGHT to move around*10 (+asynchronous diagonally movements) ; -) config file for few things ; Output options by default ; few others such as default WASD movement ; whether or not Insert should let you go where you were before the press ; no MAI dump when saving atlas ; whether or not DevIL should compress and remove alpha from minimap.dds ; whether or not loading .mdatr building heights ; default textureset when creating maps ; overlapped tabs ; other stuff ; -) several bugfixes ; default title app name ; attempting to write to an empty textureset name when creating new maps ; ViewRadius doubled every load&save ; shadowmap.dds creation ; assert when saving atlas ; crash when adjusting height ; many buffer under/overflows ; *.mdc collision data saving (for game_test) ; not checking output options when loading maps ; water brush waterid bug (the id was increased until 256 each time the function was called; now it's based on the water height just like it should be) ; init texture map reload map crash and last 2px always blank ; square shape even for up/down height brushes ; add textureset texture button (+multiselection) ; remove textureset texture feature (just selecting a texture from the list and pressing DELETE) ; creation of empty textureset with index -1 (changed to 0) ; change baseposition button ; misspelled stuff ; skybox bottom image (nb: you also need a fixed launcher for this) ; removed boring CTRL requirement (to move the camera) when editing daylight/attr ; fixed refresh texture imagebox onKey pressing the down/up keys (like when onClicking them) ; fixed TextureSet file creation if not existing ; fixed new wolfman motion event handling ; fixed crash when editing animation attack bones and 00010.gr2 was missing ; fixed locale/ymir/mob_proto load (it autodetects the most common structures) and <map>/regen.txt load/save ; fixed ./group.txt load ; fixed load/save/edit <map>/regen.txt (very nice for "m" regens, untested for "g") ; load from PACK is available if pack/property is present! Be sure pack/Index exists! ; fixed multi-object selection crash ; fixed crash when previewing a missing texture ; fixed not clearing of old environment (e.g. skybox) when switching maps ; fixed not creating property folders in root tree (object tab) ; fixed object attachment in Model Tab ; fixed newly particles names in Effect Tab ; fixed crash when saving a .mse script with no mesh model ; fixed crash when inserting a lower gradient ; -) created new TextureSet field when creating new maps ; -) created new Change/Delete Texture buttons when double-clicking a texture ; -) created Background Music playback and Shadow Recalculate buttons ; -) created water height "set 0z", "+1z", "-1z" buttons ; -) server_attr generator ; -) every crash will generate a logs/WorldEditorRemix_{target}_{date}.dmp file useful for debugging ; -) implemented a "water path" mapsettings option (the launcher requires additional code) ; -) implemented a "wind strength" msenv option (the launcher requires additional code) ; -) the "encrypt data" feature does nothing (unimplemented) ; Note: ; 0) there are no regressions in this version! a bug here means it'd also be present in older WE versions too! ; 1) the shadow output option is tricky: when UpdateUI is called, shadows are hidden although the check is pressed (i implemented the shadow recalculate function for that) #fixed since v11 ; 2) the bgm player requires /miles and the fadein/out doesn't work until you load the map ; 3) the adjusting height button works only if mdatr height is detected ; 4) the Debug version is laggy when working on maps such as n_flame_dungeon and n_ice_dungeon (by default, because SphereRadius are intensively checked in SphereLib\spherepack.h) ; 5) if you load a map, the script panels (where you load .msa et similia) will have the camera perspective a little fucked up (0z instead of -32767z or 0x 0y -163,94z) ; 6) few tree objects are not movable and/or highlightable after placed on the ground and their selection is invisible (you can still delete 'em) ; trick: draw a square selecting a normal building and 'em, then move the building and you'll see all of 'em will be moved! ; 7) the server_attr generator will clean all the unused flags! attr[idx]&=~0xFFFFFFF8; ; 8) you can read files from pack/Index 'n stuff but be aware that Property will not be considered! #fixed since v15 ; 9) the MonsterAreaInfo features are laggy and buggy as fuck ; 10) even though you can select many textures at once (using ctrl+click on textureset list; for brushing or initializing a base texture), you can't delete more than one at the same time ; 11) the .mdatr height is tricky; if you move a building, the height will not be refreshed until you put a new building or whatever you want to trigger the update event ; 12) by default, the worldeditor tries to render only the first 8 terrain textures of a 32x32px region (nb: a 1x1 map is a 256x256 px region) ; 13) the minimap rendering cannot catch the buildings/trees inside the first 2x2 regions due a ymir cache fault and you need to set the camera to "see" them ; 14) when the textureset, environment, etc load fails, the old filename still remains loaded ; 15) the attr flag "3" (three) has no implementation, so don't use it! ; 16) load from PACK doesn't load texturesets from files for first (if they are already in pack/), and the object placer's object list will remain empty because it takes the list from property/ (and not from pack/property) ; 17) to save the regen.txt you press CTRL+S ; 18) if you enable the wireframe (f4) when on Attr Tab, you see the terrain all white ; 19) the water brush disappears when the camera renders the waterwheel small/big effect ; 20) the monster area info goes under ground if you're outside the relative sectree ; 21) the full skybox may be displayed only after the top picture has been added (if the other textures have already been inserted) ; 22) the slider in the Attr Tab is something like "16 photoshop layers" in which you can split your attrs; not so helpful and quite confusing sometimes ; 23) the fixed model - object attachment attaches static objects (hairs'skeleton will not mirror the playing animation) ; 24) in environment tab, if you insert lower gradients, you may end up with an out of range crash #fixed since v30 ; 25) brushes working out-of-screen/map-range may affect random terrain places ; TODO: ; A) look at more than 8 textures for region -> DONE ; B) create a shortcut to fix the #5 note -> DONE ; C) disable the radius <= GetRadius()+0.0001f check to fix the #4 note -> REJECTED ; the worldeditor_en calls this assert and, if ignored, the lag ceases to exist (this will not occur in source version) ; at least, if the release version is not a problem for you, use that in those few cases when .mse are abused and try to kill the debug one ; D) translation in more languages other than english -> REJECTED ; english should be enough! ; E) alternative path for d: -> REJECTED ; you can mount d as a subpath of c like this: ; subst d: "c:\mt2stuff" ; F) need to fix note #19 #25 -> TODO [shortcuts] ; ### SHORTCUTS ; # ESC(ape) Clean cursor ; # Canc(el|Delete) Delete stuff such as selected buildings ; # Ctrl+S Save map ; # Ins(ert) or F6 Save shadowmap|minimap.dds ; # F3 BoundGrid Show/Hide ; # F4 Render UI Show/Hide ; # F11 WireFrame Show/Hide ; # R Reload Texture ; # Z and X Decrease/Increase Texture Splat by 0.1 ; # CapsLock Show GaussianCubic effect if shadows are displayed ; # L-Shift+1-6 Show TextureCountThreshold flags (&2-7) as colors on the ground ; # L-Shift+8 Set Max Showable texture to 8 (de-fix note 12) ; # L-Shift+0 Set Max Showable texture to 255 (fix note 12) ; # H Refresh MDATR Heights (useful when you move an object) (fix note 11) ; # Y Set Perspective as default (fix note 5) ; # T Set the Camera to catch all the object on the screen (w/a note 13) then you'll be ready to press Insert/F6 ; # DO NOT HAVE AN OBJECT SELECTED WHEN USING THOSE SHORTCUTS (MW1-7) ; # MouseWheel+1 move cursor x rotation ; # MouseWheel+2 move cursor y rotation ; # MouseWheel+3 move cursor z rotation ; # MouseWheel+4 move cursor height base (1x) ; # MouseWheel+5 move cursor height base (0.5x) ; # MouseWheel+6 move cursor height base (0.05x) ; # MouseWheel+7 move cursor ambience scale (1x) ; # MouseWheel+Q move selected object height base (1x) ; # MouseWheel+9 move selected object x position (1x) (+asyncronous) ; # MouseWheel+0 move selected object y position (1x) (+asyncronous) ; # MW+RSHIFT+9|0 as above but *10x (+asyncronous) ; # MW+RCONTROL+9|0 as above but *100x (+asyncronous) ; # MouseLeft Insert Objects ; # MouseRight Move camera (it could require CTRL too) ; # SPACE Start move/selected animation in Object/Effect/Fly CB ; # ESC Stop animation in Effect/Fly CB [config] ; ### CONFIG OPTIONS VIEW_CHAR_OUTPUT_BY_DEFAULT = 1 VIEW_SHADOW_OUTPUT_BY_DEFAULT = 1 VIEW_WATER_OUTPUT_BY_DEFAULT = 1 ; WINDOW_HEIGHT_SIZE = 1080 ; WINDOW_WIDTH_SIZE = 1920 WINDOW_FOV_SIZE = 45 ; #100 = 1px (minimal px movement when pressing WASD) WASD_MINIMAL_MOVE = 100 ; came back from where you were before pressing Insert/F6 NO_GOTO_AFTER_INSERT = 1 ; disable MAI dumps when saving atlas and/or pressing Insert/F6 NOMAI_ATLAS_DUMP = 1 ; disable minimap.dds alpha saving and enable compression NOMINIMAP_RAWALPHA = 1 ; enable .mdatr height collision loading when moving on buildings or adjusting terrain DETECT_MDATR_HEIGHT = 1 ; disable fog when loading maps NOFOG_ONMAPLOAD = 1 ; refresh all checkbox configurations when loading maps 'n stuff REFRESHALL_ONUPDATEUI = 0 ; set a default mapname prefix when creating new maps ("" to disable) NEW_MAP_MAPNAME_PREFIX = "metin2_map_" ; display a default textureset when creating new maps ("" to disable) ; note: it loads the filepath if exists, otherwise it will create an empty textureset file NEWMAP_TEXTURESETLOADPATH = "textureset\metin2_a1.txt" ; create a default textureset as "textureset/{mapname}.txt" ; note: this option is not considered if NEWMAP_TEXTURESETLOADPATH is not empty. [before v24] ; note: this option is not considered if the TextureSet path input is not empty when creating a new map [since v24] NEWMAP_TEXTURESETSAVEASMAPNAME = 1 ; remove the weird attr flags from the generated server_attr SERVERATTR_REMOVE_WEIRD_FLAGS = 1 ; show diffuse lighting to object VIEW_OBJECT_LIGHTING = 1 ; path of mob_proto used for regen MOB_PROTO_PATH = "locale/ymir/mob_proto" ; select monster area info checkbox at startup VIEW_MONSTER_AREA_INFO = 0 ; brush cursor / object selection color RGB float between 0.0 to 1.0 (default: green -> 0 1 0) RENDER_CURSOR_COLOR_R = 0.0 RENDER_CURSOR_COLOR_G = 1.0 RENDER_CURSOR_COLOR_B = 0.0 Download: [Hidden Content] How To Map: This release will not cover this part. Look at CryPrime`s tutorials to understand how to do it. About the ServerAttr Generator: (since v14) This is a beta function but it should work fine. I tested it on gm_guild_build (1x1), metin2_map_a1 (4x5), metin2_map_trent (2x2), metin2_n_snowm_01 (6x6) and the result was the same as the blackyuko map editor. (I use a different lzo version and I clean deprecated and useless flags, so the size is different from this last one but the "final image" will be the same; using game_test to fix his server_attr will let mine and his perfectly equal byte per byte) I also give you the source code of my server_attr generator function. CLICK A server_attr file is based on all the attr.atr files merged into a one raw RGBA image and each one scaled from 256x256 to 512x512. After that, the image will be splitted into sectors of 128x128 px and each one compressed using lzo compression. The server_attr header is composed by the size of the map*4. (e.g. a 4x4 will have a 16x16 size with 256 sectors inside) (gj ymir CLICK) An uncompressed server_attr sector is just like this: CLICK (the sub 4 byte header is the size returned by the LzoCompress which indicates how much the compressed sector data are large) Each attr.atr is just like this: CLICK (the header is composed of 6 byte in total: 3 WORDs respectively for version, width and height; they are always 2634, 1, 1 so don't bother about it) A single attr.atr scaled from 256x256 to 512x512 will be just like this: CLICK You can use the game_test (from source) to perform few tasks like: Create a server_attr from a .mcd file (I won't suggest it) a <collision data filename> <map directory> Regenerate an old server_attr to server_attr.new using the current lzo compression and cleaning useless flag CLICK c <filename> Other stuff such as b to create a character instance or q to quit About the SkyBox Bottom pic fix: (since v21) Both metin2launch.exe and worldeditor.exe should be edited to see the bottom pic of the skybox. Ymir messed up the code wrongly flipping the bottom image. Open ./Srcs/Client/EterLib/SkyBox.cpp and replace: ////// Face 5: BOTTOM v3QuadPoints[0] = D3DXVECTOR3(1.0f, -1.0f, -1.0f); v3QuadPoints[1] = D3DXVECTOR3(1.0f, 1.0f, -1.0f); v3QuadPoints[2] = D3DXVECTOR3(-1.0f, -1.0f, -1.0f); v3QuadPoints[3] = D3DXVECTOR3(-1.0f, 1.0f, -1.0f); with: ////// Face 5: BOTTOM v3QuadPoints[0] = D3DXVECTOR3(1.0f, 1.0f, -1.0f); v3QuadPoints[1] = D3DXVECTOR3(1.0f, -1.0f, -1.0f); v3QuadPoints[2] = D3DXVECTOR3(-1.0f, 1.0f, -1.0f); v3QuadPoints[3] = D3DXVECTOR3(-1.0f, -1.0f, -1.0f); then recompile. Credits:
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  4. M2 Download Center Download Here ( Internal ) I know many people like me come here or try to find in another forums this select new character official.. and is just a part or is incomplete.. but i find a full version and i come here to reupload. so GL on servers. For make large description on characters / kingdoms: Check change BOX_VISIBLE_LINE_COUNT from 5 to 14 in PythonEventManager.h Thanks @Lajk Download: [Hidden Content]
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  5. M2 Download Center Download Here ( Internal ) Hi there devs, I made some new reload commands about 2 weeks ago and published a tutorial about it on our Hungarian forum (you may saw them in the samurai core) and today I had some time to make the translation. What can I reload now? refine_proto (this is the only one which is not mine, its @xP3NG3Rx's, and already public here, but I added it, because I think this package has to contain it ) command: /reload p shop_item table (npc's shops) command: /reload p item_attr && item_attr_rare table; command: /reload p etc_drop_item.txt, mob_drop_item.txt, special_item_group.txt; command: /reload drop group.txt, group_group.txt; command: /reload group regen.txt, npc.txt, boss.txt, stone.txt (only on the current map) command: /reload regen because of the new "reload regen" command, I had to write a new purge command that destroys all mobs, npcs, stones (and so on...) on the current map, so I added a new /p map command to the "/p" commands that are already exists (no, the "/p all" only destroys the mobs on the current sectree (current block)) also I had to create a new command that stops all the regens (and ofc. deletes them from the memory) on the current map, so I added a new "/free_regens" command (because why not ) Its only deletes the loaded regens, and prevents the mobs from respawning (its not necessary to use this before the /reload regen) Known bug Well its not a serious problem, but for some unknown reason, when I'm debugging the core on windows server (no, not debug mode, but vs 13's debugger) and I try to do /reload regen, the core starts to consume ~40% cpu, and doesn't want to do anything (so stops working, but doesn't crash). It has no affect on FreeBSD and release or debug mode (without visual studio's debugger) on windows. game/src cmd.cpp cmd_gm.cpp input_db.cpp shop_manager.cpp refine.cpp char_manager.cpp char_manager.h item_manager.h item_manager_read_tables.cpp mob_manager.h mob_manager.cpp char.cpp sectree_manager.cpp regen.h regen.cpp shop.h shop.cpp db/src ClientManager.cpp And finally let me wish you all good luck for the setup If you have further question(s), remark(s), or anything that you want to ask or suggest, feel free to post it here, or send it in PM. If you get error(s) please upload the affected (and edited) file to [Hidden Content] and link it in your post, to make my work easier and probably I will be able to help you only in one post, so please spare me from asking basic requests like "Could you upload...". Thank you Have a nice day, ~masodikbela
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  6. M2 Download Center Download Here ( Internal ) Download Here ( GitHub ) Hello, came by to share something simple yet helpful for players, someone requested me this feature that allows you to input money with k format on the pick money dialog window, this will enable you to input “1kk” instead of “1000000” Hope it comes in handy for who is planning to use it.
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  7. M2 Download Center Download Here ( Internal ) Hey there, I have an Halloween gift for you all. i have been working for a few hours on official like element image on target window(See screenshots below). When you click on a mob if it is defined as elemental, it will open an element image in addition to the target window. Don't forget to hit the like button! (C) Metin2 guild wars - coded by [GA]Ruin - 27/10/2017 (I create custom metin2 systems in c++/python. if you want a custom system send me a pm and we can talk over skype). Let's begin! Server Side: Open service.h, add in the end: #define ELEMENT_TARGET Open char.cpp, search for else { p.dwVID = 0; p.bHPPercent = 0; } add below: #ifdef ELEMENT_TARGET const int ELEMENT_BASE = 11; DWORD curElementBase = ELEMENT_BASE; DWORD raceFlag; if (m_pkChrTarget && m_pkChrTarget->IsMonster() && (raceFlag = m_pkChrTarget->GetMobTable().dwRaceFlag) >= RACE_FLAG_ATT_ELEC) { for (int i = RACE_FLAG_ATT_ELEC; i <= RACE_FLAG_ATT_DARK; i *= 2) { curElementBase++; int diff = raceFlag - i; if (abs(diff) <= 1024) break; } p.bElement = curElementBase - ELEMENT_BASE; } else { p.bElement = 0; } #endif open packet.h, search for: } TPacketGCTarget; add above: #ifdef ELEMENT_TARGET BYTE bElement; #endif Client side: open locale_inc.h, add in the end: #define ELEMENT_TARGET open packet.h, search for } TPacketGCTarget; add above: #ifdef ELEMENT_TARGET BYTE bElement; #endif open PythonNetworkPhaseGame.cpp, look for: else if (pInstPlayer->CanViewTargetHP(*pInstTarget)) replace below with the following: #ifdef ELEMENT_TARGET PyCallClassMemberFunc(m_apoPhaseWnd[PHASE_WINDOW_GAME], "SetHPTargetBoard", Py_BuildValue("(iii)", TargetPacket.dwVID, TargetPacket.bHPPercent, TargetPacket.bElement)); #else PyCallClassMemberFunc(m_apoPhaseWnd[PHASE_WINDOW_GAME], "SetHPTargetBoard", Py_BuildValue("(ii)", TargetPacket.dwVID, TargetPacket.bHPPercent)); #endif open PythonApplicationModule.cpp, look for #ifdef ENABLE_ENERGY_SYSTEM add above: #ifdef ELEMENT_TARGET PyModule_AddIntConstant(poModule, "ENABLE_VIEW_ELEMENT", 1); #else PyModule_AddIntConstant(poModule, "ENABLE_VIEW_ELEMENT", 0); #endif open game.py, look for def SetHPTargetBoard(self, vid, hpPercentage): if vid != self.targetBoard.GetTargetVID(): self.targetBoard.ResetTargetBoard() self.targetBoard.SetEnemyVID(vid) self.targetBoard.SetHP(hpPercentage) self.targetBoard.Show() replace with: if app.ENABLE_VIEW_ELEMENT: def SetHPTargetBoard(self, vid, hpPercentage,bElement): if vid != self.targetBoard.GetTargetVID(): self.targetBoard.ResetTargetBoard() self.targetBoard.SetEnemyVID(vid) self.targetBoard.SetHP(hpPercentage) self.targetBoard.SetElementImage(bElement) self.targetBoard.Show() else: def SetHPTargetBoard(self, vid, hpPercentage): if vid != self.targetBoard.GetTargetVID(): self.targetBoard.ResetTargetBoard() self.targetBoard.SetEnemyVID(vid) self.targetBoard.SetHP(hpPercentage) self.targetBoard.Show() open uitarget.py, look for import background add below: if app.ENABLE_VIEW_ELEMENT: ELEMENT_IMAGE_DIC = {1: "elect", 2: "fire", 3: "ice", 4: "wind", 5: "earth", 6 : "dark"} look for: self.isShowButton = False add below: if app.ENABLE_VIEW_ELEMENT: self.elementImage = None inside Destroy method, look for: self.__Initialize() add below: if app.ENABLE_VIEW_ELEMENT: self.elementImage = None inside ResetTargetBoard method, look for: self.hpGauge.Hide() add below: if app.ENABLE_VIEW_ELEMENT and self.elementImage: self.elementImage = None look for : def SetElementImage(self,elementId): add above: if app.ENABLE_VIEW_ELEMENT: def SetElementImage(self,elementId): try: if elementId > 0 and elementId in ELEMENT_IMAGE_DIC.keys(): self.elementImage = ui.ImageBox() self.elementImage.SetParent(self.name) self.elementImage.SetPosition(-60,-12) self.elementImage.LoadImage("d:/ymir work/ui/game/12zi/element/%s.sub" % (ELEMENT_IMAGE_DIC[elementId])) self.elementImage.Show() except: pass Compile server, client source and root pack and that's it! Enjoy! Happy halloween!
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  8. M2 Download Center Download Here ( Internal ) Intro This release will explain how to "convert" your root .py files to .c ones. Actually, Cython only converts those files to pure CPython code. Download Main Branch VS Impl Branch (highly suggested) As requested by many people, you can download the compatible and clean official cn root dated 20131228-0034 without further edits: rootCn_20131228-0034_edit.rar uiscriptCn_20131228-0034.rar cN-serverinfo-edit.py Is Cython really worth it? Pros All the modules are compiled, and they can't be "extracted as .py" anymore. We can always disassemble the launcher with IDA, but the result will be pseudo-c code after waiting 6-8h of analyzing. Since we're not using .pyx files but directly .py ones, there's no "so much optimization". At least, 10% of performance increasing is guaranteed. Cons For testing purposes, it's heavy to maintain. Everytime you try to re-compile your root files, you should wait 5-10 minutes. You can always use the uncythonized root (.py files) when you perform tests, and compile cython whenever you will make an update in your live server. The launcher's size will increase ~10mb. You can actually pack it to save space. If you directly use a .pyd (still 10mb), the launcher's size won't increase. VideoTutorial Credits Me (lollo_9_1/martysama0134) Night (OST suggestion) Random Testers What's New: vsimpl Visual studio implementation automatic cythonization when compiling only the edited files will be compiled v2.0 The module's name check is now case-insensitive (colorInfo == colorinfo) Added a new function rootlib/uiscriptlib.getList() to retrieve a tuple of all the available cythonized modules. Now you can compile a uiscriptlib library from the uiscript*.py files! (implemented as __USE_EXTRA_CYTHON__) Added a sample ui.py containing the code to run uiscriptlib.
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  9. M2 Download Center Download Here ( Internal ) 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 cache, it read the tables once on boot, then the db core setup 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".
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  10. M2 Download Center Download Here ( Internal ) VirusTotal: [Hidden Content] Hi ! Today ThunderCore Society will offer you a special tool for Granny3D Models. Note: That tool isn't for begginers and we don't offer suport for that. We hereby inform you that we take the copyrights file and his contents because ThunderCore Society has paid to perform this work. Attention: NonCommercial — You may not use the material for commercial purposes. NoDerivatives — If you transform, or build upon the material, you may not distribute the modified material. No additional restrictions — You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits. Kind Regards - Johnny White
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  11. M2 Download Center Download Here ( Internal ) Hello, Working on some new stuff I found out that current implementation of event looks a bit tricky. Due to this fact I basically deciced to re-implement it in C++11 providing up to date tech. Don`t forget to take a look at this topic before you start: [Hidden Content] So lets begin. Add include into the main.cpp: #ifdef __NEW_EVENT_HANDLER__ #include "EventFunctionHandler.h" #endif And add this into main function before: while (idle()); #ifdef __NEW_EVENT_HANDLER__ CEventFunctionHandler EventFunctionHandler; #endif Now add this at the end of idle: #ifdef __NEW_EVENT_HANDLER__ CEventFunctionHandler::instance().Process(); #endif Now search for: sys_log(0, "<shutdown> Destroying CArenaManager..."); And add before: #ifdef __NEW_EVENT_HANDLER__ sys_log(0, "<shutdown> Destroying CEventFunctionHandler..."); CEventFunctionHandler::instance().Destroy(); #endif Now open service.h and add this define: #define __NEW_EVENT_HANDLER__ That`s all. Now just download attachment and add included files to your source.
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  12. You must fix the jobdesc_xxx.txt (locale_xx) by adding / modifying [ENTER] or [WAIT] in the txt
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  13. When removing the INDEX, you need to be carefull with your search method, and notice if its searching by FILE or INDEX. You can replicate the order in your executabe following the order at your INDEX. But while you are at it, i advise you to merge the whole client into a single folder, replacing files according to the reverse INDEX order. That way it will ask you to replace files (you accept) eliminating the duplicates. You need first to remove the seasonX/ from your client. That will give you some work but you will end up with a no duplicates slightly smaller client. Then you wont have to worry about packs loading order (its just another bad practice from webzen).
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  14. Sometimes i reply, not because i want to be unpleasent, but because i see too much wasted time on things that shouldnt have time spent on. Add this to your makefile before all the makes to touch the files: @find . -type f | xargs -n 5 touch To make commands to build / strip etc without going to folder or even running your python script, just add commands to your sbin. For example a sbin command "rebuild" with the content of: cd /your/location && gmake rebuild -j So that everytime you run your "rebuild" command at ANY location, it will do the action above. In my opinion the time you spent making such a tool is not worth the outcome. Sometimes is better just to use the default tools and dont complicate. Dont take this as a trolling or insult, is just to give you my advise to spend time on other stuff that deserve it, after all time is finite and should be well spent.
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  15. Only because you wanna be a big boy spamming to close servers, how about we make a batch mt2server maker so people can make a full server in a matter of minutes fully automated? Seems a fun way to troll you
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  16. The idea is good, but the code is bugged and unreadable, here're the bugs: text = '1kks' ValueError: invalid literal for int() with base 10: '1000000s' text = '1kk500' 1000000500 text = '1abcd' '1abcd' If I'm the one who do this, i would do it more extendable and using a proficient way. [Hidden Content] At least, keep the copyright.
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  17. Not tested, i'm not at home. What's new: You can use comment sections in locale_list, helps you to identify much faster the quests. Two methods of reading, if you enable QC_READ_FILE_FROM_LIST, all of the quests from locale_list will be compiled, if you enable QC_READ_ALL, all of the quests file from specific directory (folders/sub-folders) will be compiled. How-To-Use: python make.py [Hidden Content]
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  18. @fatihbab34 was the system creator. But i think he isn't anymore active in this scene. Best regards Raylee
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  19. thanks alot, plz upload element_image_client_files.rar
    1 point
  20. Hello! It doesn't causes Item duplicate but it's still strange how "if (pkItem->IsEquipped() == true)" it's bypassed. Doing same thing to Normal Shop Opening doesn't work at all, it always says "You cannot sell equipped items". Normal Shop Function: Offline Shop Thank you all !
    0 points
  21. In order that mali's tutorial to work i have upgraded from vs2013 to 2015, but i can't fix the unexternal error about libjpeg even i have recompiled the lib with vs2015. Edit: I upgraded to vs2019, tutorial is fully functional.
    0 points
  22. Do you want to gamble but your girlfriend doesn't let you ? Say no more.
    0 points
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