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  1. 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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  2. M2 Download Center Download Here ( Internal ) Hi, here I publish my edit of the public Render Target System. I hate it, when people earn money with public systems. Preview: [Hidden Content] DL: [Hidden Content] Original Thread [Hidden Content]
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  3. 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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  4. Download Metin2 Download Hi, I did not find a share with the Sources of Metin2... I share the sources with you today ! Kraizy sources with all branches of development. External Link : Mega or Go Sincerly, ASIKOO
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  5. Hope i'm not late. Good luck both. ?
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  6. The basic changes are: From: def __SelectSkillGroup(self, index): for btn in self.skillGroupButton: btn.SetUp() self.skillGroupButton[index].Down() if self.__CanUseHorseSkill(): if 0 == index: index = net.GetMainActorSkillGroup()-1 elif 1 == index: index = self.PAGE_HORSE self.curSelectedSkillGroup = index self.__SetSkillSlotData(net.GetMainActorRace(), index+1, net.GetMainActorEmpire()) To: [Hidden Content] After some minutes of debugging I rewrote this shit, there're more changes, when i'll have some free time (at Monday), i'll post the code. Without skill group +/- horse riding: [Hidden Content] With skill group +/- horse riding: [Hidden Content]
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  7. This is how the SetHP() part should look. # uiTaskbar.py # def SetHP(self, curPoint, recoveryPoint, maxPoint): if app.ENABLE_POISON_GAUGE_EFFECT: if chrmgr.HasAffectByVID(player.GetMainCharacterIndex(), chr.AFFECT_POISON): if self.hpRecoveryGaugeBar.IsShow(): self.hpRecoveryGaugeBar.Hide() self.hpPoisonRecoveryGaugeBar.SetSize(newWidth, self.GAUGE_HEIGHT) self.hpPoisonRecoveryGaugeBar.Show() else: if self.hpPoisonRecoveryGaugeBar.IsShow(): self.hpPoisonRecoveryGaugeBar.Hide() else: self.hpRecoveryGaugeBar.Show()
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  8. 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
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  9. v19.6.15 Valentine update (Metin2 Download) New pet with 2 textures New sash locales with protos In the item_proto.txt there is a false tabulator character as '\T' instead of '\t', a simple replace in file solves it. In the item_proto_my.txt there are missing from the header line the applytype3 and applyvalue3 field names. It will be solved whenever I wil have the time for that.
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  10. Hello, this is a small upgrade in order to build libserverkey for OpenSSL 1.0 or greater, it builds with OpenSSL v1.4d (Win32 build) fine. All this changes has to be made in RSACrypto.cpp Function RSACrypto::PublicKey::PublicKey Replace: BN_hex2bn(&rsa_->n, n); BN_hex2bn(&rsa_->e, e); to: #if OPENSSL_VERSION_NUMBER < 0x10100000L BN_hex2bn(&rsa_->n, n); BN_hex2bn(&rsa_->e, e); #else BIGNUM* rsa_n, * rsa_e, * rsa_d; RSA_get0_key(rsa_, (const BIGNUM**)&rsa_n, (const BIGNUM**)&rsa_e, (const BIGNUM**)&rsa_d); BN_hex2bn(&rsa_n, n); BN_hex2bn(&rsa_e, e); RSA_set0_key(rsa_, rsa_n, rsa_e, rsa_d); #endif Function RSACrypto::PublicKey::Alloc Replace: rsa->n = BN_new(); rsa->e = BN_new(); to: #if OPENSSL_VERSION_NUMBER < 0x10100000L rsa->n = BN_new(); rsa->e = BN_new(); #else BIGNUM* n = BN_new(), * e = BN_new(); RSA_set0_key(rsa, n, e, NULL); #endif Function RSACrypto::PublicKey::Copy Replace: BN_copy(to->n, from->n); BN_copy(to->e, from->e); to: #if OPENSSL_VERSION_NUMBER < 0x10100000L BN_copy(to->n, from->n); BN_copy(to->e, from->e); #else BIGNUM* to_n, * to_e,* to_d; const BIGNUM* from_n = RSA_get0_n(from), * from_e = RSA_get0_e(from); RSA_get0_key(to, (const BIGNUM**)&to_n, (const BIGNUM**)&to_e, (const BIGNUM**)&to_d); BN_copy(to_n, from_n); BN_copy(to_e, from_e); RSA_set0_key(to, to_n, to_e, to_d); #endif Function RSACrypto::PrivateKey::Alloc Replace: rsa->d = BN_new(); rsa->p = BN_new(); rsa->q = BN_new(); to: #if OPENSSL_VERSION_NUMBER < 0x10100000L rsa->d = BN_new(); rsa->p = BN_new(); rsa->q = BN_new(); #else BIGNUM* d = BN_new(), * p = BN_new(), * q = BN_new(); RSA_set0_key(rsa, NULL, NULL, d); RSA_set0_factors(rsa, p, q); #endif Function RSACrypto::PrintKey (k, n, e) Replace: char* tmp = BN_bn2hex(k->rsa_->e); to: #if OPENSSL_VERSION_NUMBER < 0x10100000L char* tmp = BN_bn2hex(k->rsa_->e); #else const BIGNUM* rsa_e = RSA_get0_e(k->rsa_); char* tmp = BN_bn2hex(rsa_e); #endif Replace: tmp = BN_bn2hex(k->rsa_->n); to: #if OPENSSL_VERSION_NUMBER < 0x10100000L tmp = BN_bn2hex(k->rsa_->n); #else const BIGNUM* rsa_n = RSA_get0_n(k->rsa_); tmp = BN_bn2hex(rsa_n); #endif Function RSACrypto::PrintKey(k, n, e, d) Replace: char* tmp = BN_bn2hex(k->rsa_->n); to: #if OPENSSL_VERSION_NUMBER < 0x10100000L char* tmp = BN_bn2hex(k->rsa_->n); #else const BIGNUM* rsa_n = RSA_get0_n(k->rsa_); char* tmp = BN_bn2hex(rsa_n); #endif Replace: tmp = BN_bn2hex(k->rsa_->e); to: #if OPENSSL_VERSION_NUMBER < 0x10100000L tmp = BN_bn2hex(k->rsa_->e); #else const BIGNUM* rsa_e = RSA_get0_e(k->rsa_); tmp = BN_bn2hex(rsa_e); #endif Replace: tmp = BN_bn2hex(k->rsa_->d); to: #if OPENSSL_VERSION_NUMBER < 0x10100000L tmp = BN_bn2hex(k->rsa_->d); #else const BIGNUM* rsa_d = RSA_get0_d(k->rsa_); tmp = BN_bn2hex(rsa_d); #endif The changes, explained: 1) the ifdefs are there for compatibility with the old openssl version. 2) OpenSSL 1.0 do not expose the "rsa_" structure, so we need to use OpenSSL own api to get the required data from it. A question that you might have at this point is what is the purpouse of libserverkey. It looks like ymir had an issue about leaking game files back in this day, this might explain why this feature was added. It bundles a RSA private and public key to your core, which verifies if the current machine should be able to use such core or not. It is not an important feature as it isn't that hard to bypass with the required knownledge and it could be removed safetly from the game. I'm thinking about covering this protection in the wiki, until then I hope I made some clarification about this library.
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  11. There's not much difference. [Hidden Content] TEST
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  12. I hope i say the Title with the right words for it i found this on a Chinese Site that is related to "Ymir Entertainment Co. Ltd" There are maskes for Old Armors that never have been seen before. and the first one i realy like because i never seen it in a "Black Color" I love it
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  13. M2 Download Center Download Here ( Internal ) Hi everyone! So, after serveral days of searching a tool that could change the texture path of a .gr2 file, I found the tool(probably all of you know it, the texture changer by marv). After that I tried to change the texture paths of some gr2 models of a weapon, and guess what, it didn't work. I'm gonna reupload the file, because I didn't seen it on metin2dev, and I'm gonna teach you how to use it. First of all, I don't know about others, but for me it didn't work to change anything with this (I'm running windows 7 x64 bit). Some of guys told me that this "texture changer" works only on windows 7 x86 bit, so I reinstalled my windows(I really needed that tool), of course, it didn't work either way. So, go in Start and search cmd, and run it. After the cmd started you'll see a path right there C:\Users\Name (Instead of Name you'll have your username of computer administrator, or the account you're logged in), now that's the path where we can work with the tool. PAY ATTENTION!!! IF YOU START THE TOOL IN OTHER FOLDER INSTEAD OF C:\Users\Name THE TOOL WILL NOT WORK, AND YOU WILL NOT BE ABLE TO SAVE THE NEW MODEL. Exctract all the files from the archive(I'll post it below), and start Metin2TextureChanger.exe. Now click "Load" to choose a gr2 file you want to change texture path, BUT, the model name can't have spaces in name(devil sword.gr2 for example, it's wrong, the tool won't read it, and you'll not be able to save your new gr2 model), so if you want to change for example devil sword.gr2 you need to rename it into devil_sword.gr2 or devilsword.gr2 or any other name without spaces betwen. Where is "Neuer Texturpfad" we will chose the new path for texture, for example d:\ymir work\test\devil_sword_blue.dds , there you can choose any other path, but you can't modify "d:\ymir work" or you won't be able to see the weapon/armour in-game. Now we save the file wherever we want, it doesn't matter, this way must work for everybody. AGAIN, THIS TOOL WASN'T MADE BY ME. And I made this post because I've searched many days a tool that would work, but neither didn't work, and this tool didn't work for me either just when I used this method. So, this post is for guys who had the same problem like me (they had the tool, but couldn't save the new model) that's why I wanted to help them, and any other people who weren't been able to use it. And about the other tool I've found on this forum, the tool "made" by thunder-core, I didn't find that tool satisfying, it worked, but after the new model was made, I wasn't been able to import it in 3d max, or to convert the model from file format revision 7 to 6. So you were basicaly forced to upgrade your client to granny 2.9, and I found that inconvenient, because, I don't know about others, but I don't use source for binary, and because of that it's imposible to see the model in-game. And of course, the new model you've created, with the tool in attachement, is revision 7, so you need the new granny if you want to see it in-game, but you can use the converter from archive to convert from revision 7, to revision 6 (old), and you'll be able to see it in-game. If you already see it in-game, you don't need to use the converter. If you found this post helpful I'm glad I could help you.
    1 point
  14. M2 Download Center Download Here ( Internal ) Hello! I've created some Wallpapers for you! These Wallpaper are full Vector Wallpapers, that means, you can scale it how you want, without quality loss! The standard Download mirror in this thread, just contains the non-vector Wallpaper in the resolution of 1920x1080. If you want a higher resolution, just write me a private message, with the reason, why you need one! I just want to mention, that the idea for these Wallpaper comes from "Plentakill", they are creating the same kind of Wallpaper, just for League of Legends! If you wanna see it, check their Channel on Youtube or use google! Wallpaper Preview (Version 1): Maybe there will come a version 2, with the male characters of Metin2! I just want to mention that one Wallpaper requires 8 hours of work and over 700 Shapes, and I am a lazy guy... so it will take its time for version 2. As a last resort, I ask you for your thought about the Wallpaper, please write feedback or critique, so i know what i have to change in version 2... And guys, please dont remove my copyright on the right-bottom corner! Download version 1 Best regards, Sora
    1 point
  15. M2 Download Center Download Here ( Internal ) Throwback 2017 November 4 [Hidden Content]
    1 point
  16. M2 Download Center Download Here ( Internal ) Hello There. I publish here this system i hope that this help you a bit with this you can hide your costume if you dont like it (if I forgot something just say it ) (this system is not complete yet you can hide only your costume no hairstyle,sash,weapon) (This system is not mine! i just found the source function and made the python codes and quest)
    1 point
  17. M2 Download Center Download Here ( Internal ) Hi Community of Metin2Dev, i want to release my regen.txt creator tool for in game creation, join your server, install the tool with the npc 9010 and go around the map with using item 30181. The regen you can see in the database table regen Have much fun with my little ingame tool ! your iPeri
    1 point
  18. M2 Download Center Download Here ( Internal ) A small fix for boots icons. For those who like every detail. I think the above picture explains everything and I don't must to say anything more. Download: [Hidden Content]
    0 points
  19. I do not plan to open the server.
    0 points
  20. I don't know why people waste time for coding these things non-logical and call them "algorithm vs names fake" but it's fine, we're in 2020, everything is strange. You could do something better, stop doing anti-cheat things, you've no idea how they're working behind and even if you know something the checks are so bad and old things, maybe they was good back in 2010 in metin2, but for these times are 0. Don't take it bad, is just an advice.
    0 points
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