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  1. M2 Download Center Download Here ( Internal ) As you might know I was working on a Reworked version of the character window for a long time. I shared some of my progress on Discord and today I am relasing it to public. I am not gonna write any detailed guide here on how to implement it as there is enough information written in the file itself both on how to install and how to configure it. All you need to know is there are two different versions: base version is the first video I shared and the equipment set version is the second video. To implement equipment set version you need to make some changes in the server source. Base version can be implemented without doing any changes in the server source. Hope you all like it! [Hidden Content]
    14 points
  2. Thanks guys, glad you like it.
    2 points
  3. M2 Download Center Download Here ( Internal ) Download Here ( GitHub ) M: [Hidden Content] F: [Hidden Content] GitHub repository: [Hidden Content] 02.03.2019 - Polymorph bug fixed.
    2 points
  4. Core X Alpha PRE-5.0.0 Goals Metin2 Download is to become the world's leading download center... Prevent direct download and bots Statistics on the file that is downloaded Database on Metin2 Metin2 Download is way more than a file library, it's a memorial. We collect archives from different communities in order to centralise them in one single place. Misuse of Metin2 Download, destruction of uploaded files, hack attempts or any use causing unavailability of services or preventing users from using our services normally, results in a permanent ban of all our platforms... All actions performed are saved and can be reversed at any time... X is Top Welcome to CoreTop 1.0.0... Thanks to @ Tuora for the banner... Welcome to Top Metin2! Discover within our platform, the list of the best private servers of our favorite Metin2 game! Vote every hour to support your favorite private server and get your rewards! Rankings are reset on the first day of the month (UTC). Today there are several websites offering a top list of Metin2 game servers, we don't want to be one of them, we want to be Top Metin2, the top list that offers the best private servers in the Metin2 community. Why would one create yet another website to list Metin2 private servers? Generally, they are not, or no longer kept up to date, they do not offer, or no longer offer any new features, they are not compatible on a smartphone, they do not fight against cheating or fraud and the owners of these, sell votes at the expense of the community, deceiving on Metin2 players, we want to correct these issues and make our platform a safe place for the Metin2 community! We want Metin2 players to continue to trust and follow the Metin2 community with neutral and uncompromising moderation. What are the features? On Top Metin2, we have the following features: an account system, a voting system, a review system, a store system and an advanced statistics system. Users registered and logged in to our platform can leave a review for their favorite Metin2 private server. All users of our website can also react to a review to indicate whether it is relevant. Our store offers you premium subscriptions to highlight your game server on our platform, available on the rankings pages, as well as advertising campaigns, available on our entire website. Finally, we offer advanced statistics (some are still under development) to players, but also to owners of private Metin2 servers. You will be able to discover day by day statistics on all of our features, votes, premiums, advertisements, reviews, ratings, outs... Application Programming Interface We have designed and developed, a secure and intelligent API, allowing you to interface our platform to your game server, which allows you to verify and reward your players who have voted on our website. Our API does not simply communicate a positive or negative feedback, it brings you in return a request from you, precise information on the nature of a failure, allowing you to better identify the dysfunctions and the possible attempts to cheats and scams on our respective platforms. What languages are available on Top Metin2? There may be some inaccuracies in the translations, the languages were translated from English to the target language during the development of Top Metin2. Discover the best international Metin2 private servers Objevte nejlepší české soukromé servery Metin2 Oplev de bedste danske Metin2 private servere Entdecke die besten deutschen Metin2-Privatserver Discover the best English Metin2 private servers Descubre los mejores servidores privados españoles de Metin2 Découvrez les meilleurs serveurs privés Metin2 français Scopri i migliori server privati Metin2 italiani Fedezze fel a legjobb magyar Metin2 privát szervereket Ontdek de beste Nederlandse Metin2 privéservers Odkryj najlepsze polskie prywatne serwery Metin2 Descubra os melhores servidores privados portugueses do Metin2 Descoperiți cele mai bune servere private românești Metin2 En iyi Türkçe Metin2 özel sunucularını keşfedin Ανακαλύψτε τους καλύτερους ιδιωτικούς διακομιστές Metin2 στα ελληνικά Откройте для себя лучшие частные серверы Metin2 на русском языке Join us on Discord Go to Top Metin2
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  5. M2 Download Center Download Here ( Internal ) Hello, I'll show you how to import gr2 file. If I get 30 react I am thinking of sharing the plugin file. grnreader.exe > [Hidden Content] virustotal > [Hidden Content]
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  6. M2 Download Center Download Here ( Internal ) Is the color that appears to each character when selected or give click, this color is changed depending on the kingdom which is the pj, this same applies to the NPC. The mobs appear with a different effect to common and is a matter of each effect changes the color depending on individual taste [Source Binary] 1. open InstanceBase.cpp in UserInterface 2. Open InstanceBase.h in UserInterface 3. Open InstanceBaseEffect.cpp in UserInterface 4. Open PythonCharacterManagerModule.cpp in UserInterface [Python Client] 1. Open playersettingmodule.py in root: Finally add eix epk and I leave at Download Img System Credits: me Greetings! Download Epk and Eix
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  7. 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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  8. M2 Download Center Download Here ( Internal ) GitHub repository: [Hidden Content]
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  9. Hi everyone, I'm Mitachi, I'm 17 and I'm an Italian boy with a passion for Metin2. I have decided to migrate to this forum permanently. For the simple fact that there are rules here.
    1 point
  10. This packer uses FileArchiver. The executables are there. EDIT: It's also here: [Hidden Content] Found it in my computer.
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  11. I think it's this one: [Hidden Content] It was on my MEGA since 2015, probably I forked it from the original link. If it isn't I also have it on my computer.
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  13. M2 Download Center Download Here ( Internal ) This system adds new pages for DS inventory. The system is written by me. [Hidden Content]
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  14. Thank you very much! Integration of your release in Metin2 Download Center!
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  15. 3, 2, 1... By the way nice release, thank you so much!
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  17. so after working about 3-4 yrs with this program's older 29 version I found out -that it can randomly select objects without the user's permission -somehow the object's Z direction at rotation can bug -somehow the object's position at height base can bug -several mse effects can't correctly load \ position themselves -there are smaller bugs at replacing skyboxes -also several effect can make it crash? not bandicoot but there are buggy mse scripts too?XD maybe I would throw money to Marty if this program could make server txt's and it could load npc's metinestones and other stuff too...
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  18. Updating Forum Check Status Status Update Forum: Armors State: Done / Unlocked Backup: Done Rewrite: Done Saving screenshots: Done End of verification Starting the verification Forum: Weapons State: Locked Backup: In progress Rewrite: In progress Saving screenshots: In progress Please wait Updating Forum Check Status
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  19. Does anyone know if it goes with HXD ? I don't know how to compile the source in the virtual box and I still use game 28k with mc.txt Paylaşım için teşekkürler
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  20. Updating Forum Check Status Status Update Forum: 2D Graphics State: Done / Unlocked Backup: Done Rewrite: Done Saving screenshots: Done End of verification Starting the verification Forum: Sashs State: Locked Backup: In progress Rewrite: In progress Saving screenshots: In progress Please wait Updating Forum Check Status
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  21. M2 Download Center Download Here ( Internal ) These are the revised models of standard masonry. Additionally, I made 2 arched walls. The models are distinguished by the fact that they are simply prettier, which can be seen in the picture above, and more optimal (about 50% of the difference). Models are not interchanged with the standard ones, so we keep both old and new models. I also attach the official map with the walls changed. I would highly recommend Download: [Hidden Content]
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  22. Interesting, but big project. I do agree with some stuff, but highly disagree with other points. In fact I do like the c++ part. I don't have any experience with rust but I do know that a mighty c++ version along with current standards is not a disadvantage at all. Things like memory management were an issue back then. Today with stuff like smart pointers you even have more tools to avoid memory corruption. Though yes, Rust is definitely not bad at all and a rust-port would be interesting to see. What I don't agree is the "rant" about BSD. It doesn't matter if there was no big choice back then. If you wanna rewrite the game then it's mandatory what matters today, not in the past. And nowadays FreeBSD is a very stable, fast and reliable system. Yet I even happened to catch more errors in linux than in BSD (like faulty pkg installations and stuff, but that doesn't matter much for this project). What matters is: Speed, security and reliability. So, why the heck should BSD be an issue there? Why even bother porting it to linux if BSD does the job quite well? I often see people not setting up their system correctly and then wonder about issues they wouldn't have if they read a bit about it. Heck, even now many people are still using BSD versions from years ago. Though yes, a complete rewrite that actually focuses on more stability and speed, utilizing the more recent tools we have (threading, etc.) would be very benenificient for this. But it's also a big task and don't be fooled - if you rewrite it from scratch, there WILL be bugs. A game project as big as a metin2 server will potentially cause bugs. Where there are humans, there's also error. That's a fact and yeah, you can obviously fix those. What I wanna say is: I'm reading this text like "hey, let's all get together and set up a project" but I think the project isn't thought through well enough. And to completely rely on the devs makes it sound like "I wanna create something huge, come all devs and help me do it". Don't get me wrong, it's not bad to somewhat unite the people who know about development. But it makes the project sound kinda fishy. I'd love to see such a project come to live. But to do so it takes more than a bright idea. Or, to quote a well-known meme: "One cannot simply rewrite a whole game". You'd think this through and if there's a plan, a concept and if you brainstormed well enough then the project has a chance of success. For now it more looks like an idea, something you had in mind and want to present. But it lacks the core thoughts about it. The first post is more about "ranting" about the stuff the old source has - supposedly - done wrong and how to fix it. And yes, some points do count. But there's high disagreement on other things and as much as it'd look cool to have e. g. a linux port.. It's basically pointless given what we already have. I hope you understand what I'm trying to say, no offense intended here.
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  23. M2 Download Center Download Here ( Internal ) Hi ! Today ThunderCore Society will offer you a special tool for 3d MAX Software. 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. There exists an "readme" file that contains some informations about how to install the script. Attention: These files are under copyright and licensed by ThunderCore Society. Any violation of the license may result in suing. Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. 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.
    1 point
  24. Since already is a check for distance, is impossible that the entity to be in another map, so is enough to check if you're in the map. [Hidden Content]
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  25. There are a bunch of tools you need to work on your private server. This is only an overview. If you want to know how to work with these programs please use google. There are a lot of tutorials out there. Please notice: Some of these programs do need a valid license which you have to buy. Yes, there are cracks on the internet but sometimes it's worth the money. You decide! Filetransfer (FTP / SFTP) Managing your server (console, ssh) Managing your database (MySQL / MariaDB) Working on text files (there are a lot of them in your sever) Working on image files (there are a lot of them in your client) Oh, one advice at the end: If you want an easy solution on how to install all these programs you just should have a look on [Hidden Content].
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  26. M2 Download Center Download Here ( Internal ) So after 5 years I finally decided to make a map from scratch, which became the new map 1 for romanian players in WoM2: the Deunsang Citadel. I am also releasing most of the trees and shrubs I used, these are from Oblivion and I did already release them before (and many people used them in their maps) but I reworked both the lighting and the textures, especially of the trees, and fixed a couple that were not working before. [Hidden Content]
    1 point
  27. open a gr2 file in 3dsmax just read the bones, you would need a converter to add the model
    1 point
  28. 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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  29. M2 Download Center Download Here ( Internal ) Hello, I publish the light version of my ProtoReader here, the light version has one functionality. It converts client item_proto and mob_proto the their server version Input: item_proto mob_proto Output: item_names.txt item_proto.txt mob_names.txt mob_proto.txt Its fully automated just double click on it when its in the same folder as the item_proto and mob_proto. It works like dump_proto but in reverse. Attention! Not every value is included in the clientside proto tables it could happen that you have to change some values on your own. ProtoReader is for old item_proto files (before dragon soul (dragon stone alchemy)). ProtoReaderNewFormat is for the current files. Virustotal: [Hidden Content] You find the download in the attachments. When you like my work and this tool, go and visit: I might also do a Pro Version with some other Features like clientside proto to xml or sql or sql to server item_proto and so
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  30. What you posted It's not an error, just a LOG
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  31. M2 Download Center Download Here ( Internal )
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