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Sarahx3

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  1. it would be nice, if anyone can unpack the beta files. I see on screenshots that already a few pserver has this.
  2. Inject with PyRun_SimpleFileEx For READY project: [Hidden Content]" I use already 2 python loader, but if i load the script then the client crash :/
  3. Does the client not crash if you load the python script? For me the client crashes and close if i load a python script.
  4. That is good to hear, that you work on it But i wan't to learn it also :/ I know i have to use the python script by realfreak, but i need a pythonloader that works with new client. Is there anywhere a :)?
  5. I don't know how to disable GameGuard I think metin2 use not more hackshield, but it use now Gameguard.
  6. hello, can you please say me how i can unpack official metin2 client patch? What did i need for this, please help me. You can also send me a private message if you want or post here. thank you
  7. Click refresh Right click and refresh Try to read pastebin logs. Kind Regards Ken Hello, i don't know how i can define the Mysql Function, but i compile the game new with the makefile from mainline and then it create a test and a game file. But!!! After 10 seconds the test and the game file (62 MB) get deleted The game file is for 10 seconds there but then it is deleted Why this lol? questlua_mysql.cpp #include "stdafx.h" #include "db.h" namespace quest { int mysql_query(lua_State * L) { return 0; } void RegisterMysqlFunctionTable() { luaL_reg mysql_functions[] = { { "query", mysql_query }, { NULL, NULL }, }; CQuestManager::instance().AddLuaFunctionTable("mysql", mysql_functions); } } questlua.cpp bool CQuestManager::InitializeLua() { L = lua_open(); luaopen_base(L); luaopen_table(L); luaopen_string(L); luaopen_math(L); //TEMP luaopen_io(L); luaopen_debug(L); RegisterAffectFunctionTable(); RegisterBuildingFunctionTable(); RegisterDungeonFunctionTable(); RegisterGameFunctionTable(); RegisterGuildFunctionTable(); RegisterHorseFunctionTable(); #ifdef __PET_SYSTEM__ RegisterPetFunctionTable(); #endif RegisterITEMFunctionTable(); RegisterMarriageFunctionTable(); RegisterNPCFunctionTable(); RegisterPartyFunctionTable(); RegisterPCFunctionTable(); RegisterQuestFunctionTable(); RegisterTargetFunctionTable(); RegisterArenaFunctionTable(); RegisterForkedFunctionTable(); RegisterMonarchFunctionTable(); RegisterOXEventFunctionTable(); RegisterMgmtFunctionTable(); RegisterBattleArenaFunctionTable(); RegisterDanceEventFunctionTable(); RegisterDragonLairFunctionTable(); RegisterSpeedServerFunctionTable(); RegisterDragonSoulFunctionTable(); RegisterMysqlFunctionTable(); { luaL_reg member_functions[] = { { "chat", member_chat }, { "set_ready", member_set_ready }, { "clear_ready", member_clear_ready }, { NULL, NULL } }; AddLuaFunctionTable("member", member_functions); } { luaL_reg highscore_functions[] = { { "register", highscore_register }, { "show", highscore_show }, { NULL, NULL } }; AddLuaFunctionTable("highscore", highscore_functions); } { luaL_reg mob_functions[] = { { "spawn", mob_spawn }, { "spawn_group", mob_spawn_group }, { NULL, NULL } }; AddLuaFunctionTable("mob", mob_functions); } // // global namespace functions // RegisterGlobalFunctionTable(L); // LUA_INIT_ERROR_MESSAGE { char settingsFileName[256]; snprintf(settingsFileName, sizeof(settingsFileName), "%s/settings.lua", LocaleService_GetBasePath().c_str()); int settingsLoadingResult = lua_dofile(L, settingsFileName); sys_log(0, "LoadSettings(%s), returns %d", settingsFileName, settingsLoadingResult); if (settingsLoadingResult != 0) { sys_err("LOAD_SETTINS_FAILURE(%s)", settingsFileName); return false; } } { char questlibFileName[256]; snprintf(questlibFileName, sizeof(questlibFileName), "%s/questlib.lua", LocaleService_GetQuestPath().c_str()); int questlibLoadingResult = lua_dofile(L, questlibFileName); sys_log(0, "LoadQuestlib(%s), returns %d", questlibFileName, questlibLoadingResult); if (questlibLoadingResult != 0) { sys_err("LOAD_QUESTLIB_FAILURE(%s)", questlibFileName); return false; } } if (LC_IsEurope()) { char translateFileName[256]; snprintf(translateFileName, sizeof(translateFileName), "%s/translate.lua", LocaleService_GetBasePath().c_str()); int translateLoadingResult = lua_dofile(L, translateFileName); sys_log(0, "LoadTranslate(%s), returns %d", translateFileName, translateLoadingResult); if (translateLoadingResult != 0) { sys_err("LOAD_TRANSLATE_ERROR(%s)", translateFileName); return false; } } { char questLocaleFileName[256]; if (LC_IsEurope()) { snprintf(questLocaleFileName, sizeof(questLocaleFileName), "%s/locale.lua", g_stQuestDir.c_str()); } else { snprintf(questLocaleFileName, sizeof(questLocaleFileName), "%s/locale_%s.lua", g_stQuestDir.c_str(), g_stLocale.c_str()); } int questLocaleLoadingResult = lua_dofile(L, questLocaleFileName); sys_log(0, "LoadQuestLocale(%s), returns %d", questLocaleFileName, questLocaleLoadingResult); if (questLocaleLoadingResult != 0) { sys_err("LoadQuestLocale(%s) FAILURE", questLocaleFileName); return false; } } // END_OF_LUA_INIT_ERROR_MESSAGE for (itertype(g_setQuestObjectDir) it = g_setQuestObjectDir.begin(); it != g_setQuestObjectDir.end(); ++it) { const string& stQuestObjectDir = *it; char buf[PATH_MAX]; snprintf(buf, sizeof(buf), "%s/state/", stQuestObjectDir.c_str()); DIR * pdir = opendir(buf); int iQuestIdx = 0; if (pdir) { dirent * pde; while ((pde = readdir(pdir))) { if (pde->d_name[0] == '.') continue; snprintf(buf + 11, sizeof(buf) - 11, "%s", pde->d_name); RegisterQuest(pde->d_name, ++iQuestIdx); int ret = lua_dofile(L, (stQuestObjectDir + "/state/" + pde->d_name).c_str()); sys_log(0, "QUEST: loading %s, returns %d", (stQuestObjectDir + "/state/" + pde->d_name).c_str(), ret); BuildStateIndexToName(pde->d_name); } closedir(pdir); } } lua_setgcthreshold(L, 0); lua_newtable(L); lua_setglobal(L, "__codecache"); return true; } questlua.h #ifndef __HEADER_QUEST_LUA__ #define __HEADER_QUEST_LUA__ #include "quest.h" #include "buffer_manager.h" extern int test_server; extern int speed_server; namespace quest { extern void RegisterPCFunctionTable(); extern void RegisterNPCFunctionTable(); extern void RegisterTargetFunctionTable(); extern void RegisterAffectFunctionTable(); extern void RegisterBuildingFunctionTable(); extern void RegisterMarriageFunctionTable(); extern void RegisterITEMFunctionTable(); extern void RegisterDungeonFunctionTable(); extern void RegisterQuestFunctionTable(); extern void RegisterPartyFunctionTable(); extern void RegisterHorseFunctionTable(); extern void RegisterPetFunctionTable(); extern void RegisterGuildFunctionTable(); extern void RegisterGameFunctionTable(); extern void RegisterArenaFunctionTable(); extern void RegisterGlobalFunctionTable(lua_State* L); extern void RegisterForkedFunctionTable(); extern void RegisterMonarchFunctionTable(); extern void RegisterOXEventFunctionTable(); extern void RegisterMgmtFunctionTable(); extern void RegisterBattleArenaFunctionTable(); extern void RegisterDanceEventFunctionTable(); extern void RegisterDragonLairFunctionTable(); extern void RegisterSpeedServerFunctionTable(); extern void RegisterDragonSoulFunctionTable(); extern void RegisterMysqlFunctionTable(); extern void combine_lua_string(lua_State* L, std::ostringstream &s); struct FSetWarpLocation { long map_index; long x; long y; FSetWarpLocation (long _map_index, long _x, long _y) : map_index (_map_index), x (_x), y (_y) {} void operator () (LPCHARACTER ch); }; struct FSetQuestFlag { std::string flagname; int value; void operator () (LPCHARACTER ch); }; struct FPartyCheckFlagLt { std::string flagname; int value; bool operator () (LPCHARACTER ch); }; struct FPartyChat { int iChatType; const char* str; FPartyChat(int ChatType, const char* str); void operator() (LPCHARACTER ch); }; struct FPartyClearReady { void operator() (LPCHARACTER ch); }; struct FSendPacket { TEMP_BUFFER buf; void operator() (LPENTITY ent); }; struct FSendPacketToEmpire { TEMP_BUFFER buf; BYTE bEmpire; void operator() (LPENTITY ent); }; struct FWarpEmpire { BYTE m_bEmpire; long m_lMapIndexTo; long m_x; long m_y; void operator() (LPENTITY ent); }; EVENTINFO(warp_all_to_map_my_empire_event_info) { BYTE m_bEmpire; long m_lMapIndexFrom; long m_lMapIndexTo; long m_x; long m_y; warp_all_to_map_my_empire_event_info() : m_bEmpire( 0 ) , m_lMapIndexFrom( 0 ) , m_lMapIndexTo( 0 ) , m_x( 0 ) , m_y( 0 ) { } }; EVENTFUNC(warp_all_to_map_my_empire_event); struct FBuildLuaGuildWarList { lua_State * L; int m_count; FBuildLuaGuildWarList(lua_State * L); void operator() (DWORD g1, DWORD g2); }; } #endif /*__HEADER_QUEST_LUA__*/ You can see your game file for 10 seconds because it's linking by gmake. If there is any error in progress, system is going to remove this file. Kind Regards Ken Questlua.cpp [Hidden Content] Questlua.h [Hidden Content] Questlua_mysql.cpp [Hidden Content] GAME_BUILD_LOG [Hidden Content] GAME_ERROR_LOG [Hidden Content] I get the same error. Did i paste your code false?
  8. Click refresh Right click and refresh Try to read pastebin logs. Kind Regards Ken Hello, i don't know how i can define the Mysql Function, but i compile the game new with the makefile from mainline and then it create a test and a game file. But!!! After 10 seconds the test and the game file (62 MB) get deleted The game file is for 10 seconds there but then it is deleted Why this lol?
  9. That is true, but my game file is not there. If i compile without wolfman files then it is there, but with wolfman files it is not there. But in the logs are no errors or? I see the db but not the game
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