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Werwolf94

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About Werwolf94

  • Birthday 08/30/1994

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  1. Hello Everyone! I want to bring some unexpected factors to my future players. So, I managed to set timer for example Bestial Archer will respawn after 45 minutes if it's taken down. But I don't want to guarantee that. So, I want to give 75% chance to the respawn in the probability column in boss.txt, if the 25% win's the spawn will not happen, the 45 minute timer restarts. Sorry, I can't write code in c++, I only understand PHP, can someone help me with some working code? I think maybe there we need to edit the regen.cpp file: case MODE_REGEN_PERCENT: ++mode; break; (I know it only skips that column, I can write 75% but the source will handle it as 100% cuz this function is not implemented into the game source.) Thanks for any help!
  2. Hi everyone! Do you guys also have compiling problems with the db source? First there's need to be a space between those > marks at the ClientManager.h: typedef boost::unordered_map<short, std::pair<BYTE, int>> TChannelStatusMap; Correct form maybe: typedef boost::unordered_map<short, std::pair<BYTE, int> > TChannelStatusMap; Umm and I get many errors when I try to compile the ClientManager.cpp: Sorry guys I don't really understand the programming language (I only understand the PHP language so I'm just a copy-paste guy) but I think there is something near the one of the for cycles that not correct in my case. (Btw I use P3NG3R's no TXT ClientManager.cpp version.)
  3. Hi! I'm currently working on this sh*t and I suggest you to not give any attention on it! Because I'm not done with the whole binary but I can tell you need to change this: //Client\EffectLib //EffectInstance.cpp //Search STATEMANAGER.SaveSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_NONE); STATEMANAGER.SaveSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_NONE); //Replace STATEMANAGER.SaveTextureStageState(0, D3DTSS_MINFILTER, D3DTEXF_NONE); STATEMANAGER.SaveTextureStageState(0, D3DTSS_MAGFILTER, D3DTEXF_NONE); //Search STATEMANAGER.SetFVF(D3DFVF_XYZ|D3DFVF_TEX1); //Replace STATEMANAGER.SetVertexShader(D3DFVF_XYZ|D3DFVF_TEX1); //Search STATEMANAGER.RestoreSamplerState(0, D3DSAMP_MINFILTER); STATEMANAGER.RestoreSamplerState(0, D3DSAMP_MAGFILTER); //Replace STATEMANAGER.RestoreTextureStageState(0, D3DTSS_MINFILTER); STATEMANAGER.RestoreTextureStageState(0, D3DTSS_MAGFILTER); //EffectMesh.h //Search #include <d3dx9.h> //Replace #include <d3dx8.h> //EffectMeshInstance.cpp //Search STATEMANAGER.SetFVF(D3DFVF_XYZ | D3DFVF_TEX1); //Replace STATEMANAGER.SetVertexShader(D3DFVF_XYZ | D3DFVF_TEX1); //SimpleLightData.cpp //Search void CLightData::InitializeLight(D3DLIGHT9& light) //Replace void CLightData::InitializeLight(D3DLIGHT8& light) //SimpleLightData.h //Search #include <d3dx9.h> //Replace #include <d3dx8.h> //Search void InitializeLight(D3DLIGHT9& light); //Replace void InitializeLight(D3DLIGHT8& light); //SimpleLightInstance.cpp //Search D3DLIGHT9 Light; //Replace D3DLIGHT8 Light; //Client\EterBase //lzo.cpp //lzo.h //Client\EterGrnLib //Material.cpp //Search LPDIRECT3DTEXTURE9 CGrannyMaterial::GetD3DTexture(int iStage) const //Replace LPDIRECT3DTEXTURE8 CGrannyMaterial::GetD3DTexture(int iStage) const //Search (Granny) granny_variant TwoSidedVariant; if (GrannyFindMatchingMember(pgrnMaterial->ExtendedData.Type, pgrnMaterial->ExtendedData.Object, "Two-sided", &TwoSidedVariant)) GrannyConvertSingleObject(TwoSidedVariant.Type, TwoSidedVariant.Object, TwoSidedFieldType, &twoSided, 0); //Replace granny_variant twoSideResult = GrannyFindMatchingMember(pgrnMaterial->ExtendedData.Type, pgrnMaterial->ExtendedData.Object, "Two-sided"); if (NULL != twoSideResult.Type) GrannyConvertSingleObject(twoSideResult.Type, twoSideResult.Object, TwoSidedFieldType, &twoSided); //Search STATEMANAGER.SaveSamplerState(1, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP); STATEMANAGER.SaveSamplerState(1, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP); //Replace STATEMANAGER.SaveTextureStageState(1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP); STATEMANAGER.SaveTextureStageState(1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP); //Search STATEMANAGER.RestoreSamplerState(1, D3DSAMP_ADDRESSU); STATEMANAGER.RestoreSamplerState(1, D3DSAMP_ADDRESSV); //Replace STATEMANAGER.RestoreTextureStageState(1, D3DTSS_ADDRESSU); STATEMANAGER.RestoreTextureStageState(1, D3DTSS_ADDRESSV); //Material.h //Search #include <d3d9.h> //Replace #include <d3d8.h> //Search LPDIRECT3DTEXTURE9 GetD3DTexture(int iStage) const; //Replace LPDIRECT3DTEXTURE8 GetD3DTexture(int iStage) const; //Mesh.cpp (Granny) //Mesh.h (Granny) //Model.cpp //Search LPDIRECT3DINDEXBUFFER9 CGrannyModel::GetD3DIndexBuffer() const //Replace LPDIRECT3DINDEXBUFFER8 CGrannyModel::GetD3DIndexBuffer() const //Search LPDIRECT3DVERTEXBUFFER9 CGrannyModel::GetPNTD3DVertexBuffer() const //Replace LPDIRECT3DVERTEXBUFFER8 CGrannyModel::GetPNTD3DVertexBuffer() const //Model.h //Search LPDIRECT3DVERTEXBUFFER9 GetPNTD3DVertexBuffer() const; LPDIRECT3DINDEXBUFFER9 GetD3DIndexBuffer() const; //Replace LPDIRECT3DVERTEXBUFFER8 GetPNTD3DVertexBuffer() const; LPDIRECT3DINDEXBUFFER8 GetD3DIndexBuffer() const; //ModelInstance.h //Search (Granny) const granny_int32x * __GetMeshBoneIndices(unsigned int iMeshBinding) const; //Replace int* __GetMeshBoneIndices(unsigned int iMeshBinding) const; //Search IDirect3DVertexBuffer9* __GetDeformableD3DVertexBufferPtr(); //Replace IDirect3DVertexBuffer8* __GetDeformableD3DVertexBufferPtr(); //ModelInstanceCollisionDetection.cpp (Granny) //ModelInstanceModel.cpp //Search (Granny) const granny_int32x * CGrannyModelInstance::__GetMeshBoneIndices(unsigned int iMeshBinding) const //Replace int* CGrannyModelInstance::__GetMeshBoneIndices(unsigned int iMeshBinding) const //Search IDirect3DVertexBuffer9* CGrannyModelInstance::__GetDeformableD3DVertexBufferPtr() //Replace IDirect3DVertexBuffer8* CGrannyModelInstance::__GetDeformableD3DVertexBufferPtr() //ModelInstanceRender.cpp [This will be a lot of work, have a break if you need it.] //Search STATEMANAGER.SetVertexDeclaration(ms_pntVS); // WORK LPDIRECT3DVERTEXBUFFER9 lpd3dDeformPNTVtxBuf = __GetDeformableD3DVertexBufferPtr(); // END_OF_WORK LPDIRECT3DVERTEXBUFFER9 lpd3dRigidPNTVtxBuf = m_pModel->GetPNTD3DVertexBuffer(); //Replace STATEMANAGER.SetVertexShader(ms_pntVS); // WORK LPDIRECT3DVERTEXBUFFER8 lpd3dDeformPNTVtxBuf = __GetDeformableD3DVertexBufferPtr(); // END_OF_WORK LPDIRECT3DVERTEXBUFFER8 lpd3dRigidPNTVtxBuf = m_pModel->GetPNTD3DVertexBuffer(); //Search // WORK LPDIRECT3DVERTEXBUFFER9 lpd3dDeformPNTVtxBuf = __GetDeformableD3DVertexBufferPtr(); // END_OF_WORK LPDIRECT3DVERTEXBUFFER9 lpd3dRigidPNTVtxBuf = m_pModel->GetPNTD3DVertexBuffer(); STATEMANAGER.SetVertexDeclaration(ms_pntVS); //Replace // WORK LPDIRECT3DVERTEXBUFFER8 lpd3dDeformPNTVtxBuf = __GetDeformableD3DVertexBufferPtr(); // END_OF_WORK LPDIRECT3DVERTEXBUFFER8 lpd3dRigidPNTVtxBuf = m_pModel->GetPNTD3DVertexBuffer(); STATEMANAGER.SetVertexShader(ms_pntVS); //Search STATEMANAGER.SetVertexDeclaration(ms_pntVS); //Replace STATEMANAGER.SetVertexShader(ms_pntVS); //Search // WORK LPDIRECT3DVERTEXBUFFER9 lpd3dDeformPNTVtxBuf = __GetDeformableD3DVertexBufferPtr(); // END_OF_WORK LPDIRECT3DVERTEXBUFFER9 lpd3dRigidPNTVtxBuf = m_pModel->GetPNTD3DVertexBuffer(); //Replace // WORK LPDIRECT3DVERTEXBUFFER8 lpd3dDeformPNTVtxBuf = __GetDeformableD3DVertexBufferPtr(); // END_OF_WORK LPDIRECT3DVERTEXBUFFER8 lpd3dRigidPNTVtxBuf = m_pModel->GetPNTD3DVertexBuffer(); //Search LPDIRECT3DINDEXBUFFER9 lpd3dIdxBuf = m_pModel->GetD3DIndexBuffer(); //Replace LPDIRECT3DINDEXBUFFER8 lpd3dIdxBuf = m_pModel->GetD3DIndexBuffer(); //Search STATEMANAGER.DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtxMeshBasePos, vtxCount, pTriGroupNode->idxPos, pTriGroupNode->triCount); //Replace STATEMANAGER.DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, vtxCount, pTriGroupNode->idxPos, pTriGroupNode->triCount); //Search LPDIRECT3DINDEXBUFFER9 lpd3dIdxBuf = m_pModel->GetD3DIndexBuffer(); //Replace LPDIRECT3DINDEXBUFFER8 lpd3dIdxBuf = m_pModel->GetD3DIndexBuffer(); //Search STATEMANAGER.DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtxMeshBasePos, vtxCount, pTriGroupNode->idxPos, pTriGroupNode->triCount); //Replace STATEMANAGER.DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, vtxCount, pTriGroupNode->idxPos, pTriGroupNode->triCount); //Search LPDIRECT3DINDEXBUFFER9 lpd3dIdxBuf = m_pModel->GetD3DIndexBuffer(); //Replace LPDIRECT3DINDEXBUFFER8 lpd3dIdxBuf = m_pModel->GetD3DIndexBuffer(); //Search STATEMANAGER.DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtxMeshBasePos, vtxCount, pTriGroupNode->idxPos, pTriGroupNode->triCount); //Replace STATEMANAGER.DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, vtxCount, pTriGroupNode->idxPos, pTriGroupNode->triCount); //ModelInstanceUpdate.cpp (Granny) //Client\EterImgaeLib //DXTCImage.cpp //Search #include <ddraw.h> //Replace #include <d3d.h> //Client\EterLib //BlockTexture.cpp //Search STATEMANAGER.SetFVF(D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_DIFFUSE); //Replace STATEMANAGER.SetVertexShader(D3DFVF_XYZ|D3DFVF_TEX1|D3DFVF_DIFFUSE); //Search if (FAILED(ms_lpd3dDevice->CreateTexture(dwWidth, dwHeight, 0, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &m_lpd3dTexture, NULL))) //Replace if (FAILED(ms_lpd3dDevice->CreateTexture(dwWidth, dwHeight, 0, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &m_lpd3dTexture))) //BlockTexture.h //Search LPDIRECT3DTEXTURE9 m_lpd3dTexture; //Replace LPDIRECT3DTEXTURE8 m_lpd3dTexture; //Camera.cpp //Search float fDeterminantD3DMatView = D3DXMatrixDeterminant(&m_matView); //Replace float fDeterminantD3DMatView = D3DXMatrixfDeterminant(&m_matView); //Decal.cpp //Search STATEMANAGER.SetFVF(D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1); //Replace STATEMANAGER.SetVertexShader(D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1); //GrpBase.cpp //Search LPDIRECT3D9 CGraphicBase::ms_lpd3d = NULL; LPDIRECT3DDEVICE9 CGraphicBase::ms_lpd3dDevice = NULL; //Replace LPDIRECT3D8 CGraphicBase::ms_lpd3d = NULL; LPDIRECT3DDEVICE8 CGraphicBase::ms_lpd3dDevice = NULL; //Search D3DVIEWPORT9 CGraphicBase::ms_Viewport; //Replace D3DVIEWPORT8 CGraphicBase::ms_Viewport; //Search D3DCAPS9 CGraphicBase::ms_d3dCaps; //Replace D3DCAPS8 CGraphicBase::ms_d3dCaps; //Search LPDIRECT3DVERTEXDECLARATION9 CGraphicBase::ms_ptVS = 0; LPDIRECT3DVERTEXDECLARATION9 CGraphicBase::ms_pntVS = 0; LPDIRECT3DVERTEXDECLARATION9 CGraphicBase::ms_pnt2VS = 0; //Replace DWORD CGraphicBase::ms_ptVS = 0; DWORD CGraphicBase::ms_pntVS = 0; DWORD CGraphicBase::ms_pnt2VS = 0; //Search LPDIRECT3DVERTEXBUFFER9 CGraphicBase::ms_alpd3dPDTVB[PDT_VERTEXBUFFER_NUM]; LPDIRECT3DINDEXBUFFER9 CGraphicBase::ms_alpd3dDefIB[DEFAULT_IB_NUM]; //Replace LPDIRECT3DVERTEXBUFFER8 CGraphicBase::ms_alpd3dPDTVB[PDT_VERTEXBUFFER_NUM]; LPDIRECT3DINDEXBUFFER8 CGraphicBase::ms_alpd3dDefIB[DEFAULT_IB_NUM]; //Search IDirect3DVertexBuffer9* plpd3dFillRectVB=ms_alpd3dPDTVB[s_dwVBPos]; //Replace IDirect3DVertexBuffer8* plpd3dFillRectVB=ms_alpd3dPDTVB[s_dwVBPos]; //Search plpd3dFillRectVB->Lock(0, sizeof(TPDTVertex)*uVtxCount, (void**)&pDstVertices, D3DLOCK_DISCARD) //Replace plpd3dFillRectVB->Lock(0, sizeof(TPDTVertex)*uVtxCount, (BYTE**)&pDstVertices, D3DLOCK_DISCARD) //GrpBase.h //Search static LPDIRECT3D9 ms_lpd3d; static LPDIRECT3DDEVICE9 ms_lpd3dDevice; //Replace static LPDIRECT3D8 ms_lpd3d; static LPDIRECT3DDEVICE8 ms_lpd3dDevice; //Search static D3DVIEWPORT9 ms_Viewport; //Replace static D3DVIEWPORT8 ms_Viewport; //Search static D3DCAPS9 ms_d3dCaps; //Replace static D3DCAPS8 ms_d3dCaps; //Search static LPDIRECT3DVERTEXDECLARATION9 ms_ptVS; static LPDIRECT3DVERTEXDECLARATION9 ms_pntVS; static LPDIRECT3DVERTEXDECLARATION9 ms_pnt2VS; //Replace static DWORD ms_ptVS; static DWORD ms_pntVS; static DWORD ms_pnt2VS; //Search static LPDIRECT3DVERTEXBUFFER9 ms_alpd3dPDTVB[PDT_VERTEXBUFFER_NUM]; static LPDIRECT3DINDEXBUFFER9 ms_alpd3dDefIB[DEFAULT_IB_NUM]; //Replace static LPDIRECT3DVERTEXBUFFER8 ms_alpd3dPDTVB[PDT_VERTEXBUFFER_NUM]; static LPDIRECT3DINDEXBUFFER8 ms_alpd3dDefIB[DEFAULT_IB_NUM]; //GrpDetector.cpp //Search VOID D3D_CAdapterDisplayModeList::Build(IDirect3D9& rkD3D, D3DFORMAT eD3DFmtDefault, UINT iD3DAdapterInfo) //Replace VOID D3D_CAdapterDisplayModeList::Build(IDirect3D8& rkD3D, D3DFORMAT eD3DFmtDefault, UINT iD3DAdapterInfo) //Search (?) UINT uAdapterModeNum = rkD3D.GetAdapterModeCount(iD3DAdapterInfo, eD3DFmtDefault); //Replace UINT uAdapterModeNum=rkD3D.GetAdapterModeCount(iD3DAdapterInfo); //Search (?) rkD3D.EnumAdapterModes(iD3DAdapterInfo, eD3DFmtDefault, iD3DAdapterInfoMode, &kD3DDMCur); //Replace rkD3D.EnumAdapterModes(iD3DAdapterInfo, iD3DAdapterInfoMode, &kD3DDMCur); //Search BOOL D3D_CDeviceInfo::FindDepthStencilFormat(IDirect3D9& rkD3D, UINT iD3DAdapterInfo, D3DDEVTYPE DeviceType, D3DFORMAT TargetFormat, D3DFORMAT* pDepthStencilFormat ) //Replace BOOL D3D_CDeviceInfo::FindDepthStencilFormat(IDirect3D8& rkD3D, UINT iD3DAdapterInfo, D3DDEVTYPE DeviceType, D3DFORMAT TargetFormat, D3DFORMAT* pDepthStencilFormat ) //Search BOOL D3D_CDeviceInfo::Build(IDirect3D9& rkD3D, UINT iD3DAdapterInfo, UINT iDevType, D3D_CAdapterDisplayModeList& rkD3DADMList, BOOL (*pfnConfirmDevice)(D3DCAPS9& rkD3DCaps, UINT uBehavior, D3DFORMAT eD3DFmt)) //Replace BOOL D3D_CDeviceInfo::Build(IDirect3D8& rkD3D, UINT iD3DAdapterInfo, UINT iDevType, D3D_CAdapterDisplayModeList& rkD3DADMList, BOOL (*pfnConfirmDevice)(D3DCAPS8& rkD3DCaps, UINT uBehavior, D3DFORMAT eD3DFmt)) //Search isHALWindowedCompatible=TRUE; //Add this code up if (m_kD3DCaps.Caps2 & D3DCAPS2_CANRENDERWINDOWED) { //Search isHALDesktopCompatible=TRUE; //Add this code down } //Search if (aisFormatConfirmed[0]) //Replace if (aisFormatConfirmed[0] && (m_kD3DCaps.Caps2 & D3DCAPS2_CANRENDERWINDOWED) ) //Search BOOL D3D_CAdapterInfo::Build(IDirect3D9& rkD3D, UINT iD3DAdapterInfo, PFNCONFIRMDEVICE pfnConfirmDevice) //Replace BOOL D3D_CAdapterInfo::Build(IDirect3D8& rkD3D, UINT iD3DAdapterInfo, PFNCONFIRMDEVICE pfnConfirmDevice) //Search rkD3D.GetAdapterIdentifier(iD3DAdapterInfo, 0, &m_kD3DAdapterIdentifier); //Replace rkD3D.GetAdapterIdentifier(iD3DAdapterInfo, D3DENUM_NO_WHQL_LEVEL, &m_kD3DAdapterIdentifier); //Search BOOL D3D_CDisplayModeAutoDetector::Build(IDirect3D9& rkD3D, PFNCONFIRMDEVICE pfnConfirmDevice) //Replace BOOL D3D_CDisplayModeAutoDetector::Build(IDirect3D8& rkD3D, PFNCONFIRMDEVICE pfnConfirmDevice) //GrpDetector.h //Search #include <d3d9.h> typedef BOOL (*PFNCONFIRMDEVICE) (D3DCAPS9& rkD3DCaps, UINT uBehavior, D3DFORMAT eD3DFmt); //Replace #include <d3d8.h> typedef BOOL (*PFNCONFIRMDEVICE) (D3DCAPS8& rkD3DCaps, UINT uBehavior, D3DFORMAT eD3DFmt); //Search VOID Build(IDirect3D9& rkD3D, D3DFORMAT eD3DFmtDefault, UINT iAdapter); //Replace VOID Build(IDirect3D8& rkD3D, D3DFORMAT eD3DFmtDefault, UINT iAdapter); //Search BOOL Build(IDirect3D9& rkD3D, UINT iAdapter, UINT iDevType, D3D_CAdapterDisplayModeList& rkD3DADMList, PFNCONFIRMDEVICE pfnConfirmDevice); //Replace BOOL Build(IDirect3D8& rkD3D, UINT iAdapter, UINT iDevType, D3D_CAdapterDisplayModeList& rkD3DADMList, PFNCONFIRMDEVICE pfnConfirmDevice); //Search BOOL FindDepthStencilFormat(IDirect3D9& rkD3D, UINT iAdapter, D3DDEVTYPE DeviceType, D3DFORMAT TargetFormat, D3DFORMAT* pDepthStencilFormat); //Replace BOOL FindDepthStencilFormat(IDirect3D8& rkD3D, UINT iAdapter, D3DDEVTYPE DeviceType, D3DFORMAT TargetFormat, D3DFORMAT* pDepthStencilFormat); //Search D3DCAPS9 m_kD3DCaps; //Replace D3DCAPS8 m_kD3DCaps; //Search BOOL Build(IDirect3D9& rkD3D, UINT iAdapter, PFNCONFIRMDEVICE pfnConfirmDevice); //Replace BOOL Build(IDirect3D8& rkD3D, UINT iAdapter, PFNCONFIRMDEVICE pfnConfirmDevice); //Search D3DADAPTER_IDENTIFIER9& GetIdentifier() //Replace D3DADAPTER_IDENTIFIER8& GetIdentifier() //Search D3DADAPTER_IDENTIFIER9 m_kD3DAdapterIdentifier; //Replace D3DADAPTER_IDENTIFIER8 m_kD3DAdapterIdentifier; //Search BOOL Build(IDirect3D9& rkD3D, PFNCONFIRMDEVICE pfnConfirmDevice); //Replace BOOL Build(IDirect3D8& rkD3D, PFNCONFIRMDEVICE pfnConfirmDevice); Okay I'm done, I don't want to write down the changes, so you should modify these files also: //GrpDevice.cpp //GrpDevice.h //GrpExpandedImageInstance.cpp //GrpImageInstance.cpp //GrpImageTexture.cpp //GrpIndexBuffer.cpp //GrpIndexBuffer.h //GrpLightManager.cpp //GrpLightManager.h //GrpMarkInstance.cpp //GrpPixelShader.cpp //GrpScreen.cpp //GrpShadowTexture.cpp //GrpShadowTexture.h //GrpTextInstance.cpp //GrpTexture.cpp //GrpTexture.h //GrpVertexBuffer.cpp //GrpVertexBuffer.h //GrpVertexShader.cpp //JpegFile.cpp (JPG Loader) //LensFlare.cpp //Ray.h //SkyBox.cpp //StateManager.cpp //StateManager.h //StdAfx.h //Util.h //Client\EterPythonLib //PythonGraphic.cpp //PythonGraphic.h //Client\GameLib //ActorInstanceRender.cpp //AreaTerrain.cpp //AreaTerrain.h //DungeonBlock.cpp //FlyTrace.cpp //MapBase.h //MapOutdoor.cpp //MapOutdoor.h //MapOutdoorCharacterShadow.cpp //MapOutdoorRender.cpp //MapOutdoorRenderHTP.cpp //MapOutdoorRenderSTP.cpp //MapOutdoorWater.cpp //MapType.h //SnowEnvironment.cpp //SnowEnvironment.h //TerrainDecal.cpp //TerrainPatch.cpp //TerrainPatch.h //WeaponTrace.cpp //Client\PRTerrainLib //Terrain.h //TerrainType.h //TextureSet.h //Client\ScriptLib //PythonLauncher.cpp (Python upgrade) //PythonLauncher.h (Python upgrade) //PythonMarshal.cpp (Python upgrade) //StdAfx.h (Python upgrade) //Client\SpeedTreeLib //SpeedGrassWrapper.h (I think It may have an error.) //Search LPDIRECT3DTEXTURE9 m_lpD3DTexure8; //Replace LPDIRECT3DTEXTURE8 m_lpD3DTexure8; //SpeedTreeForestDirectX8.cpp (Error maybe...) //SpeedTreeForestDirectX8.h //SpeedTreeMaterial.h //SpeedTreeWrapper.cpp //SpeedTreeWrapper.h //VertexShaders.h //Client\SphereLib //StdAfx.h //Client\UserInterface //GuildMarkUploader.cpp (So that can be the Guild mark bug cause?) ilCopyPixels(0, 0, 0, SGuildMark::WIDTH, SGuildMark::HEIGHT, 1, IL_BGRA, IL_BYTE, m_kMark.m_apxBuf); ilCopyPixels(0, 0, 0, SGuildMark::WIDTH, SGuildMark::HEIGHT, 1, IL_BGRA, IL_BYTE, (ILvoid*)m_kMark.m_apxBuf); //PythonApplicationLogo.cpp //PythonMiniMap.cpp (Yeah the source of the minimap bug...) //PythonMiniMap.h //PythonSystem.cpp
  4. Hi again! I updated the two Py file and the "bug" still appears in my client when I go to another map. In the video you can see when I go to an another map after that the cooldown text's are freezing. If I press Alt the counters are keep going down.
  5. That's a nice idea! But I think I found a bug (or I messed up something when I pasted your code to my files). When you go to another map the counters are freezing after you use a skill.
  6. Hi Guys! I think you didn't see similar before because my problem is too rare (I googled for solution, and I searched a lot to solve it at similar forums). So the problem is when you add bonuses to your weapon (or something else), and you go to another map or you simply log out, the bonus will disappear. But if you put into your safebox, or you drop the thing to the ground, the bonus is still remain in your item, so I think the problem is somehow "attached" to the player's inventory. I maded a video from it, you can see it what am I talking about: I have two systems in both server and client side, the slot marking system, and the system which is mark the new items which you buy or pick up. (Sorry for my bad English I'm Hungarian.)
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