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Socialized

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Socialized last won the day on November 26 2016

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About Socialized

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  1. They got a low penalty because the defendant cooperated with the authorities and gave them insight into the structure and the backers of the section. Based on his statements the authorities were able to bust another administrator of a big server in 2018.
  2. I agree with that. Did people move to a different forum or is there a skype group open?
  3. I wouldn't suggest anyone using the ops solution, as it isn't working as intended. The issue that you don't take into account is, that e.g. a warrior can use "Sword Aura" or use a dew, ... and the shaman can then use heal onto him (which will trigger RefreshAffect() and thus Compute and apply the points for the already existing affect again!) You should recompute all the players points or refactor the whole affect system (because it is actual garbage) to actually solve this bug. tl;dr: Replace RefreshAffect() through ComputePoints()
  4. Yes you should be able just push it to a live server, as it just cleans&fixes code. Here another example, that we had running on Zentoria, as we were struggling with similar problems: void CQuestManager::CancelServerTimers(uint32_t arg) { auto it = m_mapServerTimer.begin(); while (it != m_mapServerTimer.end()) { if (it->first.second == arg) { auto event = it->second; event_cancel(&event); it = m_mapServerTimer.erase(it); } else ++it; } } map::erase invalidates the current iterator, but returns the one of the next element in the container.
  5. This isn't a proper fix for the issue. Just debug the issue with gdb and you'll see, that it isn't that big of a deal.
  6. Just send me a private message, I'll help you to solve your problem. Best Regards, Socialized
  7. Hey, I am looking for a new damage effect that i saw in another forum. It's about the font and the numbers, not about the CRITICAL. Picture: I hope someone can help me out! Regards, Socialized
  8. i've edited the link into my previous post ( [Hidden Content] )
  9. I've uploaded the fix as an attachment. Just replace the old files and everything will be gucci. [Hidden Content] regards, socialized
  10. You also have to change the max itemname length in your dump_proto. Just take a look at the reply of @VegaS
  11. Dont understand the trashtalking. One server goes down for unknown reasons: "OMFG GF GONNA SUE US - FK IM OUTTA HERE!" If you are in this business things like a takedown can happen. A real takedown wouldve worked a little different. They wouldve just been fucked like this if they ignored all the DMCA takedown notices. Now stop pissing your pants and just continue as usual, not that big of a deal.
  12. @martysama0134 Well aren't we lucky then that all JSON is also valid YAML (Is also pretty easy to replace, just have to change some things in the config class.) Dunno had the discussion JSON vs YAML multiple times but in the end I always stick to YAML due to personal preference @Vanilla Although a remote repo is normally the way to go you could also just upload your local repository. Not having VCS will be a big problem if there are more people contributing to your project. But that's entirely up to you!
  13. Sounds great. Concerning the client side config: I've rewritten the entire config. Although my config file is based upon YAML it also supports the old config file. Written in c++ and I'd love to share the source with fellow devs. Will answer on 1) and 2) when I'm back from holiday. - Socialized
  14. Hey guys, My quest selects aren't working properly and I'd like to know if someone already solved this problem. I am using the official translate.lua from the leaked files and a non-modified core (source is clean) Client: [Hidden Content] Screenshot: Hope someone can help me out on this one! - Socialized
  15. We accomplished this by adding a pet equipment slot. If you want to do it without source modification (quest only) you could save the item id in a questflag when summoning the pet in the first place -> item.get_id() When you'll relog or teleport the questflag will still hold the unique item_id which you can use to set your current used quest item -> item.select(pc.getqf('pet_item_id')) After that you can just use pet.summon() because CQuestManager::instance().GetCurrentItem() is now returning a valid LPITEM instance (by our previously defined item.select(pc.getqf('pet_item_id')) )
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