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Shang last won the day on July 15 2020

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  1. Just change the type of the object from board to window.
  2. It isn't. You should be able to do this: [Hidden Content] That's what this fix offers.
  3. Here's the fix, just check the latest message from me, it was recently updated.
  4. This bug is not related to my fix since I didn't touch the uiTaskbar.py. But you can try this to fix the activate animation to be resetted all the time: EterPythonLib/PythonSlotWindow.cpp: On void CSlotWindow::ActivateSlot(DWORD dwIndex) method add this under return: if (pSlot->bActive) return; And to fix the ActivateSlot to be propagating to the slot you put the icon on the taskbar you can try this fix: On void CSlotWindow::ClearSlot(TSlot * pSlot) method find the ActiveEffect array hiding and just replace it with __DestroySlotEnableEffect(); or however your function is called. Long time but finally here, I bring to you the second version of this fix. I think I fixed every bug I saw on this post. New download link: [Hidden Content] If missed something or just new bugs are found write on the post. Please do not create new threads trying to get help from something related to this post, just write here. I modified every file you find on the .zip so if you already installed the first version check everything again. PS: If any Moderator sees this, update the first post please.
  5. If you're using Directx9 you can take a look at this post https://stackoverflow.com/questions/14629910/simple-clipping-in-directx-9. It was useful for me when I did this 'Render'.
  6. Unpacking clients outside the official one.
  7. Wasn't this banned on this forum?
  8. Does it happens with all the quests or just this one? If it's just this one, can u share the code, please?
  9. It works perfectly. [Hidden Content]
  10. If you have Dx9 this link could be usefull: https://stackoverflow.com/questions/14629910/simple-clipping-in-directx-9
  11. It seems it is rendering but the model is too big. You can try to adapt the "responsive" camera that penger released from illustrated in the same post.
  12. That happened to me and is not a render target problem is just a map problem (maybe when rendering). And after so much debug I found a "solution", you can solve it just giving the (0, 0, 0) position to the model instance when you create it. EterLib/CRenderTarget.cpp -> [Hidden Content]
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