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CxL'Mufuku

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CxL'Mufuku last won the day on February 10 2019

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  1. I only can add one thing to that list: The objects of the map are definitely a important point too. The shown server has the default map1 w/o a huge amount of objects. Little log of a map with way more objects: LoadTerrain spent 70 ms LoadArea spent 423 ms LoadTerrain spent 75 ms LoadArea spent 761 ms LoadTerrain spent 114 ms LoadArea spent 40 ms LoadTerrain spent 148 ms LoadArea spent 212 ms LoadTerrain spent 100 ms LoadArea spent 2825 ms LoadTerrain spent 115 ms LoadArea spent 17 ms LoadTerrain spent 168 ms LoadArea spent 26 ms LoadTerrain spent 162 ms LoadArea spent 24 ms LoadTerrain spent 162 ms LoadArea spent 29 ms Complete Load spent 5472 ms
  2. the idea is nice. But why using boost? simply change strcmp to strcmpi
  3. Ahh yeah, lets call every thing directly id = wndMgr.RegisterTextLine(self, "UI") wndMgr.SetFontName(id, "Arial:12") wndMgr.SetText(id, "TEXT TEXT TEXT") wndMgr.SetSize(id, 10, 100)
  4. Why the fuck is every1 using it so fucking complicated? - Why do you use the renderTarget-module in the parent class? Just because I did it in the example?! #untested ##ui.py import renderTarget class RenderTarget(Window): def __init__(self, layer = "UI"): Window.__init__(self, layer) self.renderIdx = -1 def __del__(self): Window.__del__(self) def RegisterWindow(self, layer): self.hWnd = wndMgr.RegisterRenderTarget(self, layer) def SetRenderTarget(self, renderIdx): self.renderIdx = renderIdx wndMgr.SetRenderTarget(self.hWnd, self.renderIdx) def SetBackground(self, image): if self.renderIdx == -1: dbg.TraceError("RenderTarget: You have to set the RenderTarget first!") return renderTarget.SetBackground(self.renderIdx, image) def SelectModel(self, index): if self.renderIdx == -1: dbg.TraceError("RenderTarget: You have to set the RenderTarget first!") return renderTarget.SelectModel(self.renderIdx, index) def SetVisibility(self, vis): if self.renderIdx == -1: dbg.TraceError("RenderTarget: You have to set the RenderTarget first!") return renderTarget.SetVisibility(self.renderIdx, vis) def SetHair(self, index): if self.renderIdx == -1: dbg.TraceError("RenderTarget: You have to set the RenderTarget first!") return renderTarget.SetHair(self.renderIdx, index) def SetArmor(self, index): if self.renderIdx == -1: dbg.TraceError("RenderTarget: You have to set the RenderTarget first!") return renderTarget.SetArmor(self.renderIdx, index) def SetWeapon(self, index): if self.renderIdx == -1: dbg.TraceError("RenderTarget: You have to set the RenderTarget first!") return renderTarget.SetWeapon(self.renderIdx, index) def SetAcce(self, index): if self.renderIdx == -1: dbg.TraceError("RenderTarget: You have to set the RenderTarget first!") return renderTarget.SetAcce(self.renderIdx, index) ##somewhere in init/load/create self.ModelPreview = ui.RenderTarget() self.ModelPreview.SetParent(self.ModelPreviewBoard) self.ModelPreview.SetSize(190, 210) self.ModelPreview.SetPosition(5, 22) self.ModelPreview.SetRenderTarget(2) # Der index hat eindeutig zu sein -> sonst kann man nicht 2 rendertargets gleichzeitig sehen, logisch oder? self.ModelPreview.SetBackground("d:/ymir work/ui/game/myshop_deco/model_view_bg.sub") self.ModelPreview.SetVisibility(True) self.ModelPreview.SelectModel(model) self.ModelPreview.SetHair(Vnum) self.ModelPreview.SetArmor(Vnum) self.ModelPreview.SetWeapon(Vnum) self.ModelPreview.SetAcce(Vnum) self.ModelPreview.Show() ##somewhere in hide/close/whatever: self.ModelPreview.SetVisibility(False) ##somewhere in some fucking method, who cares? self.ModelPreview.SetWeapon(Vnum)
  5. M00001 - M00053 https://mega.nz/#!pS4kRCaQ!A5bk5Wy-1fvMQwm5Bx5j-mzb8_p7Eb90ktqg1khWXU0 Srsly, I don't know what they exactly patched.
  6. Well it's difficult without seeing your source. However, have a look at the "AlwaysRender" part, it could be that too.
  7. hmm. PERF_CHECKER_RENDER_GAME is set to false? You could check it with TraceError("test..."); after RenderModels(); (Idk, if debug mode will change something on this var)
  8. Seems like its not calling RenderModels, did you add it correctly?
  9. Great that you got it working by yourself. I don't have time to test, but you shoud be able to remove the {} After that it should compile without the hotfix. (The bracets are some "magic" of resharper) It's the "ingame granny/model viewer" of the officials. It's used there for the shop decoration and monster card system. Ofc you can do much more with it.
  10. As far as I remember your code will crash, however, there will be no problem if you init the unique pointer with the raw pointer (as long as you won't delete the object via the raw pointer) But you're right with the TraceError it should be %u, but I am quite sure no one will ever get this error. Also the exception should work without problems, it will show an error and close the client.- I think it's just a matter of ones own liking.
  11. Hi, I don't think I have to tell much about this. It'll look like the official one, some code is c&p from the official root files. Most of the own written code is NOT like the offical one. I added a new python module ("renderTarget"), so you don't need methods which officials use, like this: "playerm2g2.MyShopDecoShow( True )" You are able to display more than one render target at the same time. If you want to know more, take a look at the code. If there are any bugs, just message me. Download: https://mega.nz/#!VCp3RLBb!iu_ZLasFkk8uDVcfEdAHfBx_vqDy9g7WMlMGIM39HCg Password: Cxl.Services
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