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Klaus

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  1. I posted it a while ago and it was causing bugs quite frequently (the visuals of the skills didn't come out, the complete "damage" didn't come out), after this last update to the post, I applied the correction and it improved significantly, I fixed the ninja problem and the effects are hidden. However, the problems as before continue to occur (the visuals of the skills do not appear, the complete "damage" does not appear), he noticed that the problems only occurred when there are 20/40 players on a map, especially during a war/event . In tests with few players there is no problem. If there is any kind of solution, I would appreciate it. Mainly using effects on weapons/armor, this ninja bug fix is essential. Edit: After applying correction, kingdom "flag" also disappears, I believe it should be maintained.
  2. Solved, in addition to this damage bug, I had several invisible skill errors and the like, I removed the fix below and all the problems disappeared.
  3. Bug: I'm having a problem with my files and I have no idea what could be causing it, the damage values come out normal, but if I keep moving the screen or in "wars" with many players, the damage starts to come out with missing numbers. In the example, instead of showing "7xx38", it shows "7 38", has anyone experienced this or have any idea what might be causing it? I thank you for your attention!
  4. The error occurs randomly, but always with the same header, I followed the steps in the guide in the link above but without success, I tried to update the buf in the function at the end to send the correct size, but without success. I thank the attention. in questpc.cpp: void PC::SendQuestInfoPakcet() { assert(m_iSendToClient); assert(m_RunningQuestState); packet_quest_info qi; qi.header = HEADER_GC_QUEST_INFO; qi.size = sizeof(struct packet_quest_info); qi.index = m_RunningQuestState->iIndex; qi.flag = m_iSendToClient; #ifdef ENABLE_QUEST_CATEGORY qi.c_index = CQuestManager::instance().ReadQuestCategoryFile(qi.index); #endif TEMP_BUFFER buf; buf.write(&qi, sizeof(qi)); if (m_iSendToClient & QUEST_SEND_ISBEGIN) { BYTE temp = m_RunningQuestState->bStart?1:0; buf.write(&temp,1); qi.size+=1; sys_log(1, "QUEST BeginFlag %d", (int)temp); } if (m_iSendToClient & QUEST_SEND_TITLE) { m_RunningQuestState->_title.reserve(30+1); buf.write(m_RunningQuestState->_title.c_str(), 30+1); qi.size+=30+1; sys_log(1, "QUEST Title %s", m_RunningQuestState->_title.c_str()); } if (m_iSendToClient & QUEST_SEND_CLOCK_NAME) { m_RunningQuestState->_clock_name.reserve(16+1); buf.write(m_RunningQuestState->_clock_name.c_str(), 16+1); qi.size+=16+1; sys_log(1, "QUEST Clock Name %s", m_RunningQuestState->_clock_name.c_str()); } if (m_iSendToClient & QUEST_SEND_CLOCK_VALUE) { buf.write(&m_RunningQuestState->_clock_value, sizeof(int)); qi.size+=4; sys_log(1, "QUEST Clock Value %d", m_RunningQuestState->_clock_value); } if (m_iSendToClient & QUEST_SEND_COUNTER_NAME) { m_RunningQuestState->_counter_name.reserve(16+1); buf.write(m_RunningQuestState->_counter_name.c_str(), 16+1); qi.size+=16+1; sys_log(1, "QUEST Counter Name %s", m_RunningQuestState->_counter_name.c_str()); } if (m_iSendToClient & QUEST_SEND_COUNTER_VALUE) { buf.write(&m_RunningQuestState->_counter_value, sizeof(int)); qi.size+=4; sys_log(1, "QUEST Counter Value %d", m_RunningQuestState->_counter_value); } if (m_iSendToClient & QUEST_SEND_ICON_FILE) { m_RunningQuestState->_icon_file.reserve(24+1); buf.write(m_RunningQuestState->_icon_file.c_str(), 24+1); qi.size+=24+1; sys_log(1, "QUEST Icon File %s", m_RunningQuestState->_icon_file.c_str()); } CQuestManager::instance().GetCurrentCharacterPtr()->GetDesc()->Packet(buf.read_peek(),buf.size()); m_iSendToClient = 0; }
  5. PF is configured, however, my website linked to CloudFlare is always blocked, even adding it to the exclusions, already excluding normal IPs, such as my own, the exclusion works normally, does anyone have any idea what I could be doing wrong or how I can How do I grant access to CloudFlare so that the website can function later? PF blocks all connections, except from the player table pf.conf # Change the value to reflect your public interface. You can see this with ifconfig. ext_if="em0" # Ports used for services service_ports="{ 22, 80 }" # Ports used by Metin2 game_ports="{ 15001 }" # IP addresses that should override the firewall rules, such as your web server. table <trusted_hosts> persist file "/var/db/trusted_hosts" table <cloudflare> persist file "/var/db/cloudflare_ips" table <player_ips> persist file "/var/db/player_ips" set block-policy drop set optimization aggressive set skip on lo scrub on $ext_if reassemble tcp no-df random-id antispoof quick for { lo0 $ext_if } block in log # Rate limits, trial and error pass in quick on $ext_if proto tcp to any port $service_ports pass in quick on $ext_if proto {tcp,udp} from <player_ips> to any port $game_ports keep state pass in quick on $ext_if proto {tcp,udp} from <trusted_hosts> pass in quick on $ext_if proto {tcp,udp} from <cloudflare> pass in inet proto icmp all icmp-type echoreq pass out all keep state pass out on $ext_if all modulate state cloudflare_ips 173.245.48.0/20 103.21.244.0/22 103.22.200.0/22 103.31.4.0/22 141.101.64.0/18 108.162.192.0/18 190.93.240.0/20 188.114.96.0/20 197.234.240.0/22 198.41.128.0/17 162.158.0.0/15 104.16.0.0/13 104.24.0.0/14 172.64.0.0/13 131.0.72.0/22
  6. [Hidden Content] On my server, when I'm hitting normally (tapas, without using skills), the character doesn't have that kick/pull that in the video we can see, that when one hits he ends up "pulling" the other character, does anyone have any idea how I can solve this or what responsible function? I thank you for your attention!
  7. in input_main.cpp check SYSERR: Jun 7 14:26:57 :: SyncPosition: Too many SyncPosition Count(20) from Name(sdg) [Hidden Content] Personally, I left the log only for analysis purposes and I disabled the diesconnect when it exceeds the pre-established limit, maybe it could be your case.
  8. look for the code in game/src/char_item.cpp and, make a comment like it is in the photo
  9. up! Update: When receiving a private message (whisper), the client randomly closes, if it is for an item with attributes/jewels, it seems to happen more frequently than just normal messages. Pay for help!
  10. Hello, I randomly get this error when receiving a private message within the game, I have already analyzed both packets, to check if there was any incompatibility between them (client/game), unfortunately, I was not successful. Does anyone have any ideas/suggestions as to what could be causing it, or if they've had this problem and managed to solve it?! I don't have new systems that could cause any conflicts, the source is very clean and with _IMPROVED_PACKET_ENCRYPTION_ disabled. I don't get any other package errors, just this one. Anyway, thanks for everyone's attention!
  11. On both, but on the test server it is very rare, on the main server, with an average of 200 players, it happens on average 5/8 times a day, with at least 50% of players.
  12. Hello, my client is closing many times, mainly after a teleport or receiving a private message, when he clicks to open, the client is terminated. I don't have any new system related to packages with error, I've already checked variables and packages several times, compared with several other sources and I haven't had any success. I also searched and couldn't find anything about it. If anyone can help me, it doesn't have to be a fix, but where the problem is, I'd be very grateful. If need be, I'm willing to pay for the correction. Here are some logs I saved: Obs.: I even found some things of corrections etc, but without success. Edit: 34 is present in all errors basically, being the one that occurs most frequently (when receiving private message, pm) Anyway, thank you so much in advance! =D
  13. Super fast, attentive support, provided an impeccable service, in addition to assisting in several problems. Solved and recommend 100%!
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