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regal

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  1. Fixed, issue was in the source, someone messed up something.
  2. That’s only making things complicated. And still groups called by r are not called properly.. I tried already with random group.
  3. Hello. Recently I bought a serverfile as I want something stable to move my work to. While moving staff I encountered a problem with the mob groups(I remember it happened before when I worked with older sources). The problem is the regen only spawns the leader of the group(the same happens when I spawn it in game with /group command). Regen files and group.txt files shouldn't have any problems as I took the files from my server and they worked perfectly fine there. So I suspect that it has to deal with something from the source, but I compared mob_manager.cpp/.h and regen.cpp/.h with my sources and I didn't find differences. Any clues on what it could be? Thank you, Regards Group example Group Summer_beach1 { Vnum 6175 Leader beach_leader 115 1 beach_monster1 115 2 beach_monster2 117 3 beach_monster3 119 } Group Summer_beach { Vnum 6176 Leader beach_leader 114 1 beach_monster1 114 2 beach_monster2 116 3 beach_monster3 118 } REGEN EXAMPLE g 822 496 1 1 0 0 25s 100 1 6176 g 806 500 1 1 0 0 25s 100 1 6176 g 805 524 1 1 0 0 25s 100 1 6175 g 764 521 1 1 0 0 25s 100 1 6175 g 790 563 1 1 0 0 25s 100 1 6176 g 812 570 1 1 0 0 25s 100 1 6176 g 835 593 1 1 0 0 25s 100 1 6175 g 816 601 1 1 0 0 25s 100 1 6176 g 890 597 1 1 0 0 25s 100 1 6176 g 767 612 1 1 0 0 25s 100 1 6175 g 737 622 1 1 0 0 25s 100 1 6175 g 719 653 1 1 0 0 25s 100 1 6176 g 690 654 1 1 0 0 25s 100 1 6175 g 668 662 1 1 0 0 25s 100 1 6176 g 625 671 1 1 0 0 25s 100 1 6175 g 619 697 1 1 0 0 25s 100 1 6176 g 624 733 1 1 0 0 25s 100 1 6175 g 606 765 1 1 0 0 25s 100 1 6176 g 661 785 1 1 0 0 25s 100 1 6175 g 755 753 1 1 0 0 25s 100 1 6176 g 777 714 1 1 0 0 25s 100 1 6175 g 567 805 1 1 0 0 25s 100 1 6176
  4. Fixed, the problem was from map_allow_limit. Even if you don't have more than 30 maps for core, if you have multiple channels you will start getting problems. Increasing the map_allow_limit fixed the issue. The topic can be closed.
  5. Hello, I have a game.core issue with my server. Every now and then(some time the server runs ok for 2 days for ex), sometimes after 1 day maybe I get a core crash. I attached a screen from bt [Hidden Content] If anyone can help me i would be grateful.. maybe someone encountered similar issue Desc handshake code from desc.pp bool DESC::HandshakeProcess(DWORD dwTime, long lDelta, bool bInfiniteRetry) { DWORD dwCurTime = get_dword_time(); if (lDelta < 0) { sys_err("Desc::HandshakeProcess : value error (lDelta %d, ip %s)", lDelta, m_stHost.c_str()); return false; } int bias = (int)(dwCurTime - (dwTime + lDelta)); if (bias >= 0 && bias <= 50) { if (bInfiniteRetry) { BYTE bHeader = HEADER_GC_TIME_SYNC; Packet(&bHeader, sizeof(BYTE)); } if (GetCharacter()) sys_log(0, "Handshake: client_time %u server_time %u name: %s", m_dwClientTime, dwCurTime, GetCharacter()->GetName()); else sys_log(0, "Handshake: client_time %u server_time %u", m_dwClientTime, dwCurTime, lDelta); m_dwClientTime = dwCurTime; m_bHandshaking = false; return true; } long lNewDelta = (long)(dwCurTime - dwTime) / 2; if (lNewDelta < 0) { sys_log(0, "Handshake: lower than zero %d", lNewDelta); lNewDelta = (dwCurTime - m_dwHandshakeSentTime) / 2; } sys_log(1, "Handshake: ServerTime %u dwTime %u lDelta %d SentTime %u lNewDelta %d", dwCurTime, dwTime, lDelta, m_dwHandshakeSentTime, lNewDelta); if (!bInfiniteRetry) if (++m_iHandshakeRetry > HANDSHAKE_RETRY_LIMIT) { sys_err("handshake retry limit reached! (limit %d character %s)", HANDSHAKE_RETRY_LIMIT, GetCharacter() ? GetCharacter()->GetName() : "!NO CHARACTER!"); SetPhase(PHASE_CLOSE); return false; } SendHandshake(dwCurTime, lNewDelta); return false; } P.S. : I can pay if needed, king.s.prod on discord. Thank you
  6. Any updates on this? I get random packet headers as well sometimes and players can’t connect for a while,(they keep getting random packets), then after few minutes everything is fine. This is very weird and it doesn’t really look packet related
  7. That error is not related to metin2. If I remember correctly, downloading the latest VC++ redistributable should solve the problem, [Hidden Content]
  8. It depends.. what serverfile are you using, may I ask? It happened just after you installed a new serverfile? Or it is a long time since you worked with same files and this happened? A lot of files on the internet are pretty.. trashy and they have a lot of bugs from the start, that's why it is important to tell us this first and after we move on. If I understood correctly, you didn't change anything in your proto, you just repacked the original one that came with your files? In that case the problem would be in the files. Please note that some files have the mob/item encryption changed a little bit and they have a custom dump_proto, so you should use the dump_proto that came with your files. Another thing you can try, take the item/mob proto from another serverfile(! just for test) and test it, an official one is preffered. If things are good, then the problem is with the mob proto that you are using right now(it could be also bad encoding). Try to use Excel when editing mob_proto.txt and after you change anything, press save(ctrl + s), it will ask you if you want to keep the same encoding, press yes. It is also more convenient to work with Excel as all the columns are arranged nicely, despite notepad. Maybe you can also post a video and syserr server/client, eventually syslog from server. Best regards, regal
  9. You should post the quest and also mob proto of your santa, one of these should be the problem. Use pastebin.
  10. Maybe because of Y starting point? Try to put base coordinates 0 x 0 and you can change them later when you add the map in your client.
  11. If I remember correctly, level_limit is for minimum level, not maximum. So, if level_limit is 75, you have to be level 75 or greater to have drop. Regards,
  12. 1. Before you create new coordinates, check that you don't have them already(for example, warp to them in game and see if anything happens) 2. What version of World Editor do you use? there's a high change that you have a problem with your server_attr. I've had these problems before and it was because of coordinates. Even if you don't have the exact coordinates in atlasinfo for example, they can overlap with other if they are close to them. You should try to remove all maps from map_index, atlas_info, maps.eix/.epk etc etc(leave only map1 and your map) and see if problem persists, like this you can know if it is about map... or coordinates. Regards,
  13. Hello, the steps for installing a new monster/NPC in your server as are follows: 1. Add monster folder in your pack in monster.eix/.epk(or where you have monster data in client). !! Attention: You have to check the Texture Path with Granny Viewer and put the monster in that location, otherwise your monster will be white(you cand find more about this in other threads I guess). 2. Add info in npclist.txt, if the monster will be located in D:/ymir work/monster/my_monster for example, you will just put the vnum and monster's folder name, example: 249 my_monster Where 249 is vnum and my_monster is monster's folder name. You will use TAB to make space between 249 and my_monster. If you make a subfolder in D:/ymir work/monster/ you have to add it in npclist.txt too, as follows: Let's take this path as an example: D:/ymir work/monster/my_collection/my_monster/ Normally, the game will search for "my_monster.msm" in D:/ymir work/monster/, but if you make a new sub folder you have to tell the game where to search for that in npclist: At the top of npclist.txt we will write: 0 my_monster my_collection\my_monster With this, we tell the game to search for my_monster IN MY_COLLECTION SUB-FOLDER. After that, we go little bit down and we put 249 my_monster. Ok, so let' say everything is ok until here... the rest is gonna be pretty easy. 3. You have to put your monster's data in mob_names/mob_proto; !!!! You have to put your monster's folder name in FOLDER category of your monster from mob_proto! If it is a NPC or a static thing like a metin stone, it is not needed! otherwise you have to put it! Also, you have to put the folder with your monster's data in server in share/data/monster. Use dump_proto to make the mob_proto for client too(I assume you use 40k serverfiles) and you are done, I guess.. If I missed anything, may someone correct me. If there is anything you do not understand or you encounter any problem, I would gladly ask. Sincerely, regal.
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