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Macromango

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  1. At this point I'm afraid to ask, but here I go. PLAYER_INDEX DATABASE ID stands for the id of the account and this is clear to me EMPIRE stands for the kingdom of the account clearly with shinsoo = 1, jinno = 3 etc What about those pids? They are almost probably associated to each player character per account, but still I don't really get what the values refer to, all information I looked for seemed confusing and non exaustive; If someone could point me to something I'll be glad to get deeper into the undestanding of this Keep up the good work, cheers Macro
  2. Solved, Obviously missing the " GetApplyPoint() " function in client binary.
  3. Hello fellow devs; I was implementing the Bonus Board on my client and despite it looked quite simple, it is actually giving me this confusing error. I've tried to rollback the changes and to implement it again, for a second time, with enhanced attention; but despite this the error prompts again. SYSERR CLIENT This confuses me a lot. Thanks in advance for your time and help; Cheers
  4. Thanks again for your interest, @WeedHex; Current setup is 2 Channels with 2 Cores per channel; The service is rolling on Martysama's 4.9.89 and I'm not using any multilanguage system. All processes running good: Only syserr is: load: ANI directory = (null) At the start of every Core at every Channel; That's something I've been investigating without any significant progress Thank you for joining the post. Actually CH1 - Core 2 starts ,and keeps running without any syserrs: that's the strange thing that makes me go mad! I've already tried to change the starting script provived with the files, but nothing changed. I actually don't use hardlinks, but I do have the actual compiled sources in " game/main/srv1/share/bin "; could be this messing up with something? I've actually tried some time before to replace the mentioned files with some valid hardlinks, but the problem persisted.
  5. Thanks for your interest; Actually there's no crash of the process, so I'm not getting any game.core file; but here's the ftp struct: The main problem is that it's impossible to use the private chat between players on different cores, Also the shouting chat doesn't work as intended, since it's isolated for every core. Looks like the cores can't communicate each others in some circumstances. I thought about a networking problem and so I double checked my NAT hairpinning, but it was actually fine. Important to mention that I've manually set my WAN IP in the "src/game/desc_client.cpp" file and frankly I'm not 100% sure about the implications of this on the cores communication, since there's no trace left to start debugging; f*ck me!! This issue is stressing me out from months, I'm not sleeping well because of it.
  6. I'm experiencing the same issue and despite I've managed to add the fix provided in this topic by @SCOOB , nothing has changed. I'll keep working on it in these days! EDIT: root/ui.py@class ListBoxExNew
  7. I'm in the club too, facing the same issue. I managed to resolve the issue by editing the file "locale/skilldesc.txt" in the row referring to the skill number 109 (healing), replacing "STANDING_SKILL" with "STANDING_SKILL|CAN_USE_FOR_ME|NEED_TARGET|ONLY_FOR_ALLIANCE". Then, in the database, I emptied the "setFlag" field referring to that 109 skill in "player/skill_proto". EDIT: As @Syreldar mentioned above, make sure that in "player/skill_proto" the "setFlag" field referring to that 109 skill is populated with the "REMOVE_BAD_AFFECT" flag. (Thanks to Syreldar for clarifying that: grazie.) With this little fix, the Healing skill works just like a regular buff. Cheers!
  8. Hello fellow devs; It's been a while since I'm facing this problem and I've been struggling with it recently so I surrended and now I am seeking for help lol My CHANNEL 1 only works on "core1"; Because whenever the player teleports to a "core2" configured map, he get disconnected with syserr (DESC::~DESC). Despite this; my CHANNEL 2 works on 2 cores perfectly. Ports are correctly configured through the firewall. I tried do put only one single map in CH1 core2 and teleport there but it didn't worked: same logout; Process "srv1-ch1-core2" is up and running without any syserrs. The "CONFIG" of the two cores on CH1: CORE1 CORE2 Thank to all of you for your precious time and help! MACRO
  9. Thanks for such a wonderful tip, @Braxy! Since I've never programmed in "Lua" language, I'm basically learning it from checking the original Metin2 quest files and making my own scripts for testing the various mechanisms. It's actually intuitive if you have some general programming knowledge, but tips like the one you've pointed me to, are a plus! Thanks again!
  10. Thanks for your prompt reply @mast210! After a good night of sleep I managed to undestand what was the issue: as I said, it was something stupid! I've completely forgot the fact that I've tested the quests one by one when I did acquired it, some weeks ago. So the quest flags were still active on my testing character and when I did upload all the package, obviously, this triggered all those unfinished quests. Checking on the DB under the table "quest" allowed me to delete all those flags and after resetting the service, everything worked like a charm! Thank you very mutch for your support! This issue is happily #SOLVED : kindly requesting to close it
  11. Hello to everyone! First of all: thanks for your time and support, this forum is such a massive useful resource! I'm writing this post because I could not find anything regarding my problem; it's been some days since I'm having to deal with it. The problem occurs when I'm tryng to import and compile the originals "collect_quest_lv**": the ones from the biologist. I started with uploading "collect_quest_lv30", compiled it; everything works fine, the quest gets working. Then I've uploaded "collect_quest_lv40" and I've compiled it: this get activated even if I didn't finish the first one! I started to check the quests and they seem good to me: This is collect_quest_lv30 at its end when *** begin ** ** ** clear_letter() set_quest_state("collect_quest_lv40", "run") --**THIS SHOULD ACTIVATE THE NEW QUEST @ "RUN" STATE set_state(__complete) end This is collect_quest_lv40 at its beginning state start begin end --** START STATE CORRECTLY EMPTY state run begin --** RUN STATE MUST BE THE POINT WHERE IT GETS ACTIVATED BY THE LAST QUEST when login or levelup with pc.level >= 40 begin set_state(information) end end There must be something stupid I'm missing. I'll be glad if someone could address me to the undestanding of the issue! Cheers!
  12. Thank you my friend @regal! After adding the missing 6th skills vnums in the "special.active_skill_list", my quest script recognized the skills and prompted me their vnum. I managed to associate that orphan vnums with some translated strings: Looking around in locale.lua I noticed that every skill vnum is paired with a translated string found in translate.lua, so I just created new strings to match the said orphan vnums and everything worked like a charm! Your help was precious, thank you very mutch, mate! Good things to you! No need to worry @Finnis; Your answer was still valuable! Thank you for helping and good things to you too! MACRO (This post can be closed, solution was found)
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