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Sonitex

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Sonitex last won the day on February 25

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About Sonitex

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  1. Event Manager has received a tiny update. Added own implementation of the event queue. Added an announcement before the actual start of the event as a notice to the players. Added OX, Hide&Seek, Siege War and Kingdom War events that are fully automated and require no administrator presence.
  2. This is the original code from the source, its up to you how you want to edit it. I found no reference about player level limit so I am not sure what you are talking about. Any player that has PK_MODE_PROTECT as his mode and is inside his Empire's map will take no damage from other Empire's players no matter the level.
  3. bool CPVPManager::CanAttack(LPCHARACTER pkChr, LPCHARACTER pkVictim) { [...] { BYTE bMapEmpire = SECTREE_MANAGER::instance().GetEmpireFromMapIndex(pkChr->GetMapIndex()); if ( pkChr->GetPKMode() == PK_MODE_PROTECT && pkChr->GetEmpire() == bMapEmpire || pkVictim->GetPKMode() == PK_MODE_PROTECT && pkVictim->GetEmpire() == bMapEmpire ) { return false; } } }
  4. Python is really slow compared to C++ so you should do the filtering part inside the binary and forward the data to Python and do the visual parts there.
  5. If the game can handle such large data go for it I guess. Much better than sending a fixed amount of items to the user.
  6. Sending a request for every 10 items to the game core does not sound very practical. I cannot imagine how it would even look like as you would meet unnecessary issues like which items have been sent, which items have been removed/changed but not sent yet etc. and with monkeys on the other side of the client it would result in numerous for loops. I would recommend sending a large packet containing every item that meets the search criteria and then categorize them as you want on the client-side.
  7. By default your query function should return a value based on its result, should be a NULL value in case of failure.
  8. Error will be displayed in your server error logs.
  9. You must increase the parent's window height. If I had to guess, most likely "BeltInventoryLayer" window.
  10. Updated the topic with new products. DirectX9 & Post Processing Update Instance Scale System Launcher Application
  11. Specular texture is just a white texture applied to the original texture with opacity level equal to specular level. That means even if you increase the specular level it will be the same (Those 100 points in Specular column mean 100% opacity). The correct way to tackle this issue would be editing alpha channel of the texture which impacts area of the shine and it's brightness.
  12. [Hidden Content] Just so you know, I took drop files from a different archive. Here they seem to be incomplete but everything else is fine.
  13. '>>' should be '> >' within a nested template argument list
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