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Alina

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Everything posted by Alina

  1. Best way to solve this: Download boost and let it compile. You'll get some libs like the filesystem lib which you can copy paste to your Extern/lib folder You shouldn't use boost 1.43, there are plenty new versions out there, at least use 1.55
  2. If you compile using Distribute mode then you'll get by far less error messages and the cmd window will disappear
  3. I'm not quite sure. Please provide log.txt from client and syserr/syslog of the game instance you're connected to when reproducing the bug
  4. Did you also declare the skill serverside as a toggleable skill with no cooldown? Check your skill_proto in player database! If it's still not working, please provide us logfiles so we can see what happens
  5. Can you try to open the map with the map editor and recreate the shadowmap?
  6. ​But then monsters would still drop oO There's no sense in disabling that.
  7. You can also try to create a new server_attr (or bypass it with a bigger one but I don't recommend that). There are plenty server_attr builder, you'd chose a reliable one and create your own server_attr out of the map folder
  8. Maybe the item 'gold' isn't there. Can you please provide syserr/syslog of server and log.txt from client when reproducing the bug?
  9. Please quote your char_battle.cpp (the part where the error line 2508 is located). Please post the whole function so we can determine what's your exact problem
  10. Are you using any skills when fighting? Did the syserr/syslog tell you anything important? Please post them in the time frame the error occurs
  11. what do you mean with "isn't working"? What isn't working? What exactly happens and what's the exact error?
  12. Do you know how to make a skill turnable on/off like that skill? (For example warrior strong body skill like sura's that skill in the first post) ​You can turn on/off in skilldesc,skilltable.txt. "TOGGLE". ​But make sure (or it'd be) to reduce the cooldown to 0.. Otherwise you have it like the enchanted armor sura skill and I think it's not very pretty^^
  13. the effect is in the ETC package If you're making your skill toggleable then it'll automatically occur. It's best to have it/change it so players can see that their skill is activated
  14. #ifdef USE_DEBUG_PTR typedef DebugPtr<CHARACTER> LPCHARACTER; #else typedef CHARACTER* LPCHARACTER; #endif typedef.h This implies that LPCHARACTER is defined to be a Pointer to CHARACTER. CHARACTER is defined in char.h So char.h is the file you may be looking for
  15. So only the gamecore crashes? What game are you using? custom? Can you backtrace the error? Most crashes happen when you try to use a nullpointer. For example: LPCHARACTER newpk = nullptr; newpk->ComputerPoints(); //crash Maybe you'd check your last changes for something. The skill_proto also could be damaged, make sure you have a look at that too!
  16. We really need some pictures. What fly effect is occuring? How often does it occur? Please provide us with a screenshot Did you do anything in the last time that could trigger this weird bug?
  17. it isn't that hard, you can try it! For 1) You don't need to have a more secure system. First there's the sequence table. This helps you with everything you need to know. The server and the client binary do have a table. When they do the handshake, they're comparing their lists. If they mismatch, the connection will be closed. Just edit the sequence tables and you're good to go. No other binary will be able to connect to your server unless they're adapting their sequence table to yours. If you still insist on creating a security system you can also just edit the login packet and stuff everything you need inside that. There's no need for a further packet, except you want to send it ingame but well.. There's the update packet which can do the same magic than you'd need. For 2) There's really really really really really no need to enable the old pong system. There's a reason for it to be old The new sequence table replaced the old pong. If you still want to revert this change, you can search for #define IMPROVED_PACKET_ENCRYPTION in your sources and comment it out (with // at the beginning, that's be enough). Do it on server and client source! But you'll loose the better security that comes with a sequence table if you're doing this.
  18. The error will still be there since everyone can try to connect to your server with his own binary. Of course that won't work but you'll still get the error message. You told us you're on 34k. You can live on with it or silence the message but you should only do that when your binary is fully working with your gameserver and you have something to revert the silencing! If you're developing or creating new features, you may end up with strange bugs without errors since you silenced it. If you're using the sequence patcher, you'd be ready to go. It's just a packet mismatch, you can analyze the packet header and look where the error is located. In your case it was just the pong (or better: the sequence). But there could be more
  19. ​Totally disagree , if he wants to mount a source on that machine it would not start cause of ram problems. Second , if he uses a 34k Rev. it would take like 10-15 players WITH lag ​I guess not so. Compiling would work, even with only 1 gb of RAM. The compiling process will take veeeery veeery long but if he doesn't want to compile there it doesn't matter at all Even with 512mb RAM I think it'd work, just slow because the compiler would have to cache everything on hdd which would cause a big bottleneck. And next! You can even run a server with 512mb RAM as long as you provide the missing ram with a swap. But you'd note that this is completely without any performance regards. It'll run and you'll get players but it'll run slow and you can't expect it to stand if there are more players coming. Your question is missing some crucial things. How many channels do you want? How many maps are running on each channel? You can make a test run and start your server on a test machine at home for example. There you can see how many resources will be consumed (though it's only approximate values you can calculated with them and know how your server will react). Also: do you run your own gamecore or an official? Those information would help us deciding if your server is capable of it or not
  20. Hello! If someone can send me the download link via pm (too lazy to search) I'll create a vm for you! Seems like it's a bit difficult and I like difficulty Oohh aaand that's the wrong section. You may want to post something like that into question section for the future, okay? Aaaand I'm dumb. First post has the source. Oh, crazy me. I'm downloading it right now and I'm onto it! Give me some cheers!
  21. I did! But I was too lazy to edit my thread. Going to do that soon But all my other threads have code tags now. Thanks for the remainder
  22. Nope, sorry I don't know where you get your "facts" but they're simply wrong. I'm still using the same avatar for months now. And leading from changing avatars to changing names is a bit too far fetched, don't you agree? If you still insist on that we can clear that up via pm but I think it's nothing you'd discuss here especially since it doesn't fit the topic EDIT: 69 likes, shame on you guys! (yes I know, you're allowed to start a flame war about this^^)
  23. I don't remember seeing vanilla setting up standards Actually it's the implementation of newer lua versions. Vanilla did right to change that, I'm just following up on that since you're free to do whatever you want with your source: This includes upgrading lua But big thanks for noting that, I'm editing my thread right away!
  24. Sorry but we'd lie in the very moment we give you the answer you want Antivirus is made for protecting users from malware.. Well, I guess that's what it's supposed to be. I'm not complaining about the facts that they miss new malware very often, have a lot of false positives and consuming resources while locking users out of their environment. I'm talking about the fact that you encrypt your binary. And that's the point. Your binary is encrypted and can't be read from the antivirus. Only it's behaviour can be analysed but because it's encrypted the antivirus program takes care with the file and calls it "infected". Though that's not the case, someone could hide malicious code within an encrypted file. I guess it's wrong. They'd just warn that the file is encrypted and that this is a security risk. But they usually give the "it's a virus" warning too early. They don't know and that's when they just call it bad. Most likely because keygens and cracks are encrypted because they also hate such programs even when they aren't harming the system (you know, copyright and stuff..). So what to do? Nothing. Enigma can't magically encrypt your binary to not being false positive anymore. It's about the antivirus your users use. I guess maybe if there are lot of false positives the antivirus will soon realize that it's not harming anyone (I don't know about that but I'd imagine it because most of them use clouds and synchronize etc..)
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