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  1. M2 Download Center Download Here ( Internal ) Download Here ( GitHub ) Now you can open shops directly. There is no need to adjust the coordinates when adding a new shop. Automatically adjusted according to the shop names.(remote_shop_names.txt) For new shop: Special thanks to @Tatsumaru for taskbar Icons :
  2. So ashika posted this a few days ago And since i couldnt find a way to show all of them ingame depending on the GM "class" i decided to make my own, its not that hard tbh, and i think it doesnt fck anything but if u find problems let me know. Here's the result First of all, the way the system works is by the GM name, so if it has [SA] or [GM] in name it will apply the effect for it. Server Side service.h #define ENABLE_CUSTOM_TAG_EFFECTS affect.h in enum EAffectBits search for the last enum (in my case is AFF_BITS_MAX) and before it add #ifdef ENABLE_CUSTOM_TAG_EFFECTS AFF_GA, AFF_GM, AFF_SA, #endif on char.cpp Search for m_afAffectFlag.Set(AFF_YMIR); And replace it with this #ifdef ENABLE_CUSTOM_TAG_EFFECTS const char* name = GetName(); // This will only search for the first 4 characters if u want more for tags such as [DEV] you will need to increase this values char result[5]; strncpy(result, name, 4); result[4] = '\0'; // This is where you change the tag const char *tagDictionary[] = { "[GM]", "[SA]", "[GA]" }; // This is where you change the effect name to what you put on affect.h const EAffectBits nameDictionary[] = { AFF_GM, AFF_SA, AFF_GA }; int tagIndex = -1; for (int i = 0; i < sizeof(tagDictionary) / sizeof(tagDictionary[0]); ++i) { if (strcmp(result, tagDictionary[i]) == 0) { tagIndex = i; break; } } if (tagIndex != -1) { m_afAffectFlag.Set(nameDictionary[tagIndex]); } else{ m_afAffectFlag.Set(AFF_YMIR); } #endif On client side locale_inc.h #define ENABLE_CUSTOM_TAG_EFFECTS InstanceBaseEffect.cpp On CInstanceBase::__SetAffect( Search case AFFECT_YMIR: Add below #ifdef ENABLE_CUSTOM_TAG_EFFECTS case AFFECT_GA: case AFFECT_GM: case AFFECT_SA: #endif InstanceBase.h Search for AFFECT_NUM Add before #ifdef ENABLE_CUSTOM_TAG_EFFECTS AFFECT_GA, // 50 AFFECT_GM, // 51 AFFECT_SA, // 52 #endif InstanceBase.cpp On CInstanceBase::IsGameMaster() Add before return false #ifdef ENABLE_CUSTOM_TAG_EFFECTS if (m_kAffectFlagContainer.IsSet(AFFECT_GA)) return true; if (m_kAffectFlagContainer.IsSet(AFFECT_GM)) return true; if (m_kAffectFlagContainer.IsSet(AFFECT_SA)) return true; #endif PythonCharacterModule.cpp Add next to the others #ifdef ENABLE_CUSTOM_TAG_EFFECTS PyModule_AddIntConstant(poModule, "AFFECT_GA", CInstanceBase::AFFECT_GA); PyModule_AddIntConstant(poModule, "AFFECT_GM", CInstanceBase::AFFECT_GM); PyModule_AddIntConstant(poModule, "AFFECT_SA", CInstanceBase::AFFECT_SA); #endif This file is for the Faster Loading System found here on the forum, if u dont have it, you will need to add the effect on client/root/playersettingsmodule.py, i wont provide a code for cuz i dont really have a way to test it, but shouldn't be that hard PythonPlayerSettingsModule.cpp Find {pkBase.EFFECT_REFINED + 1 Before add #ifdef ENABLE_CUSTOM_TAG_EFFECTS {pkBase.EFFECT_AFFECT + CInstanceBase::AFFECT_GA, "Bip01", "d:/ymir work/effect/team_ranks/ga.mse"}, {pkBase.EFFECT_AFFECT + CInstanceBase::AFFECT_GM, "Bip01", "d:/ymir work/effect/team_ranks/gm.mse"}, {pkBase.EFFECT_AFFECT + CInstanceBase::AFFECT_SA, "Bip01", "d:/ymir work/effect/team_ranks/sa.mse"}, #endif Lastly, on client you will need to add ashika files where you want (in my case i added to etc/ymir work/effect/team_ranks/ and duplicate the gm.mse file (in this case 2 times), change the name to ga.mse and sa.mse, then will open them and at the end of the file there is going to be this line List TextureFiles { "gamemaster.tga" } change them acording to the effect you want, on this case, for GA is gameadmin.tga, for GM is gamemaster.tga and for SA is serveradmin.tga. And thats all, hope you all like it!
  3. M2 Download Center Download Here ( Internal ) Download Here ( GitHub ) Create app at here:[Hidden Content] Copy CLIENT ID Then change Discord.h/DiscordClientID Add images at here: example my image's name is image1 You can also use smallImageKey and smallImageText
  4. M2 Download Center Download Here ( Internal ) Hello guys.. So much people got problem with this system then i do FULL TuT exclusive for metin2dev All is tested and all works TuT included in all FILES.. New Link: Pass: When you find some bug post it here.. I will try to fix it.. Have Fun //EnZi EDITED: #New Link UPDATE cmd_general.cpp - Added some new code char_battle.cpp - Added some new code ProtoReader.cpp - Added some new code questlua_pc - Repaired code item_proto - Query for navicat Quest added UP LINK UPDATED fixed quest: [Hidden Content]
  5. Skip this part, you don't need it anymore. Scroll down. The game loop freezes when dragging/resizing the window. This is an attempt at fixing that. We'll open a thread and call "Process()" from there when we receive WM_ENTERSIZEMOVE and then shut it down when receiving WM_EXITSIZEMOVE, continuing our main game loop. There's also the option of creating a timer when entering WM_ENTERSIZEMOVE, calling "Process()" when receiving WM_TIMER and killing it when receiving WM_EXITSIZEMOVE, but there's quite a big delay till the timer starts and it's also not very reliable, so.. Note: This is HIGHLY experimental, and it might result in data races and crash the client. Even though I tested it as good as I could and tried to make sure the main thread's loop doesn't resume before ending the future, it's still a possibility for that to happen when you least expect it. Video: Code: Github or M2DL Many thanks to @limefor taking the time to test it. Good luck! UPDATE: Forget everything I gave you the last time, here's the complete fix: UPDATE2: Blocked right click as well, thanks @ CORKY If there's anything else that needs blocking/changing, let me know and I'll update the topic.
  6. Download Alternative download links → GitHub I couldn't find any of the events on the forum to avoid a double post so I decided to post it anyway in case it could be of use to someone. I will also update this topic with new events as needed and if requested. Quest Events / Triggers Fishing Mining Selling Buying Crafting Emoting See example below of how to use them. Usage Example
  7. M2 Download Center Download Here ( Internal ) [Hidden Content] Client side is from 2018 official root. Mount transmutation 2018 didn't exist in root, I made minor edits. However, to use mount transmutation, you need to edit it according to your own mount system. I created a new slot effect so that it doesn't interfere with other systems (highlight) etc. You can use this sloteffect and the diffusecolor function elsewhere. ***Add this before adding this system:
  8. M2 Download Center Download Here ( Internal ) Hello. Today I'd like to share this little stuff what I reversed from the official binary a month ago. This will fix the positions of textails(name position changes by every update packet on the main character), and also the position of the emotions when you are on a mount . I've made a little demonstration video where you can see a private server without the fix, my fixxed version and the official aswell. 1. Client/bin/playersettingmodule.py 2. Client/bin/introLoading.py 3. Place the race_height.txt from the official client into the yours and pack it in the root. 4. Client/UserInterface/PythonCharacterManagerModule.cpp 5. Client/GameLib/RaceManager.h 6. Client/GameLib/RaceManager.cpp 7. Client/UserInterface/InstanceBase.h 8. Client/UserInterface/InstanceBase.cpp 9. Client/UserInterface/InstanceBaseEffect.cpp 10. Client/UserInterface/PythonTextTail.cpp 11. Client/GameLib/ActorInstance.cpp I hope you like it, and if you find any problem just let me know in this topic.
  9. M2 Download Center Download Here ( Internal ) I know many people like me come here or try to find in another forums this select new character official.. and is just a part or is incomplete.. but i find a full version and i come here to reupload. so GL on servers. For make large description on characters / kingdoms: Check change BOX_VISIBLE_LINE_COUNT from 5 to 14 in PythonEventManager.h Thanks @Lajk Download: [Hidden Content]
  10. [Hidden Content] [Hidden Content] Item icons will appear in the hyperlink tooltip OLD: NOW:
  11. This is the problem I am talking about: Basically, when you get down from the mount (or the item slots are refreshed), the tooltip shown does not stay as the one from the item in the inventory's interface on top, but the item in the inventory behind. To fix this behaviour, go on void CSlotWindow::RefreshSlot() and change void CSlotWindow::RefreshSlot() { OnRefreshSlot(); // NOTE : Refresh µÉ¶§ ToolTip µµ °»½Å ÇÕ´Ï´Ù - [levites] if (IsRendering()) { TSlot * pSlot; if (GetPickedSlotPointer(&pSlot)) { OnOverOutItem(); OnOverInItem(pSlot->dwSlotNumber); } } } to: void CSlotWindow::RefreshSlot() { OnRefreshSlot(); if (IsRendering() && UI::CWindowManager::Instance().GetPointWindow() == this) { TSlot * pSlot; if (GetPickedSlotPointer(&pSlot)) { OnOverOutItem(); OnOverInItem(pSlot->dwSlotNumber); } } }
  12. M2 Download Center Download Here ( Internal ) Download Here ( GitHub )
  13. Download Other Mirros Download Here (GitHub) Download Here (Mega) Ship Defense is a dungeon accessible only in groups (minimum 2 players, maximum 8) in which players set sail for the new continent defending the ship’s mast from increasingly stronger and more numerous monsters until they defeat all three heads of the Hydra boss. Once the mission is complete, the participants will receive some rewards (determined by chance). Information Demonstration
  14. ! I've only used it on my test server ! Download Set item id under "high_item" event flag to highlight the item name with different color (/e high_item IDOFITEM) Usage: /drop_simul IDOFMOB AMOUNT Result:
  15. (This topic addresses to the most common crashes that occur using server_timers in dungeons) In this short tutorial i'm gonna explain why are the crashes happening and how we can deal with them along with a use case of this. The difference between the Normal Timers and Server Timers Normal Timers: - Directly tied to a character pointer. - Timer execution halts if the associated character logs out. - Implicitly dependent on the character's in-game presence. Server Timers: - Operate independently of character pointers. - Continue to execute even if the initiating character exits the game. - Offers persistent timing functionalities. You might ponder on the need for server timers, especially when normal timers are present. Here's why: 1. Party Dynamics: In a multiplayer setting, if a party member possessing the timer logs out, gameplay can be disrupted, leading to a halted dungeon instance. Server timers mitigate this risk. 2. Dungeon Persistence: Players often exit and re-enter dungeons. With a normal timer, exiting erases the timer, jeopardizing the dungeon's progression. Server timers ensure continuity. Why do crashes occur? Server timers, by virtue of their independence, lack character pointers upon invocation. This absence becomes problematic when: Distributing or dropping items. Executing specific chats or commands. Running functions reliant on character pointers. The game struggles to reference a non-existent character, which can either lead to functional anomalies or outright crashes. How can we solve the problem? My way of solving this issue is simple. I've created a global function that when called is selecting the character pointer of the specified PID and returns a boolean of whether it selected it or not. // questlua_global.cpp int _select_pid(lua_State* L) { DWORD dwPID = static_cast<DWORD>(lua_tonumber(L, 1)); quest::PC* pPC = CQuestManager::instance().GetPC(dwPID); if(pPC) { LPCHARACTER lpSelectedChar = CQuestManager::instance().GetCurrentCharacterPtr(); lua_pushboolean(L, (lpSelectedChar ? 1 : 0)); return 1; } lua_pushboolean(L, false); return 1; } { "select_pid", _select_pid }, Now we set the leaderPID as a dungeon flag upon entering the instance for the first time. (if it's not a group, it will set the pid of the player that entered) when login with <PC_IN_DUNGEON> begin if (((party.is_party() and party.is_leader()) or not party.is_party()) and d.getf("leaderPID") < 1) then d.setf("leaderPID", pc.get_player_id()) end end Now when we call the server_timer, we first select the leader and check if we succeeded or not. when give_item.server_timer begin if (d.select(get_server_timer_arg())) then if (select_pid(d.getf("leaderPID"))) then pc.give_item2(19, 1) else -- handle what happends if the selection was unsuccessful end end end That's basically it. You can now call any function in server_timer. How can this get very useful? Let's say we want to create an update timer that constantly updates different information on players client. I've made a function that is pushing each dungeon's member PID. (only if it's in dungeon) #include <functional> struct FDungeonPIDCollector { std::vector<DWORD> vecPIDs; void operator () (LPCHARACTER ch) { if (ch) vecPIDs.push_back(ch->GetPlayerID()); } }; int dungeon_get_member_pids(lua_State* L) { LPDUNGEON pDungeon = CQuestManager::instance().GetCurrentDungeon(); if (!pDungeon) return 0; FDungeonPIDCollector collector; pDungeon->ForEachMember(std::ref(collector)); for (const auto& pid : collector.vecPIDs) { lua_pushnumber(L, pid); } return collector.vecPIDs.size(); } { "get_member_pids", dungeon_get_member_pids }, Using this, we can just update each dungeon's member informations: when dungeon_update_info.server_timer begin if (d.select(get_server_timer_arg())) then local dungeonMemberIds = {d.get_member_pids()}; for index, value in ipairs(dungeonMemberIds) do if (select_pid(value)) then cmdchat(string.format("UpdateDungeonInformation %d %d", 1, 2)) -- pc.update_dungeon_info() else -- handle the negative outcome end end end end
  16. M2 Download Center Download Here ( Internal ) Download Here ( GitHub )
  17. [Hidden Content] [Hidden Content] The items on the ground that are close enough to be collected appear in different color.
  18. Hi, [Hidden Content] [Hidden Content] This quest is responsible for granting basic costumes to players when they reach certain levels in the game. The quest is triggered when a player logs in or levels up in the game. It checks the player's level and grants various cosmetic items if certain conditions are met. Basic Costume: Players receive a basic costume based on their gender. Basic Hairstyle: Players receive a basic hairstyle and an additional cosmetic item. Basic Pet: Players receive a basic pet at a certain level. Basic Weapon: Players receive a basic weapon based on their class. Basic Mount: Players receive a basic mount at a certain level.
  19. M2 Download Center Download Here ( Internal ) Hello together, today i want to share something with you for christmas. But before we start let me tell you, this system isn't in is final form! I will update this thread (if metin2dev will still exist in the new year) to complete this system. Anyways let's get startet. What kind of System is it? You can use inbuilt animations on objects (map objects) and weapons (currently not working, just if the weapon is a ground item instance! I'm working on it). Here is a preview: [Hidden Content] First you can see a placed object on the map with inbuilt animation (sorry it is really far away :O) Later you can see a weapon (thanks to @Tatsumaru) which has an inbuilt animation. But this is currently just working as ground instance and not in the player hands itself. How to implement it What is missing for now? Currently the deforming for weapons holden by the player won't work. But as i said in the first few lines, i will add it later. But for now i want to give this parts to you for christmas! (Sorry i'm currently out of time to finish it before 2019 ends... Maybe someone of you want to complet it in his on way). The attachments Animated Object: [Hidden Content] <- Thanks to KillMoves who did this sometime ago!!! (Animated Weapon: [Hidden Content] <- Thanks to Tatsumaru!!! Have fun with it, your B4RC0D3
  20. This is basically a system to complement my other system. With this you one can have a custom tag name behind the name/karma of the character As you can see on this picture Behind the character name and karma there's a red tag, this is achieved using this system. I didn't make it show the level by my personal choice but you can easily add it. I remember seeing another post on this forum about this, but i cant find it anymore not sure why, so i'm posting my own version. InstanceBaseEffect.cpp Search for CInstanceBase::UpdateTextTailLevel Below sprintf(szText, "Lv %d", level); And before CPythonTextTail::Instance().AttachLevel(GetVirtualID(), szText, s_kLevelColor); Add this if (IsGameMaster()) { const char* name = GetNameString(); size_t len = strcspn(name, "]"); char *result = (char *)malloc((len + 1) * sizeof(char)); // Not sure why on client side needs to be like this strncpy(result, name, len +1); result[len + 1] = '\0'; const char *tagDictionary[] = { "[GM]", "[SA]", "[GA]", "[DEV]" }; //Here you can also change the color of the tag const char *nameDictionary[] = { "|cffff0000[STAFF]", "|cffff0000[EQUIPA]", "|cffff0000[STAFF2]", "|cffff0000[DEVELOPER]" }; int tagIndex = -1; for (int i = 0; i < sizeof(tagDictionary) / sizeof(tagDictionary[0]); ++i) { if (strcmp(result, tagDictionary[i]) == 0) { tagIndex = i; break; } } if (tagIndex != -1){ sprintf(szText, nameDictionary[tagIndex]); } else{ // This is just for if the code cant find any tag, it will default to this one. // You can also just delete this whole else statement and it will default to the level text sprintf(szText, "|cffff0000[TEST]"); } free(result); CPythonTextTail::Instance().AttachLevel(GetVirtualID(), szText, s_kLevelColor); } And thats all xD
  21. M2 Download Center Download Here ( Internal ) Download Here ( GitHub ) Prepared src packages: *Granny 2.11.8 *libjpeg-9a *Python-2.7 *Crypto++ 8.4.0 *DevIL-1.6.5 *lzo-2.10 Archive password: black
  22. Hi, By pressing SHIFT + RIGHT CLICK on the items eligible for sale, an interface will appear showing you how much money you will receive and how many items you have selected. The selected items will have a special icon indicating that they have been selected. More information can be found in the README. [Hidden Content] [Hidden Content]
  23. Download Alternative download links → G-Drive Hello! I was searching for it back in the days but i never found it, so i share it with you. Gif about it:
  24. M2 Download Center Download Here ( Github Backup ) - Download Here ( GitHub ) Download Here ( VM 9.2 ) or Download Here ( VM 12 ) Use this source: [Hidden Content] or [Hidden Content]
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