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Hi,

I don't think I have to tell much about this.

It'll look like the official one, some code is c&p from the official root files.

Most of the own written code is NOT like the offical one.

I added a new python module ("renderTarget"), so you don't need methods which officials use, like this: "playerm2g2.MyShopDecoShow( True )"

You are able to display more than one render target at the same time.

 

If you want to know more, take a look at the code.

 

If there are any bugs, just message me.

 

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I don't tested ingame just looked a little bit to codes probably there is have a memory leak,  doesn't exist any exception handler and a typo issue.

 

Quote

    auto pTex = new CGraphicRenderTargetTexture;
    if (!pTex->Create(width, height, D3DFMT_X8R8G8B8, D3DFMT_D16)) {
        delete pTex;
        TraceError("CRenderTarget::CRenderTarget: Could not create CGraphicRenderTargetTexture %dx%d", width, height);
        throw std::runtime_error("CRenderTarget::CRenderTarget: Could not create CGraphicRenderTargetTexture");
    }

    m_renderTargetTexture = std::unique_ptr<CGraphicRenderTargetTexture>(pTex);

 

you can modify with; (not tested)

Quote

    auto pTex = std::make_shared<CGraphicRenderTargetTexture>();
    if (!pTex->Create(width, height, D3DFMT_X8R8G8B8, D3DFMT_D16)) 
    {
        TraceError("CRenderTarget::CRenderTarget: Could not create CGraphicRenderTargetTexture %u%u", width, height);
        PostQuitMessage(0);
    }

    m_renderTargetTexture = std::unique_ptr<CGraphicRenderTargetTexture>(*pTex);

 

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vor 1 Stunde schrieb Koray:

I don't tested ingame just looked a little bit to codes probably there is have a memory leak,  doesn't exist any exception handler and a typo issue.

As far as I remember your code will crash, however, there will be no problem if you init the unique pointer with the raw pointer (as long as you won't delete the object via the raw pointer)

But you're right with the TraceError it should be %u, but I am quite sure no one will ever get this error.

Also the exception should work without problems, it will show an error and close the client.- I think it's just a matter of ones own liking.

711ca08e8.jpg

Edited by Metin2 Dev
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hace 25 minutos, ѕeмa™ dijo:

image.thumb.png.3d1a10972c8134ad5775dfebc29ec38e.pngI have this error:
Compilator intern error in grprendertargettexture.h and i dont know why ?

And this is the line


RECT	m_renderRect{};

 

Solved using this:

https://support.microsoft.com/es-es/help/3185410/c1001-internal-compiler-error-occurs-when-you-build-a-visual-c-project

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vor 4 Stunden schrieb ѕeмa™:

Great that you got it working by yourself.

I don't have time to test, but you shoud be able to remove the {} After that it should compile without the hotfix. (The bracets are some "magic" of resharper)

vor 1 Minute schrieb jackdagostino:

what exactly does this do? sorry, I'm Italian I do not understand English well

It's the "ingame granny/model viewer" of the officials. It's used there for the shop decoration and monster card system. Ofc you can do much more with it. 

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  • Bronze
hace 1 minuto, CxL'Mufuku dijo:

Great that you got it working by yourself.

I don't have time to test, but you shoud be able to remove the {} After that it should compile without the hotfix. (The bracets are some "magic" of resharper)

 

Yes it works but the animation doesnt work for me idk why, still searching...

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Gerade eben schrieb ѕeмa™:

Yes it works but the animation doesnt work for me idk why, still searching...

 

Seems like its not calling RenderModels, did you add it correctly?

 

3ab49ad7b4e9.jpg

Edited by Metin2 Dev
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We work hard then we all play

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vor 2 Minuten schrieb ѕeмa™:

Yep

a1d5d7e13a185028696386affc3b187e.png

 

hmm. PERF_CHECKER_RENDER_GAME is set to false? You could check it with TraceError("test..."); after RenderModels();

(Idk, if debug mode will change something on this var)

Edited by Metin2 Dev
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I don't care what they all say
I'ma do this thing my way
Been grinding hard on it all day
We work hard then we all play

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  • Bronze
hace 2 minutos, CxL'Mufuku dijo:

hmm. PERF_CHECKER_RENDER_GAME is set to false? You could check it with TraceError("test..."); after RenderModels();

(Idk, if debug mode will change something on this var)

Yes it is false, and i use distribute mode

bf39cfd6fe7a30fec2bac6710ebc19e9.png

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vor 3 Minuten schrieb ѕeмa™:

Yes it is false, and i use distribute mode

bf39cfd6fe7a30fec2bac6710ebc19e9.png

Well it's difficult without seeing your source.

However, have a look at the "AlwaysRender" part, it could be that too.

Edited by Metin2 Dev
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I don't care what they all say
I'ma do this thing my way
Been grinding hard on it all day
We work hard then we all play

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  • Bronze
hace 5 horas, Sumnix dijo:

PythonApplication.cpp

find -> void CPythonApplication::UpdateGame()

find -> DWORD t3=ELTimer_GetMSec();

add before -> m_kRenderTargetManager.UpdateModels();

 

Solved.
The problem was updatemodels after a return in 

    if (!PERF_CHECKER_RENDER_GAME)
    {

 

i didnt saw that .... anyway thanks all of you.

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il y a 1 minute, Kori a dit :

Can you share with all users here? 

 

It's not that hard.

	if (!PERF_CHECKER_RENDER_GAME)
	{
		m_kRenderTargetManager.RenderBackgrounds();
		float fAspect=m_kWndMgr.GetAspect();
		float fFarClip=m_pyBackground.GetFarClip();

		m_pyGraphic.SetPerspective(30.0f, fAspect, 100.0, fFarClip);

		CCullingManager::Instance().Process();

		m_kChrMgr.Deform();
		m_kEftMgr.Update();
		m_kRenderTargetManager.DeformModels();

 

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3 minutes ago, Mário. said:

 

It's not that hard.


	if (!PERF_CHECKER_RENDER_GAME)
	{
		m_kRenderTargetManager.RenderBackgrounds();
		float fAspect=m_kWndMgr.GetAspect();
		float fFarClip=m_pyBackground.GetFarClip();

		m_pyGraphic.SetPerspective(30.0f, fAspect, 100.0, fFarClip);

		CCullingManager::Instance().Process();

		m_kChrMgr.Deform();
		m_kEftMgr.Update();
		m_kRenderTargetManager.DeformModels();

 

Thats right but we know all the new users cant make this and i cant post im online with my phone now xD

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23 minutes ago, ѕeмa™ said:

 

Oh sorry i thought it was easy to understand, anyway its already explained by Mario.

Thanks again to all of you

I have 2 questions

 

The system works really good but:

first can i add here hair or armor ?
https://metin2.download/picture/114whVK37v0GyPoafz2ig9GBn0YmkL1E/.gif

 

secound can i make this for armors and weapons too not only for mobs ?

Edited by Metin2 Dev
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  • Bronze
hace 30 minutos, Kori dijo:

I have 2 questions

 

The system works really good but:

first can i add here hair or armor ?
https://metin2.download/picture/114whVK37v0GyPoafz2ig9GBn0YmkL1E/.gif

 

secound can i make this for armors and weapons too not only for mobs ?

Yes u can, just add something like this:

 

1354c1631439602d1639924f3e997622.png

 

1f0ee007aa3b76d9814d92e132847271.png

Edited by Metin2 Dev
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