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Showing content with the highest reputation on 09/06/18 in Posts

  1. Hi there devs, Okay, so after reading the title you may (or may not) have some thougts/questions like "Hollllllllly sh..", "Oooookay..." or just "?". About one or two years ago a mapper questioned me: "Is this possible, to make the whole map visible? Like in normal games? This fog is sooo disgusting, I've could create more beautiful view with a normal fog..." I've tried to do it many ways until finally after some sleepless night I've made it about a year ago. Once it was done I didn't know what to do with it. It was pretty good (I think) but since I'm not a mapper I can't do anything with it. I could have sell it, but since there is no way to protect this code its not an option for me, so I've decided to share it with the public. This TuT gonna be a bit long and there are several things to discuss but FIRST lets watch this video (in the first part I disabled the fog). "Wow, thats actually not bad" this was my first reaction when I first saw this view. BUT enough from me, lets talk about more important things... So I decided to create stages for this tutorial (4 stages actually). Its a normal down-top thing, so it means that you can do stage 1, 2 and then you can stop, but can't do stage 2 without 1, 3 without 2 and 4 without 3... it will help you to customize these modifications. Also I may write some "interesting" (at least for me) notes/thoughts for each stages. However, as you will see the last 2 stages are not ready at the moment, so I would rather say its an experimental release... Anyway, before we start to implement this lets talk about the tests, performance and other more or less important things. Table of content: Stage 1: Removing garbage collectors, loading all map related things into memory ("chunks", objects, etc...) Stage 2: Rendering full terrain Stage 3: Rendering all objects on map [NOT READY YET] Stage 4: Create config for players [NOT READY YET] Performance One of the most important questions about a game: will I be able to play it with my spec? Well of course this depends on much things. Using high poly objects, large maps, HD textures, lots of trees, effects can highly impact the performance/rendering time. So all I can say about it in a nutshell: its really depends on your maps (and of course the player's machine). Until now this old buddy could be ran on almost every computer but with this could change things so this is why I created config for it, enabling or disabling this feature. About my experiences/tests Well the memory usage increased, from the default ~270 MB to ~300 MB (see the explanations later), the processor usage didn't change (~5-10%). About my video card usage I can't tell nothing since I can't monitor it, but I'm sure its usage (both video memory and processing) increased too... You maybe noticed some lag in the video but its not the case, its only because of my recorder, the game is still runs smoothly (remember, its depends on the computer and the map...) If it helps I have a Lenovo U41-70 notebook (Intel i7 5500U, 8GB DDR3 and GeForce 920M) and I used the "(old) wom2 maps". However, I noticed some fps drop with all shadows enabled, and also couldn't test it with many characters (cus the character render consumes so much processing time without this too), so I recommend to disable it by default and if the player decides to use it, he will be able to turn it on. Stage 1 Stage 2 Stage 3 Stage 4 So yeah this is it so far, if you have problem with the code (not compiling, etc) is probably because you did something wrong, I made these steps too on a full untouched client source so it should work for you too... (So pls don't ask me to help with this ) However, if something is not clear in the tutorial you can ask me for pictures or clarification. I didn't test it in dungeons (indoor maps) so there could be problems... Also if you made this and you have some nice maps or you find some great spots for some ingame pictures or videos, feel free to post them here
    10 points
  2. Here you are @alondark @K3zX:
    2 points
  3. #include "service.h" in tables.h
    2 points
  4. That's the single method which is correctly. quest test_quest begin state start begin when 20091.chat.string.format("DBG: name(%s), level(%d).", pc.get_name(), pc.get_level()) begin say_title("I'm a potato!") end end end New quest core: /src/share/locale/germany/quest < qc [Hidden Content]
    2 points
  5. M2 Download Center Download Here ( Internal ) Download: workupload.com/file/wZymNkb Password: m2dl-cxlgizeh
    1 point
  6. root/uiinventory.py Search x2 if not item.GetItemType() in (item.ITEM_TYPE_WEAPON, item.ITEM_TYPE_ARMOR): Replace if not item.GetItemType() in (item.ITEM_TYPE_WEAPON, item.ITEM_TYPE_ARMOR, item.ITEM_TYPE_BELT): item_attribute.cpp in function int CItem::GetAttributeSetIndex() Search if (GetType() == ITEM_ARMOR) After whole function add else if (GetType() == ITEM_BELT) return ATTRIBUTE_SET_BELT; UPDATE: If you want table for item_attr mysql below: 1. Open length.h and search: ATTRIBUTE_SET_MAX_NUM and add before: ATTRIBUTE_SET_BELT, Like that: [Hidden Content] 2. Open ClientManagerBoot.cpp and search: bool CClientManager::InitializeItemAttrTable() put here this: ", belt" Like that: [Hidden Content] Search ([!]Careful this line must be in bool CClientManager::InitializeItemAttrTable() ) str_to_number(t.bMaxLevelBySet[ATTRIBUTE_SET_EAR], data[col++]); and add after: str_to_number(t.bMaxLevelBySet[ATTRIBUTE_SET_BELT], data[col++]); Like that: [Hidden Content] If you want this for item_attr_rare table make the 2nd step but in function: bool CClientManager::InitializeItemRareTable() And make this new table (belt) on item_attr & item_attr_rare (if you did for item_attr_rare in ClientManagerBoot.cpp )
    1 point
  7. M2 Download Center Download Here ( Internal ) Hi Metin2Dev Today I decided to share with you my first map. Note : If I forgot to put something in the archive, please leave me a reply. MapSize : 2 x 3 Download : [Hidden Content] The attr is in the folder with the map "forest_map"
    1 point
  8. M2 Download Center Download Here ( Internal ) Hello Metin2Dev, today I decided to give you a new "improved" texture of the white lion Download Link : [Hidden Content] Archive Password : metin2dev.org
    1 point
  9. 1 point
  10. I didn't test it, but you can try. //@Srcs\Client\UserInterface\InstanceBase.cpp //@bool CInstanceBase::IsAttackableInstance(CInstanceBase& rkInstVictim) //Search for: if (GetVirtualID() == rkInstVictim.GetVirtualID()) return false; //Add after: if (IsPC() && rkInstVictim.IsPC()) { const std::string & c_rstrMapFileName = CPythonBackground::Instance().GetWarpMapName(); if (!c_rstrMapFileName.compare("MAP_NAME")) return true; } //@Srcs\Server\game\src\pvp.cpp //bool CPVPManager::CanAttack(LPCHARACTER pkChr, LPCHARACTER pkVictim) //Search for: if (pkChr == pkVictim) return false; //Add after: if (pkChr->GetMapIndex() == MAP_INDEX) return true;
    1 point
  11. Not needed to fix it, cause i dont use it. But nice kind of post-hunting. Anyways i think a Serverside solution isnt the right way to handel it. Just do it like the officals and change some parts in the client to "pause" the rendering of the weapons if a emotion is in progress.
    1 point
  12. M2 Download Center Download Here ( Internal ) Hi, i just released an underwater dungeon and i want to release something from this dungeon for free. So here is an underwater egg metin. I hope you will like it! You can see the egg in the video below. Download
    1 point
  13. May the holy spirit give you pussys for your whole life. Thanks!
    1 point
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