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Shahin

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Everything posted by Shahin

  1. it was a stupid question.. don't mind this. another system was interfering with it
  2. I only had the classics.. that's why i was confused. Thank you, i appreciate! Quick question: do you have the design image for warrior as well?
  3. it seems like i don't have the 6th skill design for either close combat or archery. neither the 6th skills for warrior. if you have the files, can you help me with them? please! thank you. Also, where is the file in which i can change the path of the amseup_01.sub? I want to change it's location.
  4. Hey there, i have lost the icons and i need to know in which file i can search for them to change path for new icons? Or where should it be? this are the classic ones
  5. I already linked the system in my post, also i've done all the modifications from there.
  6. Hello devs, First of all using martysama serverfiles, I just added the extend-stack-items feature, but i seem to have a problem. i added the system fully and verified it again. I've set the ITEM_MAX_COUNT to 1000 But whatever i do, i get 232 stacks max and the items continue to stack and dissapear up to 232, so i am still in the Byte Limitation segment with the stacks. In every channel config file i have ITEM_COUNT_LIMIT by default. What i have tried: 1.1 If i comment the ITEM_COUNT_LIMIT, i have the limit of only 200 stacks. 1.2 If i change from ITEM_COUNT_LIMIT to ITEM_MAX_COUNT , the item max count is not getting called, it is like commenting the item_count_limit, so i am stuck at 200 again. in game/config.cpp i have: BYTE g_bItemCountLimit = 200; and no Item_max_count Tried changing from BYTE g_bItemCountLimit = 200; to WORD g_bItemCountLimit = 1000; and i can't compile it anymore. Any ideas? Thank you!
  7. Hey devs, I want to add a light saber in the game, and so i want to change the hit / weapon wave sound. A few days ago i found some files that were redirecting me to the weapon sound but i forgot the path Do you guys have any idea? or have you guys ever tried? If yes, can you help me out please. Thank you!
  8. My bad, you can delete the message above, as well.
  9. It is working half way.. Only until SourceSkin2. Nothing past that Is there a way to make it work?
  10. Keep in mind this Armor uses 5 textures. I set the biggest texture to be the main SourceSkin (chest texture). My Armor at +9 has 100 specular, but only the texture typed in SourceSkin is getting that Gloss Effect (in our case, the Chest body texture 5.tga) How to make all textures to get the specular/alpha channel value working?
  11. Hello there, I know how specular and target skin works, but i have 5 textures on this Costume, but it is shining only one of those textures. I forgot to mention the number of textures this costume uses.
  12. So, i added alpha channels to all armor textures, but in the msm file i have to type the SourceSkin file where the texture i type in it is going to be the only texture shining like that. How can i make the whole costume shine? Keep in mind this costume uses 5 textures I typed only one costume sourceskin and only that texture is shining How to make all textures get the specular/alpha channel value working? Thank you!
  13. Hello there, i just implemented an old known set, which was reworked by someone, but i have the gloss problem on the old textures. Old one: And this is the reworked model: I will attach the textures and models here, as i don't know how to solve this one. If there is anyone willing to help me with this one, i will appreciate it! Also, a quick tip on how to solve it by myself next time? Thank you very much! [Hidden Content] [Hidden Content] EDIT: Found this Alpha difference
  14. Hello Devs, As i see, if the Sparkle effect is active, the show/hide system is not showing the gr2 anymore. This is the only problem i found with with this system. [Hidden Content] Does anyone know how to fix it?
  15. Hey there, i noticed that i have a sound that it's reading path is missing, and so i don't hear it.. If you guys can help me out finding or rewrite it back, i would love it! The file i am trying to mess with is: backspace.wav from sound/ui/ I can only hear the type.wav but not the backspace.wav. It is there, it is an audible file, but i don't know where to check it's reading path. Thank you
  16. I understand now, thank you for the explanation, and also for the Implication. I couldn't do it without you Hope you have a nice evening. Kind regards, Shahin
  17. Ok, i understand that, but my squestion was: Why the serverside values are not rounded at all? Can you please check? I asked this because python was good, but c++ was normal float value all of that calculation and just added + 0.5 or -0.5 at the end. No rounding after getting the final value. Before telling you about the calculation, i was doing a 20% sash with Battle sword +0 which meant 100 min att, 140 max att. In the calculation, it should be an integer at the end. The values should be 20% of 100 = 20 min attack; 20% of 140 = 28 max attack; The server side is showing me: In which i mentioned not getting rounded at all. Excuse me if i'm being insistent on this, but i am afraid of getting problems with giving damage at the end, not having a normal integer. As you may remember, the client side in syserr was showing integer values (rounded), when we tested todebug. Also: Thank you for your effort and implications
  18. Hey devs, i have a great idea on highlighting something pretty relevant (for me at least), but i don't know how to make it myself. How to make the sash bonus absorption rate in between 20% & 24% to be colored with #fffbe700 and with #fffb9200 for 25% ? As an idea: Normal sash bonus in between 1-19% color: For 20% - 24%: For 25%: Thank you! Have a great day
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