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Everything posted by filipw1
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Stateful Server and Sync Position between Clients
filipw1 replied to Intel's topic in Guides & HowTo
Source was first leaked at the end of 2013 so your point is only partially correct. YMIR did things as small, unexperienced business do, which is: not keeping track of problems, solving critical errors with minimal effort and developing new ideas ignoring limitations they have. In one of branches you can actually see their attempt to boost::asio implementation, I guess that was before _IMPROVED_PACKET_ENCRYPTION_ but they abandoned that idea for something easier. What I mean here is, they should have note somewhere problems of the game and as the hardware, software, networking and so on developed, solved this problems. They didn't and they still don't, only when it appears in game and is dangerous for players. For the float thing, you are right, but I think that's a right place for CLang both in server and client. This topic is a golden one, thanks for publishing it. -
Actually, it doesn't work the way you think. It sends the data from server to client so you have accurate health of the monster. Previously, if you had system based only on Python script, you had approximate value (ex 90% of 1.000.000 HP is 900.000 HP and 1% step is 10.000 HP so value isn't really close to the real one).
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Download Metin2 Download or Github Dynamic hp gauge bar included.
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Thanks for mentioning, forget to add include. I'll eat my rosół and then update the repository. Updated repository. Those who already added the code, please replace it with new one. Otherwise when you use emoticons (ctrl + 1 etc) players around you won't see it.
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Download Metin2 Download or Github Time of loading each fragment of the game before and after
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I didn't see the package, but you should separate gold from points and then cast all the input values for SetGold function to signed int32_t/int64_t. Then you won't have any yang bugs and save memory
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Idk if that's just a showcase or something like that, but shaman can't really use swords, neither can sura use a fan. Anyways, interesting stuff
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You did something wrong, it works like a charm [Hidden Content]
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First of all, I bet you will have more problems that this one, so you should create a topic in Q&A section, but for now, change "g_MaxGold" to "GOLD_MAX"
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Great Offline Shop Name bug
filipw1 replied to rammad916's topic in Community Support - Questions & Answers
This should help def GetShopNamesRange(): try: file = open("shop.cfg", 'r') value = file.read() file.close() try: return float(value) except ValueError: return 1.0 except IOError: return 1.0 -
Well, that's all you need. First try to understand how it works then ask for a help
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Try chaning it to: while ((ch = getopt(argc, argv, TEXT("npverltI"))) != -1)
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I stopped using SQL proto, just it. I'm not sure what was wrong exactly.
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When you are changing attributes in your item for every-single attribute server sends update packet to client, which is up to 4 unnecessary packets per one change. You must agree this is pointless. If you use bonus switcher and, let's say, with 500ms delay for 7 items it is 5 * 7 * 2 update packets per second. Going lower with delay you will get absurd amount of those packets. Another issue is you are not able to read attributes, I mean, avarage human cannot. After digging in code I got rid of redundant packets and received smoother in-game experience This how it looks for 150ms switch delay: gif With my fix: gif Download: link
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Great job. Every topic from you is just must-have for proper server
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GuildSafeboxManager.cpp, check queries
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Yep. Some time ago I managed to fix that but this system wasn't nessesary to me so I deleted it
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There is a typo in this public C++ system, I don't remember where is it exactly, somewhere in db, the thing is, if you read the code precisely, you will fix that system.
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Coding for HP, Client, etc.
filipw1 replied to Dyon's topic in Paid Support / Searching / Recruiting
Sent you an invite on discord