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Mind Rapist

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Mind Rapist last won the day on February 9

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  1. I've been seeing some posts about old KR clients and I can tell that the community is still interested in this language and old files. What I couldn't find anywhere is Korean serverfiles or server-side translations such as the equivalent of translate.lua or oxquiz.lua. locale_string.txt already contains the Korean translations so that's the easy part. Item and mob names can be found in the latest GF proto dump for anyone looking for them Skill names can be obtained by any skilltable.txt read in EUC-KR encoding Client side translations are obviously obtained from one of the Korean client downloads available out there. So all that's really missing here is quest and quiz strings, if anyone knows how to get them please drop a link down in the comments, if the link contains translations for Dragonsoul and Belt system that would be additionally awesome! If you are looking for these resources as well drop a reaction to this post so more people see it
  2. How to fix the Aura of the Sword/Stealth/Feather Walk/Swiftness and similar effects being attached to the mesh after death: This is about what @WhiteBambo asked specifically, I've seen a lot of clients having this and this is not relevant to togglable slots and skills. The reason this is happening is because of the server's 3-second stun-death (classic mechanism from YMIR) and this should be an easy fix by this guide: Please adjust changes for your own source!!! Normally, when a monster or player kills you, the server first sends a stun packet and only 3 seconds later the real death with the affect clear. The client handles that stun packet by calling Die() at once for your own character, and Die() wipes the affect flags without running each affect's off path. When the server's "flags off" update arrives 3 seconds later, the client sees no change and never detaches the visuals that live outside the affect slot array, such as the Aura of the Sword weapon glow, the reach scale and the stealth alpha. That is why only your own corpse shows it, never other players' screens, and why /kill and one-shot deaths are clean: those skip the stun packet. The client fix below makes the early clear run every off path properly. Making deaths instant server-side also avoids it, but that is a gameplay decision, not a fix. Some client-side fixes: Swiftness and Feather Walk can survive this fix in some clients, as well as overwrite eachother, or show to observer clients even if the character's movement has stopped! Test whether you have this before applying the following fix: Catching false-positive flags and disabling them (the actual client-side fix for this issue):
  3. Not sure if there is another guide somewhere but here but I randomly stumbled upon this issue and I was like "someone else may needs this". You may need to adjust it for your own codebase and C++ version! The issue: If an item inside a private shop runs out of time the core will crash. The core downs when anything walks a private shop's item grid after a timed item expired inside it like any purchases from that shop, functions that search through its items grid, etc... The fix: Constructive feedback and improvements are always appreciated. I am by no means a professional developer and your codebase may have significant differences according to your edits. Please adjust accordingly. This fix is for the classic private shops. If you wish to extend it for any of the Offline Shops that exist out there feel free to and if you wanna share your fixes in this thread you are most welcome to. Hope this helps some of y'all
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  4. Known issue with qc on Windows, someone suggested that this may work: (Kept the quote anonymous, if you are the author feel free to tag yourself below )
  5. Bumping on an old post but I see recent reactions so this may come in handy for some of yall: Since every single dev nowadays has access to some sort of LLM assistance on their code, this tool is now legacy, as your AI agent can convert your encodings automatically, and since this is a very simple process it does not require any manual checks on your part no matter how large your batch is. ALWAYS KEEP BACKUPS! Here is a prompt that can help you automate this process: Hope this is helpful to some people.
  6. Thanks for the heads up on CMake but I dont really remember anyone changing anything like ever in the configuration except when adding new libs... It was hard for me to understand it at first but I guess you get used to it after 2-3 times..
  7. Before reading this I had no idea what shopEx even is to be honest but when I saw the word "crash" in the title I had to dig into it. I audited the issue and the recommended solution and apparently shopEx seems to be a multi-tab shop configuration through a txt file (shop_table_ex.txt). Not a lot of modern SF systems use this method (at least the ones I came across) so this issue is as the automated agent described a "dormant landmine", though apparently the issue is very real. I would like to share the findings of my automated audit for anyone that may be interested, I know that a lot of people are against the use of AI and agents and I have by no means tested this!, I'm just sharing what I found for concept and for the sake of discussion, what truly matters here is what the more experienced human devs have to say about this as well as people that tested this solution. Again, I am posting these findings simply for discussion, for more experienced devs this may be a no-brainer but for the more novice ones this may be a chance to explore and familiarize better with their codebases while experimenting and potentially solving an issue the right way. I will test for these issues myself to experience them with my own eyes and I will also test the recommended fix by my audit, let me know if you would like me to post my experience here after I'm done testing and experimenting.
  8. I've been searching for a legit unpacker for a few days now and I tried out a bunch of them. I randomly stumbled upon this one hoping that it's finally gonna be it. While it came closer than all the others the data is malformed in the txt files generated: I've been trying to unpack the BR protos from the official 2019 Ongame client and this is the closest I've come in doing it but unfortunately it's not there yet. I tried both with and without multithreading enabled and the result was the same (thought it might make a difference) I really hope it receives a fix soon so I can finally unpack these bad boys!
  9. Does any1 have the unpack keys for the BR August 2019?
  10. Thank you for this! Additional part so you keep quest letters blinking while hovering over them in full screen overlays such as the Help window: PythonWindow.cpp // Inside void CButton::OnRender() // Find: if (!IsIn()) // Change into: if (!IsIn() || this != UI::CWindowManager::Instance().GetPointWindow())
  11. Well look premium resources was never meant to be free. People put some hard work in it and most of the times their experience came at the cost of thousands of dollars, endless hours of studying and about 4 years of attending college and even if that's not the case they didn't just download knowledge into their brains right? The way this community is structured needs sales from pro devs in order to survive and nobody wanted to release premium systems for free here. But the basics were always meant to be free and available to everyone at least this is what I was standing for. But maybe that was not the project's scope when it comes to basic bug fixing like ymir bugs in the game. What everyone is right about is that the development was merging unreviewed commits AI or not, and now we have some bugs we need to solve. If everyone agrees on something is that the commits themselves should be bug free. So no the project is not yet dying, we have a small amount of people working on the bugs caused by the community and we obviously need more people with more experience but this is what we have so far and we are focusing our efforts in creating final, bug free commits to fix whatever bug was caused by the merges. No idea what comes after that but so far this is the only thing that matters. So if someone is willing to help fix the few stuff left please reach us out in our server and let's get these bugs over with
  12. The Aura of the Sword fix is a rendering issue and I am not aware of any fixes about it so far. It is a "YMIR original bug" as I call them and I probably will start exploring it in the near future. Feel free to post a fix if you find one until then.
  13. Update: All Brazilian resources found! Please let me know if you have anything regarding the Arabic!
  14. This may be a long shot but I've been scattering across the internet trying to find some specific translations. What I'm looking for is: Arabic: locale_string.txt oxquiz.lua (not a high priority but I am also interested) translate.lua Brazilian Portugese: locale_string.txt oxquiz.lua (not a high priority but I am also interested) translate.lua item_names.txt mob_names.txt I am looking for the latest versions possible (cannot work with versions before 2015 or at least late 2014). If you are looking to sell a few txt files save it, I just need them for a few tests so I won't even bother. If anyone else is looking for these files bump or react to this topic I'm sure they are out there somewhere! Thanks everyone!
  15. I see and I agree with that although a much better alternative would be to have people that actually know how to read the code like with a lot of experience to review the PRs because some of the merges may have bugs but the people that pushed them have all the good will and are working day and night to improve this for everyone and without asking anything in return... And these are the only ones that do it lately so it's a little sad that we leave them alone in this... We need to do what Distraught said and have some calls with people who wanna seriously contribute and coordinate that would be an ideal start for whatever comes next.
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