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Mind Rapist

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Posts posted by Mind Rapist

  1. 2 minutes ago, DaCookie -Raven said:

    Thanks for the tool.
    I ran into some errors using the locale_string.txt, because mine can not properly be converted into UTF-8.
    This is because the korean texts are encoded in cp949 and my local translation has some special characters in ISO-8859-1.
    Therefore I wrote a small tool converting the korean texts encoded as CP949 into UTF-8 and some european character set ISO-8859-1 into UTF-8.
    Maybe it is useful for you and you can adjust the character sets for your needs.

    NOTE: You need iconv by GNU to link this application :)

    iconvpp.h

    main.cpp

    Sorry to break it to you but this tool is meant to be used in the Client source only. Because of the locale messages, server source should never be converted to UTF-8 unless it's original encoding was Unicode. If you need a UTF-8 source:

    1. Use Vanilla
    2. Make an exact copy of your source and convert it using the tool. Then start copying the Korean strings from the non-Unicode to Unicode encoded source, one by one.

    Best regards

  2. On 1/13/2018 at 12:56 AM, xP3NG3Rx said:

    Reup:

    This is the hidden content, please

    The password is the same.

    Every time I see you posting I love you even more :D

    I opened the holy rar and I saw 3 dozens of versions of headers, libs and dlls can someone tell me which header, lib and dll should I replace my files with? For example if I want D3D10 the correct files are SpeedTreeDirectX10Renderer_v5.1_VC90MT/_d?

    Should I use Static libs or not? And about the dlls the right one is SpeedTreeDirectX10Renderer_v5.1_VC90MT or SpeedTreeDirectX10Renderer_v5.1_VC90MTDLL?

    Correct me if I'm wrong about the header but it's pretty obvious wich one (Renderers)

    Please give me a feedback here I'm kinda confused.

    Thanks in advance!

    • Good 1
    • Love 5
  3. Just now, Summex said:

    I`ve seen it happen to Beran-Setao aswell. Also there is a similiar bug where the killed mob just runs away into the distance and disappears instead of playing the death animation. That one also happens to smaller mobs like Stray Dog etc. Would be nice if someone has some insight on these issues.

    Haha I totally forgot about that one xD it's a very funny bug but now that you mention it it would be nice to find a fix for that as well.

  4. You want the full fix? Here it is:

    if (pkInstTarget)
    		{
    			if ((pkInstTarget->IsNPC() ||
    				pkInstTarget->IsEnemy() ||
    				pkInstTarget->IsStone() ||
    				!pkInstMain->IsSameEmpire(*pkInstTarget) ||
    				pkInstMain->IsPVPInstance(*pkInstTarget) ||
    				pkInstTarget->IsStoneDoor()) && pSkillData->IsOnlyForAlliance())
    			{
    				DWORD TargetVid = pkInstMain->GetVirtualID();
    				SetTarget(TargetVid, TRUE);
    			}
    
    			if (pSkillData->IsOnlyForAlliance())
    			{
                  ...

    Also change this if statement:

    if (pkInstMain != pkInstTarget)

    to:

    if (pkInstMain != pkInstTarget)
    			{
    				if (!pSkillData->IsOnlyForAlliance() ||
    					(pSkillData->IsOnlyForAlliance() &&
    					(!pkInstTarget->IsNPC() ||
    						!pkInstTarget->IsEnemy() ||
    						!pkInstTarget->IsStone() ||
    						pkInstMain->IsSameEmpire(*pkInstTarget) ||
    						!pkInstMain->IsPVPInstance(*pkInstTarget) ||
    						!pkInstTarget->IsStoneDoor())))
    				{
    					if (pkInstMain->IsFlyTargetObject())
    					{
    						pkInstMain->NEW_LookAtFlyTarget();
    					}
    					else
    					{
    						pkInstMain->NEW_LookAtDestInstance(*pkInstTarget);
    					}
    				}
    			}

    and this:

    if (pSkillData->CanChangeDirection())

    to:

    if (pSkillData->CanChangeDirection())
    	{
    		DWORD dwPickedActorID;
    		TPixelPosition kPPosPickedGround;
    
    		if (!pSkillData->IsOnlyForAlliance() ||
    			(pSkillData->IsOnlyForAlliance() &&
    			(!pkInstTarget->IsNPC() ||
    				!pkInstTarget->IsEnemy() ||
    				!pkInstTarget->IsStone() ||
    				pkInstMain->IsSameEmpire(*pkInstTarget) ||
    				!pkInstMain->IsPVPInstance(*pkInstTarget) ||
    				!pkInstTarget->IsStoneDoor())))
    		{
    			if (pkInstTarget && pkInstTarget != pkInstMain)
    			{
    				pkInstMain->NEW_LookAtDestInstance(*pkInstTarget);
    			}
    			else if (__GetPickedActorID(&dwPickedActorID))
    			{
    				CInstanceBase* pkInstVictim = NEW_FindActorPtr(dwPickedActorID);
    				if (pkInstVictim)
    					pkInstMain->NEW_LookAtDestInstance(*pkInstVictim);
    			}
    			else if (__GetPickedGroundPos(&kPPosPickedGround))
    			{
    				pkInstMain->NEW_LookAtDestPixelPosition(kPPosPickedGround);
    			}
    			else
    			{
    				Tracenf("CPythonPlayer::__UseSkill(%d) - Θ­Έι ±βΑΨ ΉζΗβ Ό³Α¤ΐ» ΗΨΎίΗΤ", dwSlotIndex);
    			}
    		}
    	}

    Best regards

    • Love 5
  5. This is my input_main.cpp:

    https://pastebin.com/wyRa3gXB

    As you may notice I have added this if statement a lot:

    if (ch->m_pkTimedEvent)
    {
    	ch->ChatPacket(CHAT_TYPE_INFO, LC_TEXT("취소 되었습니다."));
    	event_cancel(&ch->m_pkTimedEvent);
    }

    So far it works good but since I'm not too familliar with the project's source I'm posting it here to get some feedback and reviews if possible. The idea is to cancel logout every time the character does something for bugs and marketing reasons.

    Cancels I haven't manage to do yet:

    • On hit (space press)
    • On button click from right click menu
    • On NPC click
    • I haven't manage to send this to all Group members if group is deleted, as well as the second member of the group if the group has only 2 members
    • Think about anything I left out of the list

    I appreciate any feedback and review.

    Best regards

    • Good 1
    • Love 1
  6. Hi, I know it says solved but trust me it's not. I struggled all night with this and I still didn't fix it. The fact that you place it on a higher line fixes this line but breaks another. Some of the last strings are not working just like @enzi said on the first post. Is there a fix for this? Btw, all my translations have the [SPACE] before the quote close.

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