JeeX
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Posts posted by JeeX
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char_horse.cpp
- bool CHARACTER::StartRiding()
- void CHARACTER::HorseSummon
here you have to create a little function to forbid mount/horse & riding there.
Best regards. -
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Hey budys.
I have a very important question - and i think the other players wanted also to know!@First my Settup:
i have an HP-ProLiant DL380 G6 Server @ home - which has Windows Server 2012 R2 installed.
i created a virtual machine with FreeBSD 9.3 under Hyper-V - there are my MT2-Files running.To my Files:
- i use Martysama Source
- Client (Python) Offical Webzen 03.2018 (cleaned & incl. my changes) -> works flawlessly (locally)But i want to create a DDNS Server, because i want to save costs and i dont want to hire a root!
short explain:
my server runs 24/7 because there are other server on, so i dont need to hire a root.
i usually wants to use this mt2 server on my HP-Server as a test-server for my teammates (not root server for other players).i know, there are many other topics, but i didnt found any solution to fix that problem!
So i wanted to create an topic, maybe we find together a solution.My Problem: i can connect with the ddns address in serverinfo.py and im able to choose the character, but if i choose one, i get kicked.
My configuration:
- Serverip: 192.168.0.100- IP (bsdconfig):
ipv4: 192.168.0.150
netmask: 255.255.255.0
router: 192.168.0.1
nameserver: 192.168.0.1 / 8.8.8.8 / 8.8.4.4
hostname: xxx.ddns.net
- Ports are all released in the router / nat (really all!) -> Based on the VM.
Now for the really interesting part of the whole thing:some years ago, i startet with mt2 with normal files (without Source) i thing it was (r2089M).
other guys had the same problem like me => homeroot with ddns but kick after choosing character.
So there was only 1 method to connect: "Surakopf.exe"
Then i found an tutorial on ePvpers it called: "[RELEASE]Packet bypass for Homeservers/DynDns"Spoilersome of us are familiar with the problem that the players disconnected from our homeserver when they have selected the character if the server runs on a local machine.
The reason why this problem is occurring is the login succes packet:
struct SSimplePlayer { unsigned long dwID; unsigned char szName[25]; unsigned char byJob; unsigned char byLevel; unsigned long dwPlayMinutes; unsigned char byST; unsigned char byHT; unsigned char byDX; unsigned char byIQ; unsigned short wMainPart; bool bChangeName; unsigned short wHairPart; unsigned char bDummy[4]; long int x; long int y; unsigned long int lAddr; unsigned short wPort; unsigned char skill_group; }; typedef SSimplePlayer TSimplePlayer; struct packet_login_success { unsigned char bHeader; TSimplePlayer players[4]; unsigned long guild_id[4]; unsigned char guild_name[4][13]; unsigned long handle; unsigned long random_key; }; typedef packet_login_success TPacketGCLoginSuccess;
TSimplePlayer::lAddr is the target address for the world server (lAddr equivalent to g_szPublicIP). g_szPublicIP is the address of the local network card interface e.g. 192.168.0.1. The meaning of this is that the player get this local address by the login success packet and connect to the world server on these address... So when the player selected the character, the player gets a disconnection, because the local address is not available in internet.
How fix it?
Patch(r2089M ~47 MB Version):000916C4: F0 00 000916C5: 62 63 000916DD: F0 00 000916DE: 62 63 00091769: F0 00 0009176A: 62 63 001AB8E5: F0 00 001AB8E6: 62 63 001AB916: F0 00 001AB917: 62 63 001AB93B: F0 00 001AB93C: 62 63
And start the cores with the these arguments:
./game -I <PUBLIC_ADDRESS>
If you want, you can set the port with -p <PORT> and if you like you can specify the config file with -n <TAG> ( Schema: CONFIG.{TAG} ).
So then the players do not require a extra sura binary for homeservers and multiple servers/channels possible!Credits: Anohros (epvpers)
I patched my Core and changed the server_start.sh and other players could connect to my server, without problems.
So my Question:
Is it maybe possible to rework something in source, or change something, that players are able to connect to an DDNS Homeroot without characterkick?
Like this tutorial (bypass).Or something to change @config.cpp -> ( g_szPublicIP) ???
This would be great if it would work! - because i found so many Threads about, and no one have a solution for this problem - and still many people looking for this.
Sorry for my bad english...
Best regards. -
omg - brain.exe
case AFFECT_BLEEDING:
event_cancel(&m_pkBleedingEvent);
break;- 1
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vor 1 Stunde schrieb Mr.B':
Hi metin2dev.
I try to put Sash system in to my client source, but when i try to compile, i recive trhis error:
PythonNetworkStreamPhaseGame.cpp(4523): error C3861: 'SendSequence': identifier not found
'AttachSash': is not a member of 'CActorInstance'
/gamelib/ActorInstance.h(24): note: see declaration of 'CActorInstance'AttachSash': is not a member of 'CActorInstance'
look into your Tutorial an check ActorInstance.h again. (AttachSash is missing) -
vor einer Stunde schrieb Avisek:
I have Martysama source
You can not know it, probably because you dont have that source.Yes, but in sources there are pieces of sash system.. If you have that source, look into ItemData.h on +-205th line.
this is correct, he only includes some lines but (only for proto [Clientside/Serversource])
he includes soulbind and pet lines too - but only 1% from full system!
you have to buy a full working system or take the public one <- and include this into your project. -
vor 11 Stunden schrieb avertuss:
input_login.cpp:608: error: 'class CHARACTER' has no member named 'UnEquipCostumeMoudeItem'
//open char_item.cpp //search: bool CHARACTER::UnEquipSpecialRideUniqueItem() //add avbove: bool CHARACTER::UnEquipCostumeMoudeItem(bool isOnDeath) { LPITEM CostumeMount = GetWear(WEAR_COSTUME_MOUNT); if (NULL != CostumeMount) { if (CostumeMount->IsCostumeMount()) { return UnequipItem(CostumeMount); } } return true; } //open char.h //search: bool UnEquipSpecialRideUniqueItem (); //add: bool UnEquipCostumeMoudeItem(bool isOnDeath);
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// open item.h
//search: bool IsDragonSoul();
//add under:
bool IsCostumeMount() { return GetType() == ITEM_COSTUME && GetSubType() == COSTUME_MOUNT; }
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vor 20 Stunden schrieb avertuss:
Yes. I'm using source but i have no idea how to do it in c++.
I hope i didn't forgot anything <-
//char.cpp //add after includes: bool IsMountable(int map_index, bool isHorse) { if (CArenaManager::instance().IsArenaMap(map_index)) return false; switch (map_index) { case YOUR_MAPINDEX: //edit this <- [e.g. 61 - look @ your map_index] return false; } return true; } //char_item.cpp //add after includes: extern bool IsMountable(int map_index, bool isHorse); //search: bool CHARACTER::CanEquipNow(const LPITEM item, const TItemPos& srcCell, const TItemPos& destCell) //add: if (item->IsCostumeMount() && !IsMountable(GetMapIndex(), false)) return false; //input_login.cpp //add after includes: extern bool IsMountable(int map_index, bool isHorse); //search: void CInputLogin::Entergame(LPDESC d, const char * data) if (!IsMountable(ch->GetMapIndex(), false)) ch->UnEquipCostumeMoudeItem(false); //questlua_horse.cpp //add after includes: extern bool IsMountable(int map_index, bool isHorse); //search: ALUA(horse_summon) //add: if (!IsMountable(ch->GetMapIndex(), true)) return 0; //search: ALUA(horse_in_summonable_area) //add: lua_pushboolean(L, IsMountable(ch->GetMapIndex(), isMount)); //questlua_pc.cpp //add after includes: extern bool IsMountable(int map_index, bool isHorse); //search: ALUA(pc_mount) //add: if (!IsMountable(ch->GetMapIndex(), mount_vnum == ch->GetMyHorseVnum())) return 0;
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why with quest?
do you use source? - its pritty simple to create in c++
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Hey guys.
i wanted to create a new Function, because @my Project i created a new GMFlag.
I created "GM_DEVELOPER" only for Serverowner, now im sitting on the permissions - i wanted to block all situations like (exchange, Storage, drop items and so on...)
For example: (Block Friendlist)if (!ch->IsGM() && ch_companion->IsLowLevelGM()) // Player -> GM { ch->ChatPacket(CHAT_TYPE_INFO, LC_TEXT("<¸Þ½ÅÁ®> ¿î¿µÀÚ´Â ¸Þ½ÅÁ®¿¡ Ãß°¡ÇÒ ¼ö ¾ø½À´Ï´Ù.")); return sizeof(TPacketCGMessengerAddByVID); } if (ch->IsLowGM() && gm_get_level(name) == GM_PLAYER) // GM -> Player { ch->ChatPacket(CHAT_TYPE_INFO, LC_TEXT("GameMasters can't have player friends.")); return CHARACTER_NAME_MAX_LEN; }
I created "IsLowLevelGM()" it should only contains GM_LOW_WIZARD up to GM_IMPLEMENTOR
My IsLowLevelGM():BOOL CHARACTER::IsLowLevelGM() const { if (GetGMLevel() >= GM_LOW_WIZARD <= GM_HIGH_WIZARD) return true; return false; }
In case of [Adding GM to Friendlist/Adding Players to GM-Friendlist] it is working, adding to guild isnt working, but only drop down is working...
The original Function works with "IsGM()" but i only wanted that GM_DEVELOPER" is higher Ranked as GM_IMPLEMENTOR and have more Permissions than GM_IMPLEMENTOR.
I wanted with the Dev Rank Full Perm. and only to block for all other gm's
My Question - is the IsLowLevelGM() correct? or where is the problem?^^
Thanks! -
is there a possibility to use an exception?
i only tryed like martys potion on pvp map block.
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Hey guys.
I wanted to create a exception but my core crashes...
here my code:
bool IsExceptions(DWORD dwVnum) { switch (dwVnum) { case 30036: return true; } return false; } bool CItem::IsItemBox() { LPITEM item; return (GetType() == ITEM_MATERIAL && !IsExceptions(item->GetVnum())); }
i Know the bool IsExceptions isnt correctly...
i wanted - that the return will load all items from ITEM_MATERIAL but i want an Exception - he should check if there is a vnum there and if yes he should ignore this vnum
So -> [return] Load all from ITEM_MATERIAL but not this item...
i tryed with an int function - but i wanted a new function like my bool IsExceptions! - because i need this in more lines and i wanted to create a global one.Someone how could help?
Best regards!
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Hello,
yesterday i includes Lennt - Transmutation System
but i have 1 Problem:if i put the transmugged item into the exchange-, shop-, safebox window - it won't display me For example: [Transmutation] Sword+9 <- this will be disappear.
In inventory all is working fine.
uitooltip:
https://pastebin.com/kWPLY73C
Thanks
Best regards -
vor 46 Minuten schrieb Fleon:
case POINT_ATTBONUS_BELL: return LC_TEXT("Bell resistance: %d%%");
? ATT and the text is resistance?
re-tipe it - he was only copying it from another Bonus and forgot to change resistance into Strong against.
This Tutorial should be work - Take: "Strong Against X: %d%%" & btw - cmd_general part isnt so important.
Regards.
-
Are there any updates yet?
Its a rly nice system, but can't use with these problems...
Still have no Image after Tooltip Update... -
hey, thanks for reply & trying to help.
Here is my game Makefile:SpoilerCC = g++
GAME_VERSION := $(shell cat ../../__REVISION__)
GccMajorVersion := $(shell expr `$(CC) -dumpversion | cut -f1 -d.`)
GccMinorVersion := $(shell expr `$(CC) -dumpversion | cut -f2 -d.`)
GccMinorEGT8 := $(shell expr $(GccMinorVersion) \>= 8)INCDIR =
LIBDIR =
BINDIR = ..
OBJDIR = .obj
$(shell if [ ! -d $(OBJDIR) ]; then mkdir $(OBJDIR); fi)## LIST OF CONSTANTS BEGIN
ENABLE_GOOGLE_TEST = 0
ENABLE_HSHIELD_SYSTEM = 0
ENABLE_XTRAP_SYSTEM = 0
ENABLE_LUA_5_VERSION = 0
ENABLE_GCC_AUTODEPEND = 1
ENABLE_STATIC = 0
## LIST OF CONSTANTS END# Depend Path File
ifneq ($(ENABLE_GCC_AUTODEPEND), 1)
DEPFILE = Depend
endif# Standard Libraries
LIBS = -lm -lmd# Project Flags
CFLAGS = -m32 -g -w -O2 -std=c++0x -pipe -fexceptions -fno-strict-aliasing -pthread -D_THREAD_SAFE -DNDEBUGifeq ($(ENABLE_STATIC), 1)
CFLAGS += -static
endififeq ($(GccMinorEGT8), 1)
CFLAGS += -Wno-unused-local-typedefs
endif# FreeBSD stack protector
CFLAGS += -fstack-protector-all# Version defines
CFLAGS += -D__USER__=\"$(USER)\" -D__HOSTNAME__=\"$(HOSTNAME)\" -D__PWD__=\"$(PWD)\" -D__GAME_VERSION__=\"$(GAME_VERSION)\"# Boost
INCDIR += -I../../../Extern/include/boost# DevIL
INCDIR += -I../../../Extern/include/IL
LIBS += ../../../Extern/lib/libIL.a\
../../../Extern/lib/libjasper.a\
../../../Extern/lib/libpng.a\
../../../Extern/lib/libtiff.a\
../../../Extern/lib/libjbig.a\
../../../Extern/lib/libmng.a\
/usr/lib/liblzma.a\
../../../Extern/lib/liblcms.a\
../../../Extern/lib/libjpeg.a# MySQL
INCDIR += -I/usr/local/include/mysql
LIBS += /usr/local/lib/mysql/libmysqlclient.a /usr/lib/libz.a# CryptoPP
LIBS += ../../../Extern/lib/libcryptopp.a# GTest
ifeq ($(ENABLE_GOOGLE_TEST), 1)
LIBS += /usr/local/lib/libgtest.a
CFLAGS += -DENABLE_GOOGLE_TEST
endif# HackShield
ifeq ($(ENABLE_HSHIELD_SYSTEM), 1)
INCDIR += -I../../libhackshield/include
CFLAGS += -DENABLE_HSHIELD_SYSTEM
endif# XTrap
ifeq ($(ENABLE_XTRAP_SYSTEM), 1)
INCDIR += -I../../libxtrap/include
CFLAGS += -DENABLE_XTRAP_SYSTEM
endif# OpenSSL
INCDIR += -I/usr/include
LIBS += -lssl
# LIBS += /usr/lib/libssl.a# Lua
CFLAGS += -DENABLE_LUA_5_VERSION=ENABLE_LUA_5_VERSION
ifeq ($(ENABLE_LUA_5_VERSION), 2)
INCDIR += -I../../liblua/5.2/install/include
LIBDIR += -L../../liblua/5.2/install/lib
LIBS += ../../liblua/5.2/install/lib/liblua.a
else
INCDIR += -I../../liblua/5.0/include
LIBDIR += -L../../liblua/5.0/lib
LIBS += ../../liblua/5.0/lib/liblua.a ../../liblua/5.0/lib/liblualib.a
endif# Project Libraries
INCDIR += -I../../../Extern/include
INCDIR += -I/usr/local/include
LIBDIR += -L/usr/local/libINCDIR += -I../../libserverkey
LIBDIR += -L../../libthecore/lib -L../../libpoly -L../../libsql -L../../libgame/lib -L../../libserverkey
LIBS += -lthecore -lpoly -lsql -lgame -lserverkey# PROJECT_SRC_FILES BEGIN
MAINCPP = main.cpp
TESTCPP = test.cppCFILE = minilzo.c
CPPFILE = BattleArena.cpp FSM.cpp MarkConvert.cpp MarkImage.cpp MarkManager.cpp OXEvent.cpp TrafficProfiler.cpp ani.cpp\
arena.cpp banword.cpp battle.cpp blend_item.cpp block_country.cpp buffer_manager.cpp building.cpp castle.cpp\
char.cpp char_affect.cpp char_battle.cpp char_change_empire.cpp char_horse.cpp char_item.cpp char_manager.cpp\
char_quickslot.cpp char_resist.cpp char_skill.cpp char_state.cpp PetSystem.cpp cmd.cpp cmd_emotion.cpp cmd_general.cpp\
cmd_gm.cpp cmd_oxevent.cpp config.cpp constants.cpp crc32.cpp cube.cpp db.cpp desc.cpp\
desc_client.cpp desc_manager.cpp desc_p2p.cpp dev_log.cpp dungeon.cpp empire_text_convert.cpp entity.cpp\
entity_view.cpp event.cpp event_queue.cpp exchange.cpp file_loader.cpp fishing.cpp gm.cpp guild.cpp\
guild_manager.cpp guild_war.cpp horse_rider.cpp horsename_manager.cpp input.cpp input_auth.cpp input_db.cpp\
input_login.cpp input_main.cpp input_p2p.cpp input_teen.cpp input_udp.cpp ip_ban.cpp\
item.cpp item_addon.cpp item_attribute.cpp item_manager.cpp item_manager_idrange.cpp locale.cpp\
locale_service.cpp log.cpp login_data.cpp lzo_manager.cpp marriage.cpp matrix_card.cpp\
messenger_manager.cpp mining.cpp mob_manager.cpp monarch.cpp motion.cpp over9refine.cpp p2p.cpp packet_info.cpp\
party.cpp passpod.cpp pcbang.cpp polymorph.cpp priv_manager.cpp pvp.cpp\
questevent.cpp questlua.cpp questlua_affect.cpp questlua_arena.cpp questlua_ba.cpp questlua_building.cpp\
questlua_danceevent.cpp questlua_dungeon.cpp questlua_forked.cpp questlua_game.cpp questlua_global.cpp\
questlua_guild.cpp questlua_horse.cpp questlua_pet.cpp questlua_item.cpp questlua_marriage.cpp questlua_mgmt.cpp\
questlua_monarch.cpp questlua_npc.cpp questlua_oxevent.cpp questlua_party.cpp questlua_pc.cpp\
questlua_quest.cpp questlua_target.cpp questmanager.cpp questnpc.cpp questpc.cpp\
refine.cpp regen.cpp safebox.cpp sectree.cpp sectree_manager.cpp sequence.cpp shop.cpp\
skill.cpp start_position.cpp target.cpp text_file_loader.cpp trigger.cpp utils.cpp vector.cpp war_map.cpp\
wedding.cpp xmas_event.cpp version.cpp panama.cpp threeway_war.cpp map_location.cpp auth_brazil.cpp\
BlueDragon.cpp BlueDragon_Binder.cpp DragonLair.cpp questlua_dragonlair.cpp\
HackShield.cpp HackShield_Impl.cpp char_hackshield.cpp skill_power.cpp affect.cpp\
SpeedServer.cpp questlua_speedserver.cpp XTrapManager.cpp\
auction_manager.cpp FileMonitor_FreeBSD.cpp ClientPackageCryptInfo.cpp cipher.cpp\
buff_on_attributes.cpp dragon_soul_table.cpp DragonSoul.cpp\
group_text_parse_tree.cpp char_dragonsoul.cpp questlua_dragonsoul.cpp\
shop_manager.cpp shopEx.cpp item_manager_read_tables.cpp shutdown_manager.cpp
# PROJECT_SRC_FILES END# PROJECT_OBJ_FILES BEGIN
COBJS = $(CFILE:%.c=$(OBJDIR)/%.o)
CPPOBJS = $(CPPFILE:%.cpp=$(OBJDIR)/%.o)
ifeq ($(ENABLE_GCC_AUTODEPEND), 1)
CDEPS = $(COBJS:%.o=%.d)
CPPDEPS = $(CPPOBJS:%.o=%.d)
endifMAINOBJ = $(MAINCPP:%.cpp=$(OBJDIR)/%.o)
ifeq ($(ENABLE_GCC_AUTODEPEND), 1)
MAINDEPS = $(MAINOBJ:%.o=%.d)
endifTESTOBJ = $(TESTCPP:%.cpp=$(OBJDIR)/%.o)
ifeq ($(ENABLE_GCC_AUTODEPEND), 1)
TESTDEPS = $(TESTOBJ:%.o=%.d)
endif
# PROJECT_OBJ_FILES END# Target Paths
MAIN_TARGET = $(BINDIR)/game_r$(GAME_VERSION)
TEST_TARGET = $(BINDIR)/test_r$(GAME_VERSION)# previously -> default: $(MAIN_TARGET) $(TEST_TARGET)
default: $(MAIN_TARGET)
test: $(TEST_TARGET)$(OBJDIR)/%.o: %.c
@echo -e "\033[0;32m [OK] \033[0m \033[0;33m Compiling:\033[0m" $<
# @echo compiling $<
@$(CC) $(CFLAGS) $(INCDIR) -c $< -o $@
ifeq ($(ENABLE_GCC_AUTODEPEND), 1)
@$(CC) -MM -MG -MP $(CFLAGS) $(INCDIR) -c $< -o $(OBJDIR)/$*.d
@sed -i '' -e's/$*.o:/$(OBJDIR)\/$*.o:/g' $(OBJDIR)/$*.d
endif$(OBJDIR)/%.o: %.cpp
@echo -e "\033[0;32m [OK] \033[0m \033[0;33m Compiling:\033[0m" $<
# @echo compiling $<
@$(CC) $(CFLAGS) $(INCDIR) -c $< -o $@
ifeq ($(ENABLE_GCC_AUTODEPEND), 1)
@$(CC) -MM -MG -MP $(CFLAGS) $(INCDIR) -c $< -o $(OBJDIR)/$*.d
@sed -i '' -e's/$*.o:/$(OBJDIR)\/$*.o:/g' $(OBJDIR)/$*.d
endiflimit_time:
@echo update limit time
@python update_limit_time.py$(MAIN_TARGET): $(CPPOBJS) $(COBJS) $(MAINOBJ)
@echo -e "\033[0;31m [linking] \033[0m " $(MAIN_TARGET)
# @echo linking $(MAIN_TARGET)
@$(CC) $(CFLAGS) $(LIBDIR) $(COBJS) $(CPPOBJS) $(MAINOBJ) $(LIBS) -o $(MAIN_TARGET)$(TEST_TARGET): $(TESTCPP) $(CPPOBJS) $(COBJS) $(TESTOBJ)
@echo linking $(TEST_TARGET)
@$(CC) $(CFLAGS) $(LIBDIR) $(COBJS) $(CPPOBJS) $(TESTOBJ) $(LIBS) -o $(TEST_TARGET)dump:
@$(CC) -dM -E - < /dev/null > .nope.nopesymlink:
@ln -fs game_r$(GAME_VERSION) $(BINDIR)/game_symlinkstrip:
@cp $(MAIN_TARGET) $(BINDIR)/game_r
@strip $(BINDIR)/game_rclean:
@echo cleaning $(MAIN_TARGET) $(TEST_TARGET) $(OBJDIR)
@rm -f $(COBJS) $(CPPOBJS) $(MAINOBJ) $(TESTOBJ)
ifeq ($(ENABLE_GCC_AUTODEPEND), 1)
@rm -f $(CDEPS) $(CPPDEPS) $(MAINDEPS) $(TESTDEPS)
endif
@rm -f $(BINDIR)/game_r* $(BINDIR)/test_r* $(BINDIR)/convcc-ver:
@$(CC) -vtag:
ctags *.cpp *.h *.cdep:
ifeq ($(ENABLE_GCC_AUTODEPEND), 1)
@echo "Note: gcc autodepend is autodetected, so target dep skipped"
else
makedepend -f $(DEPFILE) $(INCDIR) -I/usr/include/c++/3.3 -I/usr/include/c++/4.2 -p$(OBJDIR)/ $(CPPFILE) $(CFILE) $(MAINCPP) $(TESTCPP) 2> /dev/null > $(DEPFILE)
endif# AUTO_DEPEND_CHECK BEGIN
ifeq ($(ENABLE_GCC_AUTODEPEND), 1)
sinclude $(CDEPS)
sinclude $(CPPDEPS)
sinclude $(MAINDEPS)
sinclude $(TESTDEPS)
else
sinclude $(DEPFILE)
endif
# AUTO_DEPEND_CHECK ENDHere my installed clang Version:
:clang --version
FreeBSD clang version 3.4.1 (tags/RELEASE_34/dot1-final 208032) 20140512
Target: i386-unknown-freebsd9.3
Thread model: posix -
i'm still searching...
-
Hey @first sorry for my englisch.
I have a problem with my project..
i want to include the "Pseudo-radmon number generation"This is my clang:
FreeBSD clang version 3.4.1 (tags/RELEASE_34/dot1-final 208032) 20140512
Target: i386-unknown-freebsd9.3
Thread model: posix
in my code there are these lines:
std::random_device rd;
std::mt19937 gen(rd());
std::discrete_distribution<> d({ 200, 100, 20, 10, 5, 1 });std i included in gamesource -> stdafx.h with this line:
#define std stdError:
namespace "std" has no member "random_device"
namespace "std" has no member "mt19937"
namespace "std" has no member "discrete_distribution"if i want to compile my project i will get these errors:
char_item.cpp:8462: error: 'nullptr' was not declared in this scope
char_item.cpp:8475: error: 'nullptr' was not declared in this scope
char_item.cpp:8582: error: 'nullptr' was not declared in this scope
char_item.cpp:8858: error: 'random_device' is not a member of 'std'
char_item.cpp:8858: error: expected `;' before 'rd'
char_item.cpp:8859: error: 'mt19937' is not a member of 'std'
char_item.cpp:8859: error: expected `;' before 'gen'
char_item.cpp:8860: error: 'discrete_distribution' is not a member of 'std'
char_item.cpp:8860: error: expected primary-expression before '>' token
char_item.cpp:8860: error: expected primary-expression before '{' token
char_item.cpp:8860: error: 'd' was not declared in this scope
char_item.cpp:8862: error: 'gen' was not declared in this scopeI looked some C++ Threads and found something like this:
"random is not a standard C++ function; it's a POSIX function"
"use the new C++11 randomness library."
"That header is new to C++11. Try using -std=c++11 or -std=c++0x. Also, make sure your compiler is up to date."
i also tryed to include:
#include <cstdlib>
#include <stdlib.h>
#include <random> -> fatal error: 'random' file not foundor includes @ CFLAGS: -std=c++11 or -std=c++0x => but only Errors.
but nothing helps...
Does anyone knows a solution?
Best regads! -
Image woun't be loadet after update...
no syserri think there is a problem with the new SetPosition & the deleted SetParent?
Because, i took the new SetElementImage -> deleted the new line SetPosition and took the old SetParent/SetPosition
Now image will be displayed, but no Tooltip
maybe this helps to help me..^^ -
First of all nice system, it's looking nice!
but i think i found a bug.
For Example: if i spawn the monster 7009 - after 2 seconds the element icons is changing from the yellow to the red one (Fire)
in my mob_proto: 7009 => ATT_EARTH
So why it is changing the elements?.. -
Works perfect !
thank you! -
Am 9.7.2017 um 21:54 schrieb Dimitar:
How did you mean it? I just did these steps: https://pastebin.com/WFHspvrw , nothing else.
Did you changed the packet.h on serversource & binary too? - so on both packet.h files?
Because if you have in serversource packet.h 29 and in binary packet.h 30 -> you will get the "Unknown packet header" problem.Best regards.
-
Hello,
im looking for Sash with Scale and Accedrain (fully unbuggy)
i've already a sash with scale in my systems, but i have some bugs...
i want a full working without bugs sash with saclei prefer accedrain (accedrain_pct) i dont know if somebody have this, but if yes, please send me a PN !
Please dont sell me offical sash, or crappy coding sash - as i said, i have 1 working version, but with little bugs and without accedrain...!
i will pay for
Regards
DE-Like Horse-Quest
in Community Support - Questions & Answers
Posted
I'm also interested.