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raNNNNNk

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Posts posted by raNNNNNk

  1. I might be wrong but there goes my assumption:

    It has to be some "system" that doesn't permit the execution of the file if it is not named "Metin2.exe", how did you search for it in binary? Use notepad++ "Find in Files" option and search for "Metin2.exe" and "DO-NOT-EDIT-NAME"  in both root files and binary, i'd say it's something in root instead of binary.

  2. Hi, I tried to add some biologist system I`ve found on another server, I did the binary without problems, and now on server-side i get that error, I assume it's something easy but I've got no programming knowledge so I'm stuck on it. Thanks!

     

    input_main.cpp: In member function 'virtual int CInputDead::Analyze(LPDESC, BYTE, const char*)':
    input_main.cpp:3468:30: error: qualified-id in declaration before '(' token
     3468 | int CInputMain::BiologManager(LPCHARACTER ch, const char* c_pData, size_t uiBytes);
          |                              ^
    input_main.cpp:3480:67: error: 'uiBytes' was not declared in this scope
     3480 |  return pkBiologManager->RecvClientPacket(p->bSubHeader, c_pData, uiBytes);

     

     

    • kekw 1
  3. 		case ITEM_BLEND:
    
    			// 새로운 약초들
    			sys_log(0,"ITEM_BLEND!!");
    			if (Blend_Item_find(item->GetVnum()))
    			{
    				int		affect_type		= AFFECT_BLEND;
    				int		apply_type		= aApplyInfo[item->GetSocket(0)].bPointType;
    				int		apply_value		= item->GetSocket(1);
    				int		apply_duration	= item->GetSocket(2);
    				CAffect* pAffect = FindAffect(affect_type, apply_type);
    
    				if (FindAffect(affect_type, apply_type))
    				{
    					if (item->GetSocket(2))
    					{
    						RemoveAffect(pAffect);
    						item->Lock(false);
    					}
    					else
    					{
    						ChatPacket(CHAT_TYPE_INFO, "Isi face deja efectul.");
    					}
    				}
    				else
    				{
    					AddAffect(affect_type, apply_type, apply_value, 0, apply_duration, 0, false);
    					item->Lock(true);
    				}
    			}
    			break;

    that's how the case looks for now, i guess there need a little modification so that the time will go down when enabled, then paused when disabled.

  4. I managed to get them to be enabled and disabled, but the problem is as following: if i enable them , i get the correct value for the selected time, like in the following gif

     

    https://metin2.download/picture/18lC1AGWQ24WnCMC6QK3w1bEI7vSZ7Po/.gif

     

    the problem is that the dews can be combined and get more time, like this https://metin2.download/picture/q8AqU4Xg6mhel2yE9q5tT3s8d4JP229b/.gif

     

    but if i click on a 20minutes let's say, i get the affect (20% critical) for 20minutes, but the dew remains the same (for 20 minutes), if i disable (or the time runs down by itself), still 20 minutes, i need it to countdown the time that it gets used, for now they're somewhat permanent which is not what i want, i need them to expire after the time is gone.

     

     

    Like let's say, the alchemy, as long as it is active, the time goes down, otherwise it keeps the time, but on alchemy there is TIMER_BASED_ON_WEAR on proto, and the blends are not like this.

    • Good 1
  5. @Anix can't really compile because of that

    						RemoveAffectBlend(affect_type, apply_type);

    it says that is undefined. 

     

    Anyway i don't want them to be always permanent, i just want them to be enabled and disabled even if they are just for 10 minutes as they were made by ymir, but if anyone knows and could help with that, the thing i said, adding time on an item would make it to go permanent at some point, then the permanent dews are fine :D 

     

    where should i define it, i don't really know much about coding and stuff like that, i tried to do something on char.h but it's not what it should be ^^ 

     

     

    Also, Itachi, any better idea then? :blush:

  6. Hi guys, as you know there are some "systems" which lets you enable and disable the dew, but the problem is that it creates a new dew, which is not "blend". Does any have knowledge how to make the normal dews, to have the "elixir" effect without using those new "dews" which are not item_blend type? like enable/disable? (those 50821-50826).

     

     

     

    And also, any idea how did rubinum managed to make the pet thing (adding 1 day of life till 200 when it becomes permanent)? the function 199-permanent itself it's interesting how did the make that it automatically goes permanent instead of x time while using same pet.

     

    thanks in advance if any would share the 'secrets'

  7. Hi, what host packages would you recommend and from which provider? Im thinking about something which would keep running on 1500 players on opening date . I don't have that many systems if it means anything. I guess a VPS is out of question, right? I have seen that zap hosting offers VPSs that look better that some competitors dedicated servers.. but i think a vds is more reliable,  right? 

     

    How is for my needs a dedicated server with those specs: I5 8400 6c/6t at 4.0 ghz , 16gb ddr4? It's 60€ no VAT included.

  8. 1 hour ago, MentaLL said:

    LoadMonsterAreaInfo in the sysser means that you don't have regen.txt in the folder map.
    for the unknown package that knows .. it can be everything and it is difficult to find a solution without examining the entire SRC, my suggestion is to restore the backup and do the installation of the pendant again (I also add this in my SRC but I I have to repair many missing parts to use it correctly)

    I firstly gone back with the client.. i still got kicked, but after using the yesterday's backup for game&db source everything is just fine, so it was not client related even if i did look up for a while for what i did mess up there.. i'll try to install it again as u said, i also had a lot of errors while trying to compile it so i might did something bad by trying to get it compiled lol.. i just started to play the game from the "backside"

     

    After i added the backup there is no more problem with the monster loading thing too..

  9. 1 hour ago, Paikei said:

    if before you added the pendant system it worked fine, you should try and add it again more carefully on the backups because you most likely messed up somewhere (Packet.h ?)

    i had nothing to change in packet.h ?, that's what i thought too since it points to packets.. it only had to do with : gametype.h, locale_inc.h, pythonitemmodule.cpp, gamelibdefines.h and itemdata.h

     

    edit: i just checked everything related to client-side, it's ok..

     

    i can use some skills (rolling dagger on ninja, almost everything as magic sura.. but hits/some skills just kills the client)

     

    is it possible that i have messed up something in db/game source? shouldn't it give errors while compiling or sysserrs on ch/db ?

     

     

    yet another edit, i also get that monsterareainfo error, which i found something on epvp about fixing, but is not helping.. 

    Spoiler

    0201 21:00:15169 :: CMapOutdoor::Load - LoadMonsterAreaInfo ERROR
    0201 21:01:52399 :: Unknown packet header: 200, last: 135 63

     

  10. Hi, weird problem with the client, when i use skills or even hit attacks on mobs (or players, doesn't matter) the client closes itself giving me errors in sysserr like 

     

    Spoiler

    0201 19:03:55759 :: Unprocessed packet header 7, state Game

    0201 19:03:51288 :: CMapOutdoor::Load - LoadMonsterAreaInfo ERROR
    0201 19:04:18737 :: Unprocessed packet header 113, state Game

    0201 19:04:19010 :: Unprocessed packet header 113, state Game

    0201 19:04:23336 :: Unprocessed packet header 113, state Game

    0201 19:04:25622 :: Unknown packet header: 151, last: 135 63
     

    that's ninja with hit attacks. ^

     

    warrior dash > : 0201 19:08:27954 :: Unknown packet header: 47, last: 135 63

     

    any idea why is this happening? 

     

    i tried to add pendants from here, before i had no problem with attacks.. 

     

  11. 22 minutes ago, Crital said:

    I'm not sure if I understood you 100%,

    But here is a really helpfull tutorial about adding new items (armors, costumes, haircuts ). It's in French but with google page translate you will have no problem reading it.

    Link: here

     

    Google translated page: here

    thanks, useful. i managed to play around with this and it's what i need.

     

    i would still need the tutorial for animated weapons (.mde) if possible.. ?

    • Love 1
  12. Thanks for that, but i managed to get them as items,mobs in protos but i can't really get them into the game, i did add a pet which i can't summon with /m, neither can i polymorph into, but i can somehow use /mount_test id and i would ride it, i have no clue what i did mess up. i have no pet_system quest btw :lol:, although basic pets like khan, porkie, eweriel and those work just fine the one i added it's like a ghost, it offers the bonuses, the seal is here, but not the mob itself.

     

    and for weapons i meant weapon costume, those 3d effects instead of classic skins, i could only find in foreign forums that them has to be added via binary source, but not a single tutorial on how to actually do it.

     

    later edit: i managed to do it actually with the pet, i changed something from mob_proto instead of "stray_dog" i put his name, but after i changed it to stray_dog it works like a charm.

     

    i still have no idea how to add the .mde skins, also no idea about classic gr2 items. for the rune sword (46x) i have it like that d:/ymir work/item/weapon/00460.gr2 

  13. Hello, since i just started to learn some things about "metin2 development" i got to the point where i would like to add some items, like :

     

    new pets ( i could add it as item, but mob seems to be in another world) -> how should i add it in client? i can't find any tutorial

    how to add new weapon skins, mde/gr2 (no clue about any of them)

     

    do i need some programs to add them into client? 

     

    sorry for noobish asking, but i can't seem to find any tutorial about "texturing"

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