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Tryn

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Posts posted by Tryn

  1. Hm but it turns orange when the dmg get in. And it stops when there is no dmg. They didnt change it just at the end, like yours. It works for the full gaugebar.

    I think it works like this:

    1. DMG gets in.
    2. The Red-Gaugebar gets removed
    3. The Orange-Gaugebar appears where the red is gone
    4. The Orange-Gaugebar moves slowly (like in your first exampel) until it completly disappears. (The range how much of the orange-bar should disappear is constantly updating because if more dmg gets in the orange bar gets "longer".

    I hope you can understand what i mean.

  2. vor einer Stunde schrieb ѕeмa™:

     

    U mean this right?

    https://metin2.download/picture/yNIj3Wv5U09p00seMD8h5xRuS6BqRb4A/.gif

     

    Well i did this:

    Onupdate:

    
    		if self.max_hp > self.actual_hp:
    			if app.GetTime() > self.time:
    				self.max_hp -= 1
    				dbg.TraceError(str(self.actual_hp)+"_"+str(self.max_hp))
    				self.hpGauge.SetPercentage(self.max_hp, 100)
    				self.time = app.GetTime() + 0.005

    def sethp
     

    
    	def SetHP(self, hpPercentage):
    		if not self.hpGauge.IsShow():
    		
    			self.SetSize(200 + 7*self.nameLength, self.GetHeight())
    			self.name.SetHorizontalAlignCenter()
    			self.name.SetWindowHorizontalAlignCenter()
    			self.name.SetPosition(0, 8)
    			self.hpGauge.SetWindowHorizontalAlignCenter()
    			self.hpGauge.SetPosition(0, 23)
    			self.hpGauge.Show()
    			self.percent.Show()
    			self.UpdatePosition()
    			self.max_hp = hpPercentage
    	
    		self.hpGauge.SetPercentage(hpPercentage, 100)
    		self.actual_hp = hpPercentage

     

    def init

    
    		self.actual_hp = 0
    		self.max_hp = 100
    		self.time = 0

    I did this fast, if it's bugged i dont know but if u find a bug, tell me.

     

    You can play with this code, example: if the difference is too high u can make the hp goes faster and if the difference is not too much goes slower.

    Good luck

    Its close to that im searching for. If you look at my gif in the first post u can see there is a small effect which shows the gauge in an other color for an moment. But thanks anyways!
     

  3. Hello together,

    because im not that good with Python im gonna ask you guys if somebody can help me to archive this: https://metin2.download/picture/r3F9504x09DVmF8K988YXgTtGTP6KMUj/.gif
    It's a nice simpel improvment for the gauge in my opinion.

    If you agree with me let me knew about it and maybe help me out.

    Thanks in advance

    Tryn

    • Metin2 Dev 18
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  4. vor 5 Stunden schrieb PeaceMaker:

    fix it yourself 

    Not needed to fix it, cause i dont use it. But nice kind of post-hunting. Anyways i think a Serverside solution isnt the right way to handel it. Just do it like the officals and change some parts in the client to "pause" the rendering of the weapons if a emotion is in progress.

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  5. I think there are some "bugs". If u mount for example the power mounts the texttail is floating miles above you. Also if you're not riding a mount the texttail above them ("XZY's Horse") is also miles above them. Maybe you can take a look for this "bugs". But nice release anyway.

    Thanks P3ng3r

  6. vor 5 Minuten schrieb Syreldar:

    quality and knowledge have their cost.

    What has the proto to do with quality? If a newbie would get it unpacked it would also be the same proto as marty would had unpacked it.
    And this isnt something where we need to pay for, it will get pub soon i think. If it would be the complet zodiac run i would rather buy
    it from marty as from some "nonamed" person.

    I will just wait :)

  7. vor 27 Minuten schrieb Syreldar:

    Ty for this information, but i wont want to buy a source just for getting the structure of the new mob_proto. I just want to get the unpacked proto for the new zodiac monsters, not even with their special skills, just the settings for hp, strength and so on. And the protos get public in a short time normally. This is even a argument why i wouldnt buy such stuff, because it isnt a full system, its just a proto. Even if it isnt public until yet. 

  8. vor einer Stunde schrieb TRBizeps:

     

    I've released in elitepvpers the current official skill_proto, there are skills for example (how are they called in english??) i think dragon roar, which now is an distance attack and the stride skill from ranged ninja is also a sourceside change.

    you can't just copy.

    Ofc you can't just copy it. Also some skill_proto related changes need do be fit into the source als the new flags which i mentioned above. Dragon Roar for the e.x. is one of the easier skills to get working like offical. Knockback Flags and also Feather Walk are more difficult.

  9. Hello everyone,

    i want to implement the new "reworked" skill form the offical servers.
    Here is the changelog: https://board.en.metin2.gameforge.com/index.php/Thread/90435-Changelog-Update-17-5/

    Dragon's Roar -> Now with Target
    Feather Walk -> Drops a Bomb

    And many more got changed...

    I got the most parts working but there are still some problems i needed help with.
    So i dont know how the new Feather Walk is done inner the source code. Because the bomb which
    gets droped gets displayed there as effect and also just deals damage where it is droped. (This is mostly a few meter behind the character)

    Also there are some new skill_flags for the source. I will list them here for you:

    - SKILL_FLAG_KNOCKBACK = (1 << 30), (This will trigger a serverside knochback?)
    - SKILL_FLAG_BUFF = (1 << 31), (This is for some buff calculations, because as you can see in the changelog buffs are now lower applied to other players than the caster itself)


    Now the parts im missing of (i changed all the stuff i can get out of the skilltable.txt into my skill_proto at my server):

    - The Knockback-Flag? Any ideas how serverside knockback should be calculated and executed?
    - Feather Walk's bomb drop? Any ideas how this should be done?
     

  10. Hello guys,

    i got a problem, sometimes after some warps my core goes down and when i start debugging just recive this messages: c29efaba5d.pngI

    So i tried to remove all quests (also objects dictonary ) but the error appears to be the same just that there is no quest loaded but it stops at the lua_load() function of liblua.
    If someone is abel to fix this im willing to pay.

    Greetings and thanks in advance

    Tryn

  11. Hey Guys wanna try the new upcoming update?

    3a764b9660.png

    Also the new patches are in rar (But hey i dont know if u can unpack them ;) )

    This is the hidden content, please



    Some new upcoming features on officals:

    - Channelswitcher
    - New Minigame (Fishing)
    - New Patcher (Not a real feature)
    - New Costumes
    - Some kind of a map rework
    - Blablabla

    • Metin2 Dev 4
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  12. Still getting these Error:

    79beea8163.png

    Here is my makefile:

     

    MAKE = gmake
    #CC = g++
    CC = clang++
    
    INCDIR =
    LIBDIR =
    BINDIR = ../Releases
    OBJDIR = .obj
    
    GCC_VERSION = $(shell $(CC) --version 2>&1 | grep "(GCC)" | cut -d' ' -f3  | cut -d'.' -f1)
    BSD_VERSION = $(shell uname -v 2>&1 | cut -d' ' -f2 | cut -d'.' -f1)
    P4_VERSION = $(shell less ../common/Dbversion.txt)
    $(shell if [ ! -d $(OBJDIR) ]; then mkdir $(OBJDIR); fi)
    
    TARGET = $(BINDIR)/db_r$(P4_VERSION)
    
    CFLAGS = -g -Wall -O2 -pipe -fno-rtti -fno-exceptions -pthread -D_THREAD_SAFE
    
    #ifeq ($(GCC_VERSION), 4)
    #CFLAGS += -mtune=i686
    #else
    #CFLAGS += -mcpu=i686
    #endif
    
    # MySQL
    LIBDIR += -L/usr/local/lib/mysql
    
    # boost
    INCDIR += -I../../Z_Extern/include/boost
    
    LIBDIR += -L../../Z_Lib/libthecore/lib -L../../Z_Lib/libsql -L../../Z_Lib/libpoly -L../../Z_Lib/libgame/lib
    
    # Extern
    INCDIR += -I../../Z_Extern/include
    LIBDIR += -I../../Z_Extern/lib
    
    # Project Library
    INCDIR += -I/usr/local/include
    
    ifeq ($(BSD_VERSION), 7)
    INCDIR += -I../../Z_Lib/libmysql/7.x-5.1.35
    LIBDIR += -L../../Z_Lib/libmysql/7.x-5.1.35
    else
    INCDIR += -I../../Z_Lib/libmysql/5.x-5.1.35
    LIBDIR += -L../../Z_Lib/libmysql/5.x-5.1.35
    endif
    
    LIBS = -lthecore -lmysqlclient -lsql -lpoly -lgame -lm -lz
    
    SRCS =	Config.cpp NetBase.cpp Peer.cpp PeerBase.cpp Main.cpp Lock.cpp DBManager.cpp \
    		Cache.cpp LoginData.cpp ClientManager.cpp ClientManagerPlayer.cpp ClientManagerLogin.cpp \
    		ClientManagerBoot.cpp ClientManagerParty.cpp ClientManagerGuild.cpp GuildManager.cpp HB.cpp \
    		PrivManager.cpp ItemAwardManager.cpp ClientManagerEventFlag.cpp Marriage.cpp \
    		ItemIDRangeManager.cpp version.cpp ProtoReader.cpp CsvReader.cpp
    
    OBJS = $(SRCS:%.cpp=$(OBJDIR)/%.o)
    
    default: $(TARGET)
    
    $(TARGET): $(OBJS)
    	@echo linking $(TARGET)...
    	@$(CC) $(CFLAGS) $(LIBDIR) $(OBJS) $(LIBS) -o $(TARGET)
    	@touch version.cpp
    
    $(OBJDIR)/%.o: %.cpp
    	@echo compile $<
    	@$(CC) $(CFLAGS) $(INCDIR) -c $< -o $@
    
    $(OBJDIR)/version.o: version.cpp
    	@$(CC) $(CFLAGS) -D__USER__=\"$(USER)\" -D__HOSTNAME__=\"$(HOSTNAME)\" -D__PWD__=\"$(PWD)\" -D__P4_VERSION__=\"$(P4_VERSION)\" -c $< -o $@
    	@echo compile $<
    
    $(OBJDIR):
    	@mkdir $(OBJDIR)
    
    clean:
    	@rm -f $(OBJS) $(BINDIR)/db_r*
    
    dep:
    	@touch Depend
    	makedepend -fDepend $(INCDIR) -I/usr/include/c++/3.3 -I/usr/include/c++/4.2 -p$(OBJDIR)/ $(SRCS) 2> /dev/null
    
    sinclude Depend



    Does anybody knows my problem?

     

  13. Okey guy, i downgraded my server to FreeBSD 10.3, does anyone can tell me what i need to install to get the source running under 10.3, because as i told u above on 9.3 it was all working fine for me. 

    I installed:

    cryptopp
    mysql57-server
    devil
    boost-libs

    (In that kind of order i had wrote them down. I just needed them for 9.3 so can anybody tell  me what changed? Or what i need to install unter 10 now that it will work?)

    Thanks in advance

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