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Socialized

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Posts posted by Socialized

  1. I wouldn't suggest anyone using the ops solution, as it isn't working as intended.
    The issue that you don't take into account is, that e.g. a warrior can use "Sword Aura" or use a dew, ... and the shaman can then use heal onto him (which will trigger RefreshAffect() and thus Compute and apply the points for the already existing affect again!)

    You should recompute all the players points or refactor the whole affect system (because it is actual garbage) to actually solve this bug.

    tl;dr: Replace RefreshAffect() through ComputePoints()

    • Love 1
  2.  

    vor 18 Stunden schrieb .NyanCat:

    Hey thanks for your help!

    Do you think that i can implement it right into the live system?
    The problem is that it only occures on the live server. The test server does not have this problems. The files are 1:1 the same except the database (much more players on live)

    I cant figure out the excact problem are these timers saved somewhere in the database?

    Greetings and thanks for your help!

    Yes you should be able just push it to a live server, as it just cleans&fixes code.
    Here another example, that we had running on Zentoria, as we were struggling with similar problems:

    	void CQuestManager::CancelServerTimers(uint32_t arg)
    	{
    		auto it = m_mapServerTimer.begin();
    		while (it != m_mapServerTimer.end()) {
    			if (it->first.second == arg) {
    				auto event = it->second;
    				event_cancel(&event);
    				it = m_mapServerTimer.erase(it);
    			}
    			else
    				++it;
    		}
    	}

    map::erase invalidates the current iterator, but returns the one of the next element in the container.

    • Love 2
  3. 5 hours ago, dharokko said:

    1120 19:45:03917 :: CPythonItem::LoadItemTable: invalid item_proto[locale/de/item_proto] STRIDE[188] != sizeof(SItemTable)
    1120 19:45:03917 :: LoadLocaleData - LoadItemProto(locale/de/item_proto) Error
    1120 19:45:13785 :: Traceback (most recent call last):

    1120 19:45:13785 ::   File "networkModule.py", line 239, in SetGamePhase

    1120 19:45:13786 ::   File "game.py", line 115, in __init__

    1120 19:45:13786 ::   File "interfaceModule.py", line 294, in MakeInterface

    1120 19:45:13786 ::   File "interfaceModule.py", line 129, in __MakeTaskBar

    1120 19:45:13786 ::   File "uiTaskBar.py", line 553, in LoadWindow

    1120 19:45:13786 ::   File "uiTaskBar.py", line 765, in RefreshQuickSlot

    1120 19:45:13786 :: RuntimeError
    1120 19:45:13786 :: : 
    1120 19:45:13786 :: skill.GetSkillType - Failed to find skill by 2
    1120 19:45:13786 :: 

    You also have to change the max itemname length in your dump_proto.

    Just take a look at the reply of @VegaS

    • Love 1
  4. Dont understand the trashtalking.

    One server goes down for unknown reasons: "OMFG GF GONNA SUE US - FK IM OUTTA HERE!"

    DU5yKO5.png

    If you are in this business things like a takedown can happen.
    A real takedown wouldve worked a little different. They wouldve just been fucked like this if they ignored all the DMCA takedown notices.

    Now stop pissing your pants and just continue as usual, not that big of a deal.

    • Love 3
  5. @martysama0134 Well aren't we lucky then that all JSON is also valid YAML :D

    (Is also pretty easy to replace, just have to change some things in the config class.)

    Dunno had the discussion JSON vs YAML multiple times but in the end I always stick to YAML due to personal preference :lol:

    @Vanilla Although a remote repo is normally the way to go you could also just upload your local repository. Not having VCS will be a big problem if there are more people contributing to your project. But that's entirely up to you! :)

  6. Sounds great.

    Concerning the client side config:

    I've rewritten the entire config. Although my config file is based upon YAML it also supports the old config file. Written in c++ and I'd love to share the source with fellow devs. :)

    Will answer on 1) and 2) when I'm back from holiday.

     

    - Socialized

    • Love 2
  7. Hey guys,

    My quest selects aren't working properly and I'd like to know if someone already solved this problem.

    I am using the official translate.lua from the leaked files and a non-modified core (source is clean)

    Client: https://metin2dev.org/board/index.php?/topic/2420-release-current-metin2deen-client/&page=1

     

    Screenshot:

    f72fdfb5ff08a048f02588f1847feffb.png

    Hope someone can help me out on this one!

     

    - Socialized

  8. We accomplished this by adding a pet equipment slot.

    If you want to do it without source modification (quest only) you could save the item id in a questflag when summoning the pet in the first place -> item.get_id()

    When you'll relog or teleport the questflag will still hold the unique item_id which you can use to set your current used quest item -> item.select(pc.getqf('pet_item_id'))

    After that you can just use pet.summon() because CQuestManager::instance().GetCurrentItem() is now returning a valid LPITEM instance (by our previously defined item.select(pc.getqf('pet_item_id')) )

     

     

    • Love 1
  9. Hello everyone,

     

    Today i tried to increase the maximum gold limit.

    The edited gamefile worked fine and the limit is increased (serverside).

     

    The problem is the Clientside part. I've managed to fix the packets but it does not show the amount of Gold Ingame in the Inventory.

     

    I hope that someone can help me.

     

    Kind Regards,

    Crysis

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