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Galet

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Posts posted by Galet

  1. Hi folks

    Since I don't know how many times, I got a strange error...

    First, Some monsters are walking in a linear way, passing trough objects, monsters, players (me) and walls... So, first, I was amused and I laughed about how my game was haunted but since I realised that it could be a serious issue I was barely amused...

    Indeed, in addition of some death monsters out of nowhere (pretty weird) and some mobs walking trough everything, I realised that : first, some monsters were really hard to kill, then, some dungeons were purely impossible to do since we could'nt kill all the monsters (as the devil tower).

    So, in syserr, I saw the following error, one for each mob bugged in game :

     

    SYSERR: Dec 13 19:04:23 :: Sync: no tree: Soldat démoniaque 281648 681946 660000

    So, let's decrypt the syserr (as I decrypted it) :

    Sync: no tree: (<- name of the error) Soldat démoniaque (<- name of the mob, currently a mob in the DT) 281648 681946 (<- coordinates, x,y) 660000 (<- Map Index, currently devil tower + 00000 because it's a dungeon)

    So If I take a look in the sources, I don't especially have the answer :

    	LPSECTREE new_tree = SECTREE_MANAGER::instance().Get(GetMapIndex(), x, y);
    
    	if (!new_tree)
    	{
    		if (GetDesc())
    		{
    			sys_err("cannot find tree at %d %d (name: %s)", x, y, GetName());
    			GetDesc()->SetPhase(PHASE_CLOSE);
    		}
    		else
    		{
    			sys_err("no tree: %s %d %d %d", GetName(), x, y, GetMapIndex());
    			Dead();
    		}
    
    		return false;
    	}

     

    Moreover, sometimes, the coordinates might be fucked up, as we can see with both of the examples, one in the DT, one in the Orkfield (in German... Valley or Seungryong in English I guess) :

     

    SYSERR: Dec 13 19:02:58 :: Sync: no tree: Soldat démoniaque -2147237120 682913 660000
    SYSERR: Dec 13 19:10:27 :: Sync: no tree: Combattant Orc élite 339897 -2147483648 64
    

     

    So, as I touched anything about that, what could be the fix ? server_attr ? Coordinates ? Index ? I'm pretty lost

    Have a nice day, and thanks ! :)

  2. if (!__IsPlayerAttacking())
               pkInstMain->GetGraphicThingInstancePtr()->InterceptOnceMotion(CRaceMotionData::NAME_PICK_UP);
    22 minutes ago, Roxas07 said:

    I prefer add that

     

    if (pkInstMain->IsAttacking()){ // if the player attack

            }
            else{ // if the player don't attack
                pkInstMain->GetGraphicThingInstancePtr()->InterceptOnceMotion(CRaceMotionData::NAME_PICK_UP);
            }

    Because use SPACE and Z at the same time, it's a very good usebug for speed attack x)

    It's completely untested but I think that the following code is maybe better

    if (!__IsPlayerAttacking())
               pkInstMain->GetGraphicThingInstancePtr()->InterceptOnceMotion(CRaceMotionData::NAME_PICK_UP);

    Or maybe this one :

    if (!pkInstMain->IsAttacking())
                  pkInstMain->GetGraphicThingInstancePtr()->InterceptOnceMotion(CRaceMotionData::NAME_PICK_UP);
    

    But it's untested and it'll probably won't work as I don't know if "__IsPlayerAttacking" is declared or if the "!" must be placed before "pkInstMain" or before "IsAttacking()"

     

    • Love 1
  3. Hello folks !

    I have a little question : How to detect a warp in client ?

    For example, I checked something with :

     

           if myfileincludedbefore.something == 0:
                if something = blabla:
                    mycodehere
                     myfileincludedbefore.something = 1
    
    

     

    But when I teleport, as the myfileincludedbefore.something != 0, the code is not used anymore...

    So when my client detect a warp, I want him to reset myfileincludedbefore.something to 0, in order to run the code again

    Thanks ! Have a nice day :)

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