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Gurgarath

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Everything posted by Gurgarath

  1. Thanks for your share but that's what I said, to adjust to your needs. At first I was going for 7 then needed 8, Haios needed 9 for example. Also, you can add it into "bAnotherWindow" condition if you have the bug more than once with multiple clients.
  2. Hello! Many people complained about a "7 pixel bug" on some clients. For example the client will open a few pixels too far from the left-side of the screen. Usually between 7 and 9 pixel on the right. I still do not know why it happens for some people and not for other. I thought about a visual studio toolset, a screen configuration or whatever but it turns out to be harder to know why it actually happens, I also had only two people talking about this so I cannot get accurate data. Anyway, let's get started it's really easy. The bug looks like this, take from the official client it looks like 1 or 2 pixels only. But it looks almost exactly like it at some moments. First, make sure your metin2.cfg is correct and does not display a weird resolution (like 1913 * 1080). Then just add this small line in PythonApplication.cpp: [Hidden Content] Right after this one: AdjustSize(m_pySystem.GetWidth(), m_pySystem.GetHeight()); EDIT: If you happen to have it on the second window as well, move the line under the bAnotherWindow check. Just like this: And voilà, it's fixed. Don't hesistate to add or remove one pixel if needed. It's really small and looks like a workaround but I did it really quickly. I didn't test this fix on clients / computers not having the actual bug. If it is a client issue it shouldn't cause any problems, if it's a computer issue, I might need more data to fine-tune the fix. Don't forget to share some data if you have.
  3. This is wonderful and it goes toward a better game
  4. Yeah, it is leaked and it lacks many features and has some issues related to rendering (and categories and whatever). But I think only one version is around
  5. This leaked system is intended to be fully fixed as it lacks MANY things and I highly recommend you to use it if you know what you are doing. About the t identifier, it is ONLY in Martysama sources, so you will need to add this part of the code (Struct autodetect iirc). As xXIntelXx said, many things will be missing and many crashes will occur if you do not fix faulty / unadapted code. The code itself is good, but keep in mind that you need to make it blend into your sources.
  6. Thanks for sharing! I've had this idea and done it for a project of mine. If you want to sacrifice a little bit of loading time you can also place monsters (note they will have no collision and will clip through objects) using the chr. methods. (chr.CreateInstance() and then specify the race and the motion). [Hidden Content] And this is fine AF, really good realisation and good use of it. I love the scenery and the dark-souls mood.
  7. This is the kind of thing that will inevitably cause me to spend time upgrading the client to full .tga instead of .sub when I will have something important to do instead. Thanks for this release, it will come in handy for sure!
  8. Thank you for your tutorial. Alternatively, you can use WorldEditor and the built-in effect editor!
  9. I've asked Kijaru for a Windmill so far but I had no idea for other objects. The chain looks really great, thanks for sharing!
  10. The game is simply enjoyable because it is plain a simple, the reward mechanics are good, the dungeons are getting better and better and there is this nostalgia effect. There isn't one simple thing, but the game is still good even though it lacks MAJOR updates that pushes it to the present.
  11. Exactly! I've also seen these files but I added them as "a seal of quality" because they were among all these "new" UI. Hence showing that these scrapped ui might actually have been in creation at some point! I didn't even bother to read the article at first. None of these ideas (or maybe not all of them, maybe 10% with changed mechanics) went into the final game. So it is maybe, once again, a scrapped dungeon idea. But the artwork is dope!
  12. This is a bit in the current topic, but I think I've found really early stages of what the UI could have been / early UI design from the game / patcher. It seems legit as the specular in the IG picture looks unfinished. It might also be unoficial however. One artwork / loading screen from (probably) the catacombs Metin1 Artwork with Metin2 background
  13. Hello guys, I am once again coming with a really little fix that is related to rare attribute (6/7 bonuses). This bug is extra rare because to trigger it you must have a way to add 6 and 7 bonuses to an item and you must have an incorrect field or an error in your item_attr_rare table. So this is most likely a code sanitization but it's always good to avoid such errors as I encountered people having this bug. When you add a rare bonus, the game will fill a vector with the bonuses from the table and randomly pick one in the vector. However, if you have an error in the table, this vector will be empty and the randomization will result in doing "number(0, -1)", which is obviously incorrect and your core will crash. For searching purposes (if someone in the future is looking for a fix), the error is this one : The fix is really simple, we must check if the vector is empty and then exit at this moment. In item_attribute.cpp, in the following function: bool CItem::AddRareAttribute() Under this block of code: for (int i = 0; i < MAX_APPLY_NUM; ++i) { const TItemAttrTable& r = g_map_itemRare[i]; if (r.dwApplyIndex != 0 && r.bMaxLevelBySet[nAttrSet] > 0 && HasRareAttr(i) != true) { avail.push_back(i); } } Add the following check: [Hidden Content] And that's pretty much it, pretty straightforward, but instead of crashing, you will have a syserr and you will know what to check next!
  14. Then I did a mistake and was thinking about "RESURRECT" flag, look into your proto for mobs with "REVIVE" flag, it's usually bosses (included Demon Tower bosses) and a few Setaous, try to see in game
  15. It's logically better not to put a 0. However, the first line is only about monster that can resurrect, like in Demon Tower, they are disappearing quicker.
  16. Look for guides here, there are a lot regarding how to compile client / sources !
  17. Hello, those are client source files, you won't find them in WinSCP
  18. Excellent guide, this problem is always tricky as it can come from many things (even the most mundane). I often follow the same pattern when it comes to fixing packets however. There is no magical guide for it and I think the structure itself of the packet system is what can cause us to have this issue when we do not really pay attention. It also can happen when you send, let's say, a DWORD from the server and forgot to tell the client to catch it or vice-versa (tell the client to expect a DWORD and send nothing from the server). Concerning the structure, it can be a little bit discombobulating to have a different packet naming between client / server, unused packet structs and packet related informations in GameType and Packet.h as well as in Common files and packet.h. Thank you for this guide! Definitely useful!
  19. Just wait for the cache to propagate (max 7 minutes). If you want to be extra sure, just shutdown the server (you can kill the auth process), wait 7 minutes, then kill the proccesses and restart it.
  20. I can't see no difference.
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