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Gurgarath

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Everything posted by Gurgarath

  1. Hi, Make sure to remove PyRun_SimpleFile and PyRun_SimpleString.
  2. I've been using it for quite a bit of time, the only "problem" (which is not one) is when I connect right after starting the server.
  3. Usually it can happen when you are on a mount that goes too fast (Manni / White Lion). Or when you miss the adequate motlist and serverside animation-related stuff (accumulation).
  4. Great update as always! By the way, a small suggestion could be to port the strings to another file to make the translation of the software easier. I often translate the tools using ResHack or whatever, but having the strings in a specific language file could make it easier for multiple translation. Even if it is just visual.
  5. Maybe a config option for this messagebox could be interesting. Other than that, a small message can be displayed right next to "Idle" on the bottom left of your screenshot.
  6. Hi, In pack : icon, effet and etc/interface. Don't forget to change the path where it's hardcoded (server sources / root)
  7. For this you need to download the sources and to compile a new executable using client sources
  8. It already exists in the default sources, check questlua_party.cpp if I remember well. Some prototype or leftover of it is still present but I haven't tried anything yet.
  9. Well, both of you are correct. It depends on multiple factors, how much do you access the logs, for how long do you keep them, how big is your table, how big is your storage, how often you clean it, all that stuff and even more, it's just a part of the factors that are in action. Adding indexes won't do much if you don't do the querying right, if you don't access the logs or don't clean them often, because having an index on a big table can increase the time it takes to do an "UPDATE / INSERT" query but in response you can have a better time accessing it ("SELECT"), also, caching the older results can be more efficient on the long run if you have enough RAM and if you do specific queries often (or multiple people from your team). This tutorial is interesting but you need to know if you get an advantage using it. I think that this, coupled with a good SQL routine is the way to go. But you need to do a good querying, to save and clean the table every-once in a while, also a whole log refactor would be interesting. More precise logs in more specific tables could help the log.log getting cleaner and easier to read / manage. Thank you for sharing and thanks for your infos Karbust
  10. This tutorial is one of a serie of tutorial that has the goal to help newcomers. Those are fairly old but still up to date. Shop ex was not a thing in 2012 and a tutorial with ShopEX will be released anyway.
  11. Great topic! I think you should still leave a C++14 version for people doing the (normal?) job of upgrading their sources. Excellent job as usual, it's a nice version of this system, probably the best so far. Congratulations!
  12. Just edit the Alpha Layer of the .dds file (the texture) in Photoshop, the whiter it is, the brighter it will be in game.
  13. Good job for this release. It's highly needed for everyone who wants to take the advantage of whatever is in their source without having to open the module and check how it works and if it's there. It just makes it simpler for everyone who wants to start coding something without knowing exactly the usage or just for people who wants to gain time.
  14. I've been using 2k shadowmaps and above in the past and it doesn't really solve a lot of things, it's still kinda weird and doesn't give a lot of change in the final render. If you aim to upgrade shadows, try to base yourself upon Dynamic shadows that occurs on Instances instead of the static shadowmap shadow. But it requieres quite a lot of work. Thanks for your updates Marty, it's really useful.
  15. This is the kind of lore friendly I love, congrats plechito!
  16. One thing I think that's important to mention is that the client doesn't need a lot of dll to run, and this number can be reduced if the libs and game are compiled and linked as static. However, your client executable will be heavier in size. The second thing worth mentionning is that you will often see clients with d3d9, or d3dx8 or whatever dll regarding DirectX. Some players doesn't have the proper dll from DirectX redistribuable in their computer and the game won't start because of this, so most owners prefers to unpack the dll directly at the root of their client to avoid problems with some players that doesn't always know what's up with it, even though they are not needed for the most part of the player base.
  17. Really clean code, I did it way worse (both check-out and check-in) back then with a for loop iterating through the slots because I didn't want to take too much time on it. Yours is definitely cleaner. Thanks! Always good quality content from you.
  18. Wonderful release, thank you Shogun, astonishing work, the map doesn't look like random terrain with random bump and objects placed randomly on the map. Congratulations.
  19. I would warn you however not to do ANY change into the platform related includes, it can backslash at any moment, even though the change is minimal, you don't know what it can break. For me it only happened when I misplaced the includes.
  20. Reorganize include order, place them above "Area.h" and below "Timer.h"
  21. This there is an insanely useful fix, congrats
  22. Topic edited! Thank you for the updates and your code is really clean! This is the kind of tutorial that I like. Also, I haven't tried yet but theorically it should work, if some of you ever need to add a thing to this system (i.e rarity), you can try to use std::make_tuple instead and access it through std::get (unless using more recent C++ versions that can actually iterate a tuple). Or simply stay stuck to C++98 and use more dirty (don't do it) nested pairs. std::vector<std::pair<int,std::pair<int, int>>
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