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masodikbela

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Everything posted by masodikbela

  1. You didn't add correctly the INPUT_IGNORE in the client part... You can't in this version... Its necessary because when I designed this system there was no chance to extend the limit of maximum gold. You are absolutely right. Since this was my first bigger project about 1.5 years ago, my knowledge about programming was more less than now. Originally I designed the system for only one server, so because this I didn't think about doing the script "flexible"/"universal". Also in the first times I thought "oh its nothing, it will be a small system" so I didn't make flexible automatic code generation for the GUIs... I'm sure if I cared more about coding it wouldn't be as long as now it is... Btw while I was working on this system I learned tons of things (also from the people's feedbacks) so in the future I can build even better codes/systems. I'm planning to re-create this system during the summer with packet communication (only python/c++) instead of the old python-lua communication and with a more player-friendly GUI.
  2. You edited the bool ITEM_MANAGER::ReadDropItemGroup(const char * c_pszFileName) function, but I don't know why because I didn't ever mentioned it. here is mine
  3. Could you pastebin the edited item_manager_read_tables.cpp?
  4. Well on BSD you have to wait some minutes after starting the core to establish the local connection (IDK why...) In this time, you probably will see some connection refused "operation timed out" message (about 5-10 pcs), but don't panic! Just wait ~2 minutes, then try to connect. You don't have to portforward the p2p ports. Edit: Hmm... its quite interesting, for me I didn't have to portforward the p2p_ports, they was closed, and I got only operation timed out, as I mentioned it before.
  5. M2 Download Center Download Here ( Internal ) Hi there devs, I made some new reload commands about 2 weeks ago and published a tutorial about it on our Hungarian forum (you may saw them in the samurai core) and today I had some time to make the translation. What can I reload now? refine_proto (this is the only one which is not mine, its @xP3NG3Rx's, and already public here, but I added it, because I think this package has to contain it ) command: /reload p shop_item table (npc's shops) command: /reload p item_attr && item_attr_rare table; command: /reload p etc_drop_item.txt, mob_drop_item.txt, special_item_group.txt; command: /reload drop group.txt, group_group.txt; command: /reload group regen.txt, npc.txt, boss.txt, stone.txt (only on the current map) command: /reload regen because of the new "reload regen" command, I had to write a new purge command that destroys all mobs, npcs, stones (and so on...) on the current map, so I added a new /p map command to the "/p" commands that are already exists (no, the "/p all" only destroys the mobs on the current sectree (current block)) also I had to create a new command that stops all the regens (and ofc. deletes them from the memory) on the current map, so I added a new "/free_regens" command (because why not ) Its only deletes the loaded regens, and prevents the mobs from respawning (its not necessary to use this before the /reload regen) Known bug Well its not a serious problem, but for some unknown reason, when I'm debugging the core on windows server (no, not debug mode, but vs 13's debugger) and I try to do /reload regen, the core starts to consume ~40% cpu, and doesn't want to do anything (so stops working, but doesn't crash). It has no affect on FreeBSD and release or debug mode (without visual studio's debugger) on windows. game/src cmd.cpp cmd_gm.cpp input_db.cpp shop_manager.cpp refine.cpp char_manager.cpp char_manager.h item_manager.h item_manager_read_tables.cpp mob_manager.h mob_manager.cpp char.cpp sectree_manager.cpp regen.h regen.cpp shop.h shop.cpp db/src ClientManager.cpp And finally let me wish you all good luck for the setup If you have further question(s), remark(s), or anything that you want to ask or suggest, feel free to post it here, or send it in PM. If you get error(s) please upload the affected (and edited) file to [Hidden Content] and link it in your post, to make my work easier and probably I will be able to help you only in one post, so please spare me from asking basic requests like "Could you upload...". Thank you Have a nice day, ~masodikbela
  6. Lol, its not a visual bug, its just a Hungarian core, so the old Lv. string is translated to Hungarian. If you search it in the client_binary's source (or in the .exe with a hex editor) you can rewrite it easily.
  7. Yes, you are. The p2p ports used only by the cores to communicate with each other on the LAN network.
  8. Actually, your second "code" is a solution. I tested it in the following way: I wrote this into my questlib.lua: Then I wrote this into my quest: Then the result was: (The second option is from my other quest :D)
  9. No, you won't. (I mean for me its working perfect both on windows and BSD)
  10. So. Firstly, try to replace the g_szPublicIP variable, to your ip only in this part: An example: IF it doesn't solve the problem, then you should replace the g_szPublicIP variable to your ip in this line too:
  11. Well, for me this usually works: Try to replace this in your desc_client.cpp: replace the g_szPublicIP to your ip adress (like memcpy(p.szIP, "69.69.69.69", 16) in this: if (!bSentBoot) { bSentBoot = true; TPacketGDBoot p; p.dwItemIDRange[0] = 0; p.dwItemIDRange[1] = 0; memcpy(p.szIP, g_szPublicIP, 16); DBPacket(HEADER_GD_BOOT, 0, &p, sizeof(p)); } If it didn't solve the problem, then replace the same variable in this one too: strlcpy(p.szPublicIP, g_szPublicIP, sizeof(p.szPublicIP)); On windows, doing only the first part solves the problem for me, but on BSD, usually I have to do both. (Don't ask me why...)
  12. Sorry, but I can help only with syserr problems. Repairing systems and codes a bit more difficulty, and takes more time. But repairing syserr problems takes only 5-10 minutes for me, so I do this one with pleasure
  13. Could you upload it to somewhere else? (E.g. pastebin?)
  14. In your introSelect.py, in the SelectSlot function, you used an attribute (ACCOUNT_CHARACTER_SLOT_ACCE) that is not exist in the selected module (like something.ACCOUNT_CHARACTER_SLOT_ACCE).
  15. [Hidden Content] Here I tired to repair the syntactic problems.
  16. In your taskbar.py in locale_xx/locale/xx/ui/ something is wrong, maybe wrong tabulators, or missing the window key, or something. It should start like this: window = { "name" : "TaskBar", "x" : 0, "y" : SCREEN_HEIGHT - 37, "width" : SCREEN_WIDTH, "height" : 37, "children" : (
  17. In the ui.py you don't have the function 'SetAlwaysRenderCoverButton' in class 'GridSlotWindow'. Here is mine: def SetAlwaysRenderCoverButton(self, slotIndex, bAlwaysRender = TRUE): wndMgr.SetAlwaysRenderCoverButton(self.hWnd, slotIndex, bAlwaysRender)
  18. Hmm... Rename the split function to split_ (in the quest too!) and then put it into the quest functions too (just write split_).
  19. [Hidden Content] Its from my tradehouse, I'm not sure if it will OK for this quest, but it worth a try.
  20. Maybe if you accept only payment with option "Send money to a family member or a friend" the customers can't refund the money. Or if you create a "merchant button" for the customers, they can't refund too (I'm not sure about this, but this refund option in paypal very annoying)
  21. But the problem is remain what I said: The "items" vector doesn't have as much record as much you wish to index. And this came from the bad length of data in the txts. Sadly I can't say more than this, because some part of the system is now more than one years old, and the newer parts are old enough to forget what I did before 3+ mounts ago
  22. The line that you see in the syserr is not equal to the line in the quest file. To see the line exactly go to: quest/object/state/ and open mb_igshop. Btw I think the problem caused by this line: item = split_(items,"#") Because it creates a table from the lines in the txt-s. So you have to change the line writer functions before you can test this one.
  23. If you check the game.py, you can see the value names exactly. For the line starts with cmdchat("trade.GetTradeItems see def _IGShopGetTradeItem. For the others see def _IGShopItems.
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