Jump to content

displayjokes

Inactive Member
  • Posts

    260
  • Joined

  • Last visited

  • Days Won

    2
  • Feedback

    0%

Posts posted by displayjokes

  1. 5 minutes ago, ReFresh said:

    @displayjokes Interesting thing is that the game found the string, because if not, it will show the korean text from source, but it's showing right text. So it seems to be some error output for some another reason. I searched in whole server source and I have no idea why it's giving me the error output.

    When it doesn't find the string the output is the string that is in the source, example:

    In source:

    ChatPacket(CHAT_TYPE_INFO, LC_TEXT("this is the text that will be translated."));

     

    in locale_string.txt you'd have to add:

    "this is the text that will be translated.";
    
    "This is the text that will appear in game.";

     

    Output in game:

    This is the text that will appear in game.

     

    IF it doesn't find the translation in the file locale_string.txt, the output would be:

    this is the text that will be translated.

    And it would be created that line of "locale_find: LOCALE_ERROR:". As you can read trought the error name "locale_find: LOCALE_ERROR:" it failed to find the string in the locale file.

     

    Hope this helps you understand how it works.

  2. On 2/25/2021 at 3:14 PM, szotyizz said:

    I would add a little fix too. Presentation: https://metin2.download/picture/67vxVifX442WeL96BoRexPaUI6o0e7Hq/.png

     

    In uitooltip.py you have added an additional parameter to def AddItemData, your def probably looks something like this:

    "def AddItemData(self, itemVnum, metinSlot, attrSlot = 0, flags = 0, unbindTime = 0, preview = 1):"

     

    Solution: 

     

    Python: uiattachmetin.py

     

    ##Search

    self.oldToolTip.AddItemData

     

    ##Replace

    self.oldToolTip.AddItemData(itemIndex, metinSlot, 0, 0, 0, 0)

     

    ##Search

    self.newToolTip.AddItemData

     

    ##Replace

    self.newToolTip.AddItemData(itemIndex, metinSlot, 0, 0, 0, 0)

     

     

    ##Parameter explanation

     

    ## 1. itemVnum

    ## 2. metinSlot

    ## 3. attrslot (0 default)

    ## 4. flags (0 default)

    ## 5. preview (1 default)

    Another fix:
    ## in function

    def AddRefineItemData(self, itemVnum, metinSlot, attrSlot = 0):

     

    ##search for:

    self.AddItemData(itemVnum, metinSlot, attrSlot)

     

    ##change with:

    self.AddItemData(itemVnum, metinSlot, attrSlot, 0, 0)

     

    this one is when you are trying to upgrade one item and it shows 2x like this:

    spacer.png

    • Not Good 1
    • Good 2
    • Love 1
  3. 3 hours ago, szotyizz said:

    I have this in uitooltip.py please check it.

     

    This is the hidden content, please

    My bad, i read weapons and assumed it was normal weapons.

    Anyway, your code is right by the tutorial i think.

     

    Here's how i fixed it (my costume weapon system uses value3 to identify the type of weapon):

    Search for (inside the "elif itemSubType == 3: #weapon") :

    
    					if player.GetRace() != 7 and player.GetRace() != 3:
    						self.__ModelPreview(itemVnum, 3, player.GetRace())
    					if player.GetRace() == 5 or player.GetRace() == 1:
    						self.__ModelPreview(itemVnum, 3, player.GetRace())
    					if player.GetRace() == 0 or player.GetRace() == 4:
    						self.__ModelPreview(itemVnum, 3, player.GetRace())
    					if player.GetRace() == 7 or player.GetRace() == 3:
    						self.__ModelPreview(itemVnum, 3, player.GetRace())

    Replace with:

    
    					if item.WEAPON_SWORD == item.GetValue(3): 
    						if player.GetRace() != 7 and player.GetRace() != 3:
    							self.__ModelPreview(itemVnum, 3, player.GetRace())
    					if item.WEAPON_DAGGER == item.GetValue(3) or item.WEAPON_BOW == item.GetValue(3):
    						if player.GetRace() == 5 or player.GetRace() == 1:
    							self.__ModelPreview(itemVnum, 3, player.GetRace())
    					if item.WEAPON_TWO_HANDED == item.GetValue(3):
    						if player.GetRace() == 0 or player.GetRace() == 4:
    							self.__ModelPreview(itemVnum, 3, player.GetRace())
    					if item.WEAPON_BELL == item.GetValue(3) or item.WEAPON_FAN == item.GetValue(3): 
    						if player.GetRace() == 7 or player.GetRace() == 3:
    							self.__ModelPreview(itemVnum, 3, player.GetRace())

     

    The piece of code you had is just randomly checking if you are a race or another and setting the weapon in the model.

    This fix checks the weapon you're using and if the race you are can use that type of weapon.

     

    Let me know if it works.

    • Metin2 Dev 3
    • Eyes 1
    • Sad 1
    • Good 3
  4. Hey, everything working fine except some effects like white lion smoke / blue armor smoke, what am i doing wrong or missing?

    Here's what i mean:

    spacer.png

     

    Also:

    On 1/31/2021 at 6:04 PM, szotyizz said:

    Hello. There would be one problem with the render target system.

     

    1: Shows all character costume weapons

    Presentation: https://metin2.download/picture/MWBcj3M4HmPOUrswRwOssK15s5H6Uszf/.jpg    https://metin2.download/picture/gJUKINx954hESLW5bCPIsdqxoZzSsyeo/.jpg

     

    Would anyone help please?

     

    Check this:

    Spoiler

    uitooltip.py

    search for:

    
    		elif item.ITEM_TYPE_WEAPON == itemType:

     

    at the end of that elif check if you have it like this:

    
    
    			if preview != 0:
    				if item.WEAPON_SWORD == itemSubType: 
    					if player.GetRace() != 7 and player.GetRace() != 3:
    						self.__ModelPreview(itemVnum, 3, player.GetRace())
    				if item.WEAPON_DAGGER == itemSubType or item.WEAPON_BOW == itemSubType: 
    					if player.GetRace() == 5 or player.GetRace() == 1:
    						self.__ModelPreview(itemVnum, 3, player.GetRace())
    				if item.WEAPON_TWO_HANDED == itemSubType: 
    					if player.GetRace() == 0 or player.GetRace() == 4:
    						self.__ModelPreview(itemVnum, 3, player.GetRace())
    				if item.WEAPON_BELL == itemSubType or item.WEAPON_FAN == itemSubType: 
    					if player.GetRace() == 7 or player.GetRace() == 3:
    						self.__ModelPreview(itemVnum, 3, player.GetRace())

     

     

    • Metin2 Dev 1
  5. 30 minutes ago, martysama0134 said:

    I guess the bug comes from ilGetInteger(IL_IMAGE_BPP).

    DusKp2R.png

    265797632*512*512 doesn't seem a very good expression there.

     

    aUe36Ql.png

    By default ilBpp should be 4. I can directly put 4 there, and it would work fine.

    Don't worry about it, it was probably me who did something wrong, @ToXiC4000 already helped by replacing the files i had in ymir work folder by his, it is working now!

    • Think 1
  6. Just now, ToXiC4000 said:

    is it happening all the Time? when your loading it and safe it emidiatly? @displayjokes

    Everytime i try to save server_attr it happens.

     

    Here's a GIF (after this the log file i uploaded is created):

     

    Spoiler

    spacer.png

  7. Thank you! Works perfectly!

     

    Do you know by any chance where do you fix the client window position aswell?

    My client always opens with margin left of around 7 pixels

    Screenshot:

    Spoiler

    spacer.png

     

    It's windowed, max size, a bit of the window shows up in my second monitor..

    That thing bothers me everytime and i have to drag it everytime..

     

    Thanks in advance! 

    • Confused 1
    • Love 1
  8. Up..

    I've been trying to solve this and i can't find where the is the "error", same sash in the pic, different behaviours. 

    spacer.png

     

    After a couple of sash swithing (equip, another one and this one again a couple of times) the effect is good, if i change anything, a bracelet, armor, costume, necklace, it reloads the effect and it's random if it will be ok or like in the pic above..

    spacer.png

     

    Losing my mind over this ^^'

  9. Hello! I've been dealing with a problem that triggers me a lot. I've tried to find a solution and i found nothing..

     

    Problem:

    When i get into the game, SOMETIMES, notice, SOMETIMES, not always, some effects are not appearing, example of some of those effects: MDE Weapons, MDE Sashes, GM Effect above the head.

     

    Better images than words right?

    This is my GM Character, as you can see, MDE wings are working fine THIS TIME, but my GM symbol is not working properly in the first picture. Then i warped to city twice to try to fix the problem and it fixed it.

    spacer.png         spacer.png

     

    As you can see, when i logged in, the GM Effect was not working and after 2 warps it appeared. This doesnt appen like this everytime, sometimes i'm good for a full day and the next day the bug comes back again.

    This is kinda Messing with me because when i loggin with one MDE weapon and the bug occurs i'm with an invisble sword..

     

    OBS1: One thing i noticed with the wings atleast is that when they are invisible (bug is appening) after a few minutes they appear out of nowhere

    OBS2: My GM Symbol is made with 2 pieces i believe, so it would make it 2 "models", dragon and letters, so, sometimes this appens:

    spacer.png

     

    As yo ucan see, half of the effect loaded properly, this is really messing with my head.

     

    Anyone knows how to fix this?

     

    Thanks in advance!

  10. On 7/1/2018 at 10:01 PM, Suainzettello said:

    Hi Metin2Dev,

     

    A question for experienced users.

    I have a problem with the item_award, when I manually insert a test query the item does not appear in the item-shop warehouse.

     

    I inserted this (

    This is the hidden content, please
    ) thought that would solve the problem, but nothing to do. What could it be?

    I don't want to open a new topic, does anyone have solution for this problem? I've tried to insert in so many ways one item on item_award and in game it does not show in mall warehouse.

    I've tried every way possible, looked for it on internet, found some queries, used them, same thing, item does not appear in the mall..

     

    Any idea on how to fix / find the error please?

     

    thanks in advance

     

     

    I am dumb indeed.. I was using the account ID instead of account name on "login" column, it's solved for me.

    • Confused 1
    • Good 1
  11. 16 hours ago, DemOnJR said:

    hi, here is my problem:

    when I get on my horse, my life regenerates to full.

    how do i disable that bonus?

    https://metin2.download/picture/XtAUcb8IUD4StBM8J0hvCnRsos2Z54tv/.gif

    A Possible solution from here: 

    On 4/7/2015 at 8:52 AM, V0iĐ said:

    Try this noob solution:

    questlua_pc.cpp:

     

    Find this:

    int pc_unmount(lua_State* L)

    
    int pc_unmount(lua_State* L)

    and add this:

    ch->SetHP(GetMaxHP());

    
    ch->SetHP(GetMaxHP());

    so if you unmount, then get max hp!

     

    • Love 1
  12. 11 hours ago, Lariya said:

    Hello, i have a little bug with this system: Hide: Shop/Mount/Pet

     

    This is the hidden content, please

     

    the settings are saved after client restart / teleport. but the button in the game options is always reset (after warp/ client close).

     

    so some body knows, how i can safe the settings for the buttons in uigameoptions too ? (so that it is displayed correctly, if i hide pet's and warp - atm. it will be resetet after warp.

     

    thanks

    Lariya.

     

    root > uigameoption.py look for: 

    	def __Load(self):

    Add this at the end of that function:

    		self.UpdateMadaraModel()

     

    • Metin2 Dev 1
    • Love 1
  13. 7 minutes ago, Asyldria said:

    bump

    Watchout for the bumping timers.

     

    Your problem could be in the mount/horse w/e you are riding on. The running animation should have the run animation like this:

     

    ScriptType               MotionData
    
    MotionFileName           "D:\ymir work\npc\bunny_mount\run.GR2"
    MotionDuration           1.066666
    Accumulation             0.00	-1004.59	0.00
    

     

    You can find the right values on the run animation.

    Open run animation with granny viewer and go to animation tab. There you will find the Duration.

    Right click and click on view in detail, then click to view substructure, and you will find the accumulation in granny_real32 Loop Translation, it should look like the one above.

     

    Hope it fixes the problem.

×
×
  • Create New...

Important Information

Terms of Use / Privacy Policy / Guidelines / We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.