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Posts posted by Denizeri24
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12 hours ago, Ciupi said:
hey
https://metin2.dev/topic/23972-listingunsolved-metin2-bugs/page/2/#comment-153882
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1 hour ago, Abel(Tiger) said:
If you use the code from the leaked Rubinum source, it does not mean you have solved the problem. Also, if you use modern coding techniques from C++ new standards, it does not mean all the code will fix itself. Your vector is still sorted, and the pointer in the map is still pointing to the old vector position.
Add this code after the std::sort, and you will be surprised:
for (auto it = m_map_itemTableByVnum.begin(); it != m_map_itemTableByVnum.end(); ++it) { DWORD key = it->first; // Access the key TItemTable* value = it->second; // Access the value if(value->dwVnum != key) { sys_err("Map Key %u --- Value vnum %u", key, value->dwVnum); } }
I dont any use code from rubinum source, I using mainline source (razuning v2 from turkmmo). I just clear unnecessary from this function.
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39 minutes ago, xGalardo said:
This post is for those who may have a similar problem. So not you.
idk, i use mainline sources too (razuning v2 from turkmmo) i just clean unnecessary codes from this function..
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bool CClientManager::InitializeItemTable() { std::map<int32_t, const char *> localMap; cCsvTable nameData; if (!nameData.Load("item_names.txt", '\t')) { fmt::fprintf(stderr, "item_names.txt couldn't be loaded or its format is incorrect.\n"); return false; // There's no reason to continue without names for us (i dont like korean) } nameData.Next(); // skip the description while (nameData.Next()) { localMap[static_cast<int32_t>(std::strtol(nameData.AsStringByIndex(0), nullptr, 0))] = nameData.AsStringByIndex(1); } cCsvTable data; if (!data.Load("item_proto.txt", '\t')) { fmt::fprintf(stderr, "item_proto.txt couldn't be loaded or the format is incorrect \n"); return false; } data.Next(); // skip first row (descriptions) m_vec_itemTable.resize(data.m_File.GetRowCount() - 1); // set the size of the vector memset(&m_vec_itemTable[0], 0, sizeof(TItemTable) * m_vec_itemTable.size()); // zero initialize auto item_table = &m_vec_itemTable[0]; for (; data.Next(); ++item_table) { if (!Set_Proto_Item_Table(item_table, data, localMap)) { fmt::fprintf(stderr, "Invalid item table. VNUM: %u\n", item_table->dwVnum); } m_map_itemTableByVnum.emplace(item_table->dwVnum, item_table); } std::sort(std::execution::par, m_vec_itemTable.begin(), m_vec_itemTable.end(), FCompareVnum()); data.Destroy(); nameData.Destroy(); return true; }
There's zero initialization here. So I don't think your fix is needed..
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Just use the MT engine. We're not encrypting NSA files or running a bank with billions of users. So we don't need quantum-level security or performance.
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10 hours ago, Draveniou1 said:
you go in locale_inc.h
seaarch
#define ENABLE_COSTUME_SYSTEM
change with
#ifdef DISABLE_SYSTEM #define ENABLE_COSTUME_SYSTEM #endif
if you have another system add in #ifdef DISABLE_SYSTEM and your system disabled
if the system exists on the server it does the same in the service.h game source
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18 minutes ago, xXIntelXx said:
Usually the default GNU-Makefile from their github (branch master) is fine, just select the same compiler as the game to not have undefined references to basic_string and what not.
Also side note, gcc13 on freebsd 13.0/13.1 32bit from packages is utterly broken (at least on the latest ISOs I've tried)
gcc13 is devel version, so thats normal. my files give cores sometimes too with clang-devel hehe
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Obey your owner, bring me a cappuccino.
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CryptoPP can be safely updated as long as it is not compiled with -O3 / -Ofast / DEVEL compilers / -march=native (problem about different CPU instruction sets). Metin2 uses certain algorithms;
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You're my slave.
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Just open the server in Russia ( ͡° ͜ʖ ͡°)
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Granny, Miles and SpeedTree libraries are licensed and cannot be used without a license. Additional libraries of the Miles library, such as the MP3 decoder, are also licensed separately.
All GR2 models used in the game are licensed by Ymir. But I don't think Gameforge will bother with you unless your server reaches a lot of people (like rubinum / aeldra)
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check freebsd empty disk space with bpytop.
also you can check ram usage / disk usage with bpytop (pkg install bpytop)
if your disk is full, use this commands : pkg autoremove -y && pkg clean -y
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2 hours ago, TAUMP said:
p.bHPPercent = MINMAX(0, ((int64_t)m_pkChrTarget->GetHP() * 100) / m_pkChrTarget->GetMaxHP(), 100); p.bHPPercent = MINMAX(0, (((int64_t)GetHP()) * 100) / GetMaxHP(), 100);
This is enough, Dear Peter.
p.bHPPercent = MINMAX(0, (((int64_t)GetHP()) * 100) / GetMaxHP(), 100); p.bHPPercent = std::minmax<uint8_t>((GetHP() * 100) / GetMaxHP(), 100).first;
This is enough, Dear TAUMP.
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4 hours ago, PeterCZ said:
Hello, you probably wouldn't share how to add this possibly send in a private message or share the full instructions. Thank you
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3 hours ago, PeterCZ said:
Hello, I'm very sorry this is off topic. I would like to ask you if you have any instructions on how to add animation when picking up an object. Thank you very much
idk, I added it from another files a long time ago.
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CH3HP DDoS
in Metin2
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Yes, I checked and it doesn't really work. I never noticed..
i think this bonus does not affect the chance of an item drop chance, but the amount of an item count. If it worked correctly, when the item dropped, it would have dropped 2 pieces instead of 1 piece, or 10 pieces instead of 5 pieces;
for my fix;
search " void CHARACTER::Reward " in char_battle.cpp search again " if (ITEM_MANAGER::instance().CreateDropItem(this, pkAttacker, s_vec_item)) " add after " item = s_vec_item[0]; " this; if (pkAttacker->GetPoint(POINT_ITEM_DROP_BONUS) >= number(1, 100) && item->IsStackable()) { item->SetCount(item->GetCount() * 2); }
NOTE : I just made the fix now, I don't know if there will be a problem..
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check your item_proto
War flag fix
in Bug Fixes
Posted · Edited by Metin2 Dev International
Core X - External 2 Internal
thanks, I discovered another bug while trying this fix on my server