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DrTurk

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Everything posted by DrTurk

  1. Which system are you using and how does it save your emoticons, we could help you better if we have to code of it or know how this system works
  2. SetEnemyVID --> if not chr.GetInstanceType(self.vid) == chr.INSTANCE_TYPE_PLAYER:
  3. [Hidden Content] [Hidden Content] So you ignored both videos?
  4. Friend of mine also had something like this and fixxed it with the lib folder. You can also try, may it helps you. [Hidden Content]
  5. same Edit: [Hidden Content] Dont have this problem at all.
  6. up maybe you got a solution for this @martysama0134 @VegaS™
  7. Version of Files : 40k I've got the problem that my source works on 11.3 32/64bit flawless, but when it comes to FreeBSD 12.0/12.1 my generated game/db file wont work. I can compile the game/db without problems but it crashes when i want to start it, hopefully someone got a solution for this. A compiled file from 11.3 works on 12.1 lldb output: syslog: May 15 16:27:06 :: connecting to MySQL server (player) May 15 16:27:06 :: CREATING DIRECT_SQL May 15 16:27:06 :: AsyncSQL: locale latin1 The syserr is clean. I already tryed to check the Changelogs from FreeBSD 11.3 to 12.0 but I cant find something that could be the fault. Edit: also tryed to upgrade to G++9 and C++2a, but no success.
  8. remove adminpage or change adminpage to 127.0.0.1 in all CONFIG files
  9. The mob color function is working as you can see in the picture the red dryade got the right color, the problem is that the mobcolor fucked up the transparent texture. That's the texture for both Dryades -> in the official client the transparent is changed with a green color, but this only changes the black things on the red dryade to green, so thats no solution.
  10. Version of Files : 40k I've found a bug with the mob_color which i cant fix. (Using latest official protos) Does someone have a solution for this? They both use the same texture file, but only the red dryade using mob color, same happens with 2312 etc. which using mob_color.
  11. maybe because you only set them for rank 0 monsters
  12. I've done it the "normal" way, is fast enough. What does cmake improve? I worked ~4years ago with cmake but on FreeBSD so whats the benefits of cmake on windows? My "setup": [Hidden Content]
  13. if (!pkKiller || !pkChr) { return false; } Edit: Kappa
  14. check your gametype.h in clientsource
  15. For me its a msa thing, for a friend of mine with marty source my solution with only fixxing the msa wont work
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