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Distraught

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Posts posted by Distraught

  1. 49 minutes ago, Cunoo said:

    I think this works for all effects... Because you refresh all effects thats works for skills, effects just member things.. I dont have problem with this fix, works real time fine.. I have problem only with first fix.. And no my problem is black screen but kick after overflow.. I think missing some code.. Because if I "can" got blackscreen I got simply kick... Tested with clean mainline and still same problem with all tests.. 

    How can you be just so so so so so stupid? If your server kicks you out it's because you don't even know what you are doing. Not my fix is the problem, it's more like your knowledge... Actually marty just repeated half of what I wrote down before and you're saying what I wrote is not working while licking his ass clean at the same time. (don't get me wrong, it's not against marty, it's against you and other incompetent stupid-ass motherfuckers like you)

    Sorry for the language... But for nothing else...

     

    Quote

    I'm still not sure what Marty's effect fix exactly fixing, if it should fix the effects to stacking up when window is minimized for example for butterflies, it doesn't work and the effect is still stacking up.

    The effects you use on your maps are not managed by EffectManager. They are managed by the Area itself.

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  2. 4 hours ago, V0lvox said:

    spacer.png

     

    Iam getting this error, when i have it to long minimized:

     

    In EterLib/GrpScreen.cpp find CScreen::RestoreDevice and in the

    if (FAILED(hrReset))

    condition add (and don't forget to include comdef.h)

    _com_error ce(hrReset);
    const TCHAR* errMsg = ce.ErrorMessage();

    So it should look like:

    R2jZPb8.png

    Now put a breakpoint there or print out the error message somewhere so we can get more info why your device couldn't reset.

    By the way it's really another topic and not what this thread is about.

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  3. 7 hours ago, ReFresh said:

    @ Distraught Thanks for the release! 👍 I tested the change and black screen seems to be finally fixed! I'm gonna to do more tests, but I think it'll be also fine. And what about moving effects? (loop problem when you minimize client for some time)

    Move the update of EffectManager to UpdateGame from RenderGame where it should be.

  4. Introduction
    I think everyone know about this famous bug. I profiled the game and checked granny documentation why it happens because we also faced this on MAP1s since we have a lot of offline shops. Actually the game not even freezes, it runs well and the updates happen. What eventually happens there is just that update time takes too long so it will skip rendering.

    What makes update times longer?
    The answer is granny controls. When you minimize your game, the completed controls never get freed. It's because the game frees them in CGrannyModelInstance::UpdateWorldPose which is called from CPythonApplication::RenderGame in a long way. There are just more and more of them that are never freed and that makes GrannySetModelClock take more and more time so when you open up your client from the minimized state it will never finish the update fast enough to call RenderGame in which they would be freed again.

    This is the hidden content, please

    Thats all, you won't face the "black screen bug" again!

    Good luck guys! 😄

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  5. On 11/14/2020 at 11:51 AM, sheinfeld said:

     Let me tell you a story about a game called “Metin2Master” that was completely rewritten into new game called “Magic2Master”.

     

    They lived for about a year, that was until GF sue their asses of for copyrights.

     

    The problem here is that you wouldn’t just need capable team. You would need a lot of cash to fight them in court for copyright infringement...

     

    The lesson is: Be creative enough to create your OWN GAME.

     

    No disrespect meant!

    Actually the copyright problem was after they registered the trademark of Metin3 which GF tried to buy from them first but they said no. After this GF sued them and took everything else too. Magic to Master was just after everything (it was gonna be Metin3), they had to release it as a half-complete game because of money issues after the GF stuff. They tried to sell the game to the Metin2 community but they didn't really like it so they went bankrupt.

  6. Yes it was me. Originally it would be the last X Factor in Hungary and RTL tested if pre-organized scandals work. It did so they bought the license for 2 more periods as we see (1 period is 3 years).

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  7. game-logo.png

    Hello Community,

    We as Land of Heroes are looking for reliable and passionate Game Masters for our EU server.

    Requirements:
    • being able to speak English properly
    • being able to cooperate and work in a team
    • good knowledge about Metin2
    • advanced social skills

    The application form is available at https://landofheroes.eu

    tenor.gif?itemid=20083884

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  8. Hey guys!

     

    We plan to open a Romanian server too so that we are looking for a community manager and translator for Land of Heroes RO.

    You can check out our Hungarian server at https://landofheroes.hu

     

    For the translator:

    We have every localization in one xls file, so it's going to be easy technically.

     

    You can apply in a private message.

  9. Hey guys,

    Most of you noticed if you have a special character like á, é, ő, etc. at the beginning or end of a string qc will not work and displays no error message. It is because it throws an error but in it's own way by pushing a string to the top of the lua stack and calling exit so you can't catch it normally. Here is a method how you can make these messages visible.

     

    0721381.png

     

    0722251b.png

     

    Actually we only have to write a few lines.

     

    Open qc.cc and add this function

    void print_exception()
    {
    	int top = lua_gettop(L);
    	if (0 != top && LUA_TSTRING == lua_type(L, top))
    	{
    		std::cerr << lua_tostring(L, top);
    	}
    }

     

    Now go to the main function and add this line to the beginning of it:

    atexit(&print_exception);

     

    So it should look like this:

     

    0721382.png

     

    Now you will see the exceptions like

     

    0721383.png

     

    Good luck guys and hope you like it!  ❤️

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  10. 7 hours ago, Helia01 said:

     

    TQHaDSm.png
    Are you planning to release the source code? 

     

    As it's a dotnet application, it's about a few clicks to reflect, but I have no intentions releasing it or I would of uploaded them.

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  11. 19 minutes ago, Minton said:
      Hide contents

    4c8816dce71607e87c756e0eddf384e2.png1316f42a2b142f8e84cbb2ceebbd962a.png

    7b2f5f9cf0c1f42fc7919118856e830c.png

     

    v142 toolset, 10.0 sdk, c++17 works well.

     

    I suggest putting the includes in Area.cpp because those classes are only used there. If you can I suggest avoiding includes in headers because that makes the compilation much slower. You only have to include a header if you want to instantiate a class there or use any of its member variables or functions (or you want to know the size of it); otherwise you can predeclare the class (eg. if you just wanna have pointers to it or references) like class ClassName;.

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  12. 1 minute ago, Hik said:

    Toolset V142.

     

    I made this change and it compiled. Do you think this is okay?

     

    
    
    byte *pInstanceData ----> to ----> BYTE *pInstanceData
    byte *pPropData ----> to ---->  BYTE *pPropData

     

     

    I don't know where you did that but I'm quite sure they are both defined as unsigned char so yes.

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