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martysama0134

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Everything posted by martysama0134

  1. What do you mean? I was able to download it from another browser:
  2. @Shererhttps://metin2.download/picture/0BuATDPIha8kZl97ai5990xWsp4TpJvB/.gif
  3. I've extended the WorldEditor using Python3(9.6 static). If you have some interesting ideas, I can consider them and make new functions for them. Right now, it's just this bunch: And this small test script: [Hidden Content] (available in the next version)
  4. If I move it, the translations will still have the previous position. so I'd rather postpone such a thing right now. In the next rev they will look like this. 21x24 32bit If you have better suggestions: [Hidden Content] V44 out! Some icons have been replaced
  5. [Hidden Content] I've loaded those languages but I can't trigger this bug. Check the logs\ folder if you got any .dmp, and send it to me.
  6. You should download this project: [Hidden Content] and either edit the .rc file via notepad or via .sln project (for this second one you need VS2019 + desktop c++ environment + mfc + atl). Via project you can edit size and far more via the internal editor. In the ini you then choose your language and add the .dll (or send the translated .rc to me) in the client and that's all. You can't translate the messagebox text like this, but there are very few of them. TBH I wanted to extend the WE to python for a long time. Imagine, by pressing a button/key, you can get access to every pixel, object, and attr of the map (and far more) via python and edit them. Afterwards, you'll just use a .py script to calculate the distance close to that sector and set the proper ATTR automatically. e.g. If the climb is too steep then it's a mountain. I've edited and cleared it: [Hidden Content] It looks like this in the app: [Hidden Content] I can't use semi-transparency there. It's weird it lets you do so via ResHacker ?
  7. I was waiting for his psd for kinda 1 year That .bmp has been saved in the wrong format. This is how you do it: The application accepts colorscale 8bit bitmaps. The transparency is handled via c++ (very old MFC app) using the #ff00ff color. The size of the .bmp is 9140 bytes and should look like this: If you were to use this one, it will look like this: [Hidden Content] (with so much white)
  8. V43 out! It's a minor fix. Fixed saving the .msm files having some Group keywords missing
  9. V42 out! It's mostly a minor fix. Implemented the box collision handling (it requires additional code if you use .mde with boxes for launcher) Fixed the saving of msf files in the FlyTab
  10. You created a rootlib project with PythonrootlibManager.h/.cpp inside. It has nothing to do with my tutorial at all. You should include initrootlibManager, not initrootlib in UserInterface.cpp
  11. The issue is that the buffer is not cleared even if the packet is wrong. It will keep growing until you run out of memory. It's not just adminpage (@) vulnerable to this, but it's the simplest to exploit.
  12. They've disabled the topic since I was too busy at manually sharing updates to my customers. Since then I've already enabled the automatic downloads from my website to solve the matter. After I'll add more content and info on it (mostly an extended download list containing individual patches per commit too), I'll ask @ASIKOO for a revaluation. --------- [Hidden Content] this is the uiexchange without the chat box
  13. It seems the glitch came from uitooltip.py It should have been solved now.
  14. The original map/.txt waypoints when loaded also cause lag for many players
  15. For the available translations, they can be found in the same download link, specifically here. Maybe in future also here. Some of you are translating some languages. I've finished the IT one. How to change language? Like this:
  16. V40 is out! New config option LOCALE You can now translate the program UI (and also more in the future) by generating the relative WorldEditorRemix_{}.dll file. To translate the program: [Hidden Content] Editing can be done by either notepad or vs editor: Result:
  17. V39 is out! Auto-Save option added New config option AUTO_SAVE_TIME Fixed some crashes like in save server attr button
  18. There's an even simpler solution if the cores crash: a telegram bot (probably a discord one is fine as well) I did something like this with a single-line c++ telegram bot: The code for the game to handle the abort signal is just: void emergency_sig(int32_t sig) { if (sig == SIGSEGV) { tgfeed::CrashRpt(); abort(); } } // somewhere at the top inside int start(int argc, char **argv) signal(SIGSEGV, emergency_sig); in game/src/main.cpp
  19. There's no need to select another object to move it. You can do something weird like this: [Hidden Content] Selected tree + MouseWheel + 9|0 (SHIFT and CTRL for 10x and 100x speed multiply) ; # MouseWheel+9 move selected object x position (1x) (+asyncronous) ; # MouseWheel+0 move selected object y position (1x) (+asyncronous) ; # MW+RSHIFT+9|0 as above but *10x (+asyncronous) ; # MW+RCONTROL+9|0 as above but *100x (+asyncronous) As For the AutoSave feature, It will look like this: I need to think how frequent the automatic save should be done (5 minutes?), and whether or not this message should be displayed:
  20. If it's enabled by default, some people would find it annoying. If it's disabled by default, you'll still lose everything again. I should add a checkbox in plain sight close to the Load button for the [_] autosave feature.
  21. I guess the bug comes from ilGetInteger(IL_IMAGE_BPP). 265797632*512*512 doesn't seem a very good expression there. By default ilBpp should be 4. I can directly put 4 there, and it would work fine.
  22. I think this vulnerability is caused because, in CInputHandshake::Analyze, it keeps the connection open even if the processed packet fails, so the same connection can send infinite packets increasing the buffer size until it reaches 4gb of ram (32bit binary limit). Replace every return -1; there with { d->SetPhase(PHASE_CLOSE); return 0; } And that's all. yfw: int analyze_protect{0}; int analyze_protect_count{0}; If you're working on files that don't have c++11 enabled in 2021, you're probably doing something deep wrong.
  23. That's related to when you're editing an ambience effect, or close to one. With the large address aware enabled, it should reduce this. This means the previous 256x256 shadowmap.dds files will be useless. (this will require an internal conversion or to regenerate them) The generated result looks like this: If you want to test it, check __trash/we_remix_v38_shadowtest.rar
  24. Fixed in v38. [Hidden Content] V38 is out! Fixed the height brush regression from v37
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