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martysama0134

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Posts posted by martysama0134

  1. 41 minutes ago, RazadorError said:

    maybe we got other link for the latest version ? because you need a premium to unlock it

    What do you mean? I was able to download it from another browser:

    MGxc9xY.png

    • Metin2 Dev 1
    • Good 1
  2. 41 minutes ago, Tatsumaru said:

    It would be nice if such clouds appeared next to the various options and tools:

    If I move it, the translations will still have the previous position. so I'd rather postpone such a thing right now.

    FEvwQxX.png

    CLa1rWN.png

    In the next rev they will look like this. 21x24 32bit

    If you have better suggestions: 

    This is the hidden content, please

     

    V44 out!

    • Some icons have been replaced

    41HIPdc.png

    • Metin2 Dev 6
    • Good 8
    • Love 1
    • Love 2
  3. 7 hours ago, arlinamid said:

    But, I have a question for you can I make a Hungarian translate, for Worldeditor via Resource hacker or you had something for I can translate and compile?

     

    You should download this project:

    This is the hidden content, please

    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.

    7 hours ago, arlinamid said:

    And other question I working now on NavMesh(Recast/Detour) for Metin2 , I'm think it will be easily implemented into the Worldeditor, and creating navmesh files for Detour can you help me in this project.

     

    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.

    5 hours ago, Tatsumaru said:

    I didn't send the PSD because it contained a lot of shit and miscellaneous (it's hard to find yourself without cleaning).
    I saved the icons in different settings and this was the only way I could get quality and smooth transitions to transparency.
    giphy.gif?cid=790b76118494bad511a58d1fb7

    This way, you get an image without a background, which you can then save in the format of your choice:
    4ssFIir.gif

     

    I've edited and cleared it:

    This is the hidden content, please

    It looks like this in the app:

    https://metin2.download/picture/y3HfHss9WuzeB5Xnc5spD380gpB9PbUA/.gif

    I can't use semi-transparency there. It's weird it lets you do so via ResHacker ?

     

    Spoiler

    • Metin2 Dev 16
    • Good 1
    • Love 5
  4. 4 hours ago, arlinamid said:

    I really like it @Tatsumaru , easily implemented with  Resource hacker 

    Thank you and also Thanks to @martysama0134

    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:

    fTlNEsv.png

    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:

    SW7S2Ag.png

    4 hours ago, arlinamid said:

    If you were to use this one, it will look like this:

    https://metin2.download/picture/4cN6ES4VEznwnNe1XmND92FGkT1vtlOd/.gif 

    (with so much white)

    • Metin2 Dev 7
    • Good 3
  5. On 6/24/2021 at 2:15 AM, Sword said:

    You created a rootlib project with PythonrootlibManager.h/.cpp inside. It has nothing to do with my tutorial at all. 👀👀👀

    On 5/20/2021 at 9:18 AM, ByLost said:

    You should include initrootlibManager, not initrootlib in UserInterface.cpp

    • Metin2 Dev 2
    • Good 1
    • Love 1
    • Love 3
  6. 2 hours ago, danhakhavro said:

    I can't find the link here on the forum, maybe it's suspended sales for now.

    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.

    ---------

    https://pastebin.com/v5D3NCm8 this is the uiexchange without the chat box

    • Metin2 Dev 1
    • Lmao 1
    • Good 1
    • Love 1
  7. For the available translations, they can be found in the same download link, specifically

    This is the hidden content, please
    . Maybe in future also
    This is the hidden content, please
    .

    Some of you are translating some languages. I've finished the IT one.

    How to change language? Like this:

    Spoiler

    • Metin2 Dev 4
    • Good 2
    • Love 3
  8. 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:

    This is the hidden content, please

     

    Editing can be done by either notepad or vs editor:

    hgATdXh.png

     

    Result:

    Vp98irQ.pngQCtNqc9.png

    • Metin2 Dev 2
    • Scream 1
    • Good 3
    • Love 9
  9. V39 is out!

    • Auto-Save option added
    • New config option AUTO_SAVE_TIME
    • Fixed some crashes like in save server attr button

     

    On 2/24/2021 at 9:52 PM, Gurgarath said:

    a small message can be displayed right next to "Idle" on the bottom left of your screenshot.

    fFER4Gz.png

    • Good 3
    • Love 2
    • Love 9
  10. 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:

    0Ckv6hb.png

    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

    • Metin2 Dev 1
  11. On 2/22/2021 at 7:54 PM, Tatsumaru said:

    A short tutorial on how to move a nested tree.

    222800uriel2.gif

    There's no need to select another object to move it.

    You can do something weird like this:

    https://metin2.download/picture/jTbKQ8RS7HAH8O4m26IqLeHwQ62tmS1Z/.gif

    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:

    Yx32iI4.png

    I need to think how frequent the automatic save should be done (5 minutes?), and whether or not this message should be displayed:

    zjlX7O0.png

    • Metin2 Dev 1
    • Good 3
  12. On 2/21/2021 at 1:08 AM, ToXiC4000 said:

    After i just lost like 2 Hours of work in the newest Version, id like to recommend that you could start to build an Optional Autosave function for Maps into the Tool for like every 5 Minutes or so, It Crashed after i changed some Textures. if its possible it would help some Guys alot i think

    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.

    • Good 1
    • Love 1
  13. 23 hours ago, displayjokes said:

    I have the same problem, what am i doing wrong? 

     

    Log dmp file generated: 

    This is the hidden content, please

    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.

    • Love 1
  14.  

    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.

     

    On 1/11/2021 at 11:18 AM, Speachless said:

     

    
    int analyze_protect; 
    int analyze_protect_count;

     

    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. 🤣

    • Love 8
  15. 2 hours ago, ToXiC4000 said:

    The Watermarker is dissapearing while editing sometimes for whatever reason.

     

    That's related to when you're editing an ambience effect, or close to one.

    2 hours ago, ToXiC4000 said:

    The Worldeditor sometimes crashes just random "i guess thats because of the 32bit compile" i guess before an update to 64bit its not really fixable

    With the large address aware enabled, it should reduce this.

     

    2 hours ago, ToXiC4000 said:

    is it Possible to increase those values for exporting bigger Shadowmaps for example 1024x1024 idk if these are the correct Values,

    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

    Spoiler

    • Metin2 Dev 3
    • Love 1
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