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Posts posted by martysama0134
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Spoiler
from c++ base meme
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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: https://pastebin.com/as1ULyQY
(available in the next version)
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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.
In the next rev they will look like this. 21x24 32bit
If you have better suggestions:
V44 out!
- Some icons have been replaced
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58 minutes ago, arlinamid said:
https://metin2.download/picture/LTP4REmmHb3W7VT30DhnC2YuybcoB3qv/.gif
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.
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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:
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.
This way, you get an image without a background, which you can then save in the format of your choice:
I've edited and cleared it:
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- 16
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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:
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:
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)
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V43 out! It's a minor fix.
- Fixed saving the .msm files having some Group keywords missing
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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
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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
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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.
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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.
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https://pastebin.com/v5D3NCm8 this is the uiexchange without the chat box
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It seems the glitch came from uitooltip.py
It should have been solved now.
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2 hours ago, arves100 said:
The second changes that the official server did, was changing the loading of Minimap waypoints (stored in locale/xx/map)
The original map/.txt waypoints when loaded also cause lag for many players
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For the available translations, they can be found in the same download link, specifically
. Maybe in future also .Some of you are translating some languages. I've finished the IT one.
How to change language? Like this:
Spoiler- 4
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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:
Editing can be done by either notepad or vs editor:
Result:
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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.
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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
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On 2/22/2021 at 7:54 PM, Tatsumaru said:
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:
I need to think how frequent the automatic save should be done (5 minutes?), and whether or not this message should be displayed:
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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.
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23 hours ago, displayjokes said:
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.
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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.
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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- 3
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6 hours ago, Tatsumaru said:
You can't sculpt the terrain in version 37. When selecting any sculpting tool activates the texturing option. This is a new and a serious bug.
Fixed in v38.
https://metin2.download/video/0D2bmXbXVmgd8dy1DBgp7Gduw1owD18C/.mp4
V38 is out!
- Fixed the height brush regression from v37
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WorldEditor ReMIX
in Tools & Programs
Posted · Edited by Metin2 Dev
Core X - External 2 Internal
What do you mean? I was able to download it from another browser: