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martysama0134

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Posts posted by martysama0134

  1. On 11/15/2020 at 6:28 AM, Tatsumaru said:

    2 PROBLEM

    While gumming textures, the button of this function is pressed. When we change the tool, the eraser button will return to original form, but in fact the eraser function is still activated. This is a tiny bug, but it causes confusion, because until we actually turn off the gumming function, we won't be able to paint the area.

    The 2nd problem is now fixed.

    https://metin2.download/video/UlL6i5Y8g03PwuvjHRzGgktdsX05G67u/.mp4

    This will keep the eraser still active.

    In reality I'd prefer directly disabling it like this:

    https://metin2.download/picture/JBx35U61M3qGPRsA7vAUz6w23n482ZVP/.gif

    (probably for the next rev)

     

    V37 is out!

    • Added Config option CENTERED_WINDOW to center the program window when opened
    • Added global/local position in the f11 info board (https://metin2.download/picture/JbjDNh9UeHvuAaNH7HR20rlbRP4wV5s2/.gif)
    • Fixed moving with WASD if ctrl was pressed (e.g. ctrl+s)
    • Fixed when switching height brushes, the eraser remained active but not the relative button

     

    • Metin2 Dev 2
    • Love 3
  2. On 12/12/2020 at 7:48 AM, Tatsumaru said:

    124429Bez-nazwy-2.gif

    New icons, I think that with these icons the program is more pleasing to the eye.

    Download: 

    This is the hidden content, please

    If you have a psd of it, send it to me.

    I prefer something like "map, model (icon & text), effect, fly" 🤔

     

    On 11/15/2020 at 7:28 AM, Tatsumaru said:

    3 PROBLEM

    No information is displayed in these places despite loading the environment (however, they display correctly in the first tab):

    123810Bez-nazwy-1.jpg

     

    The 3rd problem is now fixed.

    https://metin2.download/video/UhnNTOoGugfX4MFJKKDAAspv2ktcjzns/.mp4

     

    V36 out!

    • Fixed displayed script name and version in environment tab
    • Metin2 Dev 1
    • Good 1
    • Love 5
  3. I've updated the tutorial by adding a new branch called vsimpl:

    This is the hidden content, please

     

    This will be very helpful for the following reasons:

    • Automatic cythonization when you compile (via pre-compilation event)
    • Only edited cythonized files will be compiled, and not everything every time

    i.e. I've previously fixed a bug in the main branch, so now only edited python files will be re-cythonized and not everything every time

    • Metin2 Dev 23
    • Good 9
    • Love 3
    • Love 18
  4. In the last update, i've implemented the multithreading in the archive. It's currently extremely fast.
    For packing, what it took 180s now is done in 5s.

    For unpacking, what it took 180s now is done in 30s if the folders are missing, otherwise 6s.

    i.e. I also improved the original single-thread algorithm so it's faster than the older versions.

     

    I noticed 2 weird things though:

    1) On parallel mode, some prints are skipped, so if you need to debug something, disable both --nolog and --parallel.

    2) Redirecting the output to file (>.txt) on parallel mode slowers the process as if it were single thread back again.

     

    FULL CHANGELOG
    v1.3 added install.bat for installing everything (must be runned as admin)
    v1.4 added "force_filename_lowercase" config field
    v1.5 fixed packing of non all-lower-named packs
    v1.6 fixed extraction of 0kb files
    v1.7 fixed extraction of 2-len packs names
    v1.8 fixed packing/unpacking files/folders with spaces in filenames (issue present only in the .bats)
    v1.9 added type6 and header mcsp decryption
    v2.0 added "ignore_full_name" config field, and allowed writing comments inside the .json setting file
    v2.1 added "eter_magic_mcoz","eter_magic_epkd","eter_magic_mcsp" fields
    v2.2 added "parallel" in .json, and --parallel as argument for multithreading packing/unpacking
    v2.3 added global .json load from %userprofile% if the local ones are missing
    v2.4 fixed type6 unpacking in parallel mode
    v2.5 improved parallel speed when packing by 20x
     

    • Metin2 Dev 1
    • Good 2
    • Love 15
  5. In my requirements I usually mention this:

    Quote


    ? Text Editor:
    - VS Code
    https://code.visualstudio.com/download

    tip: set default charset from utf8 to windows1252:
    File -> Preferences -> Settings [https://metin2.download/picture/Qc52PQUmsD8h4690V9Zo9jKFPsoXBopr/.png]
    Settings -> files.encoding -> windows1252 [https://metin2.download/picture/83fg8FQ2DT5Xb9nxgLpiYk6l5UH9Ut3J/.png]

    tip for quests: go to extensions (ctrl+shift+x) and install "metin2 quest support" [https://metin2.download/picture/NzdjlmeiUWE5I3tMUYx6NUH0Zea1T1n9/.png]

    binary path: "%localappdata%\Programs\Microsoft VS Code\Code.exe"
     

    If changed as such, VsCode loads the document as utf8 if it has the BOM, otherwise LATIN1252 for all the others.

    • Love 3
  6. V33 out!

    • Fixed crash if TimeEventAlpha is empty inside the .mse
    • Fixed lens flare
    • Enabled win10 style  (it looks stable)
    Spoiler

    • Love 8
  7. 24 minutes ago, Tatsumaru said:

    giphy.gif

    You could add the option to enable or disable the cloud effect.

    Lens flare is also broken. There is a solution to this problem in the game somewhere, but it is still in this program.

    ELAq4iL.jpg

     

     

    I never used that fix. I think I'll add "3840.0f, 2400.0f" via config, and hardcode the g_afColors change directly.

    I will also consider the Cloud effect one by default.

  8. 9 hours ago, yoloo said:

    Hello,  I had a .dmp file today which I uploaded to mega :

    This is the hidden content, please

     

    What have you done precisely? Moved around the map then got randomly crashed? Did it happen again?

    As far as I understood, when you were moving around, the editor was calculating the heights of every object hit by the "raycast" (CCullingManager->SpherePack), but one of them was a broken instance.

    Spoiler

  9. V32 out!
    This is just a minor update. I simply disabled the DPI-awareness, so the app won't scale weirdly if you set your windows's scaling (over 150% kinda) at all.
    Don't forget that, if you get crashes/asserts, you'll get a logs/{name}.dmp file. You can upload it and send it to me for debugging.

    • Love 6
  10. 2 minutes ago, Jawwad said:

    Love you man :D

    I think I found a "bug" .

     

    https://metin2.download/picture/NgRjoQiAv8NCJe9lHNblcLEFjFXWa3fr/.gif

     

    PS: I saw this 

    I don't know sure if it's a bug..

    Even hairs have skeletons moved by the animation, but they are considered just like mere static objects when added via object attachment. It may require a proper fix, but I don't want to touch that part of code in anytime soon.

    tl;dr

    DnpMN6s.png

    Spoiler

    • Lmao 1
  11. V31 out!

    • Removed useless File Dialog options
    • Removed useless Toolbar options and added Redo
    • New config options:
      • RENDER_CURSOR_COLOR_{R|G|B}
      • OBJECT_HEIGHT_MAX
      • OBJECT_HEIGHT_SLIDER_MAX
      • ATTR_SLIDER_REMOVAL

     

    Spoiler

    Spoiler

    Spoiler

    Spoiler

    • Good 1
    • Love 10
  12. 8 hours ago, LoKnarash said:

    When I try connect the sword on the body after two seconds it crash. If you can fix this problem....

    https://metin2.download/picture/9E0wMM0I0891zlC1u7W61TyMHQ2Lp1E4/.png

     

     

    Thanks.

    In practice, the generated deformable vertex buffer was broken for the attached objects. By temporarily disabling it (on those attached objects), I could create and attach many objects (hair+weapon left+weapon right) without any crashes.

    I should make a proper fix about it.

    Spoiler

    • Love 1
  13. 5 hours ago, Sandworks said:

    Regarding to the bugs or misfunctionality there is a thing that's really pi***** me off. It is the treeview in the obj tab. You cannot unselect completely which means if you want to create a new root node, you have to close the editor, create it manually in Win and relaunch the editor again. It may seem like it is not a big deal but when you work with that sw everyday it becomes frustrating after some time. Imagine that you need to relaunch VS everytime you create a new "whatever". ? And that leads me to one more thing that comes up to my mind right now. (edit: you can unselect but no root node can be created)

    Fixed in the incoming v29

    7 hours ago, .plechito' said:

    Dungeon block files (*.prd), the same for trees (*.prt) and effect files (*.pre)

    Fixed in the incoming v29

    3 hours ago, Paikei said:

    saving server_attr from a map crashes my worldeditor, and doesn't generate anything

    happens with SERVERATTR_REMOVE_WEIRD_FLAGS both on and off

    I have no crashes at all with it. Upload the logs/.dmp somewhere, or send me your map.

     

    5 hours ago, Sandworks said:

    The other thing is that I noticed the character's shadow now renders a bit different. I've got no problem with that, just saying.

    It's the related to the diffuse object lighting fix.

    5 hours ago, Sandworks said:

    I really like the initiative regarding different water textures.

    It was a feature I did in 2015-2016 so I kinda forgot, but I'm already saving them in the map settings.txt (and not msenv) ?
    SpecialWaterPath    "D:/ymir work/special/lava"
    SpecialWaterCount    30

     

     

    5 hours ago, Sandworks said:

    3) If the attr slider under the ATTR tab in the Attribute Number GroupBox is really as useless as everyone claims, it should be removed. It only causes weird bugs (the attr higlighter starts to behave in a really weird way) and it is really easy to slide that without noticing.

    That slide looks like "16 photoshop layers" in which you can kinda split your attrs. Useful? Probably not. Confusing? Maybe.

    3 hours ago, Sonitex said:

    1) The trees get smhw messed up after you use the 10m grid.

    I don't understand it.

    3 hours ago, Sonitex said:

    4) Not important but still buggy imho - the Fake portal CheckBox (I do not even know what is that for xD) hides all of the objects on the map.

    I think ymir wanted to show the "warp" objects by hiding the """pillar""" model and show only the warping effect.

     

    V29 out!

    • Fixed multi-object-selection box display
    • Fixed creating new property folders in root tree
    • Love 7
  14. 1 hour ago, Jawwad said:

    An error with the new verison (v26) and it's doing the same with v27..

    I noticed it happens when property/ or pack/property is missing and the path has spaces.

    I fixed it. It will be in v28. (I'm uploading it now... it contains only this fix)

    • Love 2
  15. V27 out! Here the changes:

    • Fixed multi-object-selection crash
    • Fixed the missing diffuse lighting in the objects
    • Fixed a crash when previewing a missing texture
    • New config options VIEW_OBJECT_LIGHTING, MOB_PROTO_PATH, VIEW_MONSTER_AREA_INFO
    • Default texture displaying count has been increased from 8 to 255 (aka lshift+0 by default)
    • Love 9
  16. The WorldEditorRemix v26 is out! (after 5 years)

    The v24 was compiled with vs2010, but the v26 is compiled with vs2019. If you find any regressions, report me all of them.

    (for the download, check the mediafire folder)

     

    Changes:

    • Fixed locale/ymir/mob_proto load (autodetect struct)
    • Fixed <map>/regen.txt save/load/edit (very nice for "m" regens)
    • Fixed ./group.txt load
    • Added water texture change in msenv (you need additional client c++ code; ignore it for now)
    • Added wind strength change in msenv (for speedtree; you need additional client c++ code; ignore it for now)
    • Fixed some crashes
    • Added generation of logs/WorldEditorRemix_{target}_{date}.dmp in case of crashes
    • Updated some icons (logo, menus)
    • Updated granny to 2.11
    • Changed WorldEditor.txt config file to WorldEditorRemix.ini
    • Load from PACK is available if property/ is missing and pack/property is present! Be sure pack/Index exists! (textureset from PACK ignores textureset/ if the relative pack exists)
    • Added config flag SERVERATTR_REMOVE_WEIRD_FLAGS

     

    Bugs to fix in the future releases:

    • ObjectList empty in PACK mode
    • SkyBox textures not cleared when switching maps
    • Some random asserts (if you get any, write me which ones, so that I at least suppress them)
    • I'll probably add some more config options
    • Metin2 Dev 1
    • Sad 1
    • Love 24
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