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martysama0134

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Everything posted by martysama0134

  1. The desc->Packet() call in the Broadcast function will make the crash because DESC is NULL.
  2. Someone on another board asked me how to use it, so I made a shortcut for it: Instead of send_letter("XXX") you use send_letter_ex("XXX", "green,blink,ex", "scroll_open_green.tga") if you want green icon, green text, and the icon blinking. OR add these in questlib.lua function send_letter_blue(name) send_letter_ex(name, "ex", "scroll_open_blue.tga") end function send_letter_golden(name) send_letter_ex(name, "ex", "scroll_open_golden.tga") end function send_letter_green(name) send_letter_ex(name, "ex", "scroll_open_green.tga") end function send_letter_purple(name) send_letter_ex(name, "ex", "scroll_open_purple.tga") end function send_letter_blue_blink(name) send_letter_ex(name, "blink,ex", "scroll_open_blue.tga") end function send_letter_golden_blink(name) send_letter_ex(name, "blink,ex", "scroll_open_golden.tga") end function send_letter_green_blink(name) send_letter_ex(name, "blink,ex", "scroll_open_green.tga") end function send_letter_purple_blink(name) send_letter_ex(name, "blink,ex", "scroll_open_purple.tga") end function send_letter_blue_text(name) send_letter_ex(name, "blue,ex", "scroll_open_blue.tga") end function send_letter_golden_text(name) send_letter_ex(name, "golden,ex", "scroll_open_golden.tga") end function send_letter_green_text(name) send_letter_ex(name, "green,ex", "scroll_open_green.tga") end function send_letter_purple_text(name) send_letter_ex(name, "purple,ex", "scroll_open_purple.tga") end function send_letter_blue_blink_text(name) send_letter_ex(name, "blink,blue,ex", "scroll_open_blue.tga") end function send_letter_golden_blink_text(name) send_letter_ex(name, "blink,golden,ex", "scroll_open_golden.tga") end function send_letter_green_blink_text(name) send_letter_ex(name, "blink,green,ex", "scroll_open_green.tga") end function send_letter_purple_blink_text(name) send_letter_ex(name, "blink,purple,ex", "scroll_open_purple.tga") end So you would just need to replace send_letter("something") with send_letter_green_text("something") for text and icon green.
  3. Well, there were a lot of turkish/romanian "hostings" that could give you that kind of "metin2 service" included. Professional companies would never do that.
  4. If you runned the installer on user mode (and not admin mode), there's a possibility the plugin has been installed in %localappdata%\VirtualStore and not %programfiles(x86)%. If you run 3ds max on user mod, there's also the possibility that it will load the plugins from %localappdata%\VirtualStore and not from %programfiles(x86)%.
  5. player.object_proto and locale\xx\guildbuildinglist.txt The altar works via quest npcvnum.click
  6. In the official, it's always ungrouped (it could even be a "bug" from GameGuard), and almost all the players wouldn't change that option to do this.
  7. Only a relevant % of turkish people use XP nowadays. (so, in that case, it's crucial) Vista users can't even boot windows without getting 2-3 BSOD, so they are not a problem.
  8. I usually needed to do so to get a total refresh of the passwords even on older sessions too. It's not 100% necessary since we're going to restart mysql-server in the next step. (if that was your point)
  9. This just means they didn't pay the taxes on Germany for what they earned... so totally unrelated to Gameforge in theory. haha
  10. Just to sort it out better: # service mysql-server stop # mysqld_safe --skip-grant-tables & # mysql -u root mysql> use mysql; mysql> UPDATE user SET password=PASSWORD('yourpassword') WHERE user='root'; mysql> FLUSH PRIVILEGES; mysql> quit # service mysql-server restart
  11. Even if they do so, Gameforge is not going to get new players with this. They already burnt all their players with their failure of "marketing strategy". The only reason Metin2 lasted up to 2016 was for the mods and the pservers, otherwise it would have been as good as dead. They know it, and that's why they did nothing so far. Now they are desperate, so they will try everything possible to milk more money&players from everywhere. In German, there's a strict law about copyright infringements (never applied to metin2 since 2009 for some "unknown reasons"), so the possibilities are 3: 1) they got DMCA'd from ovh/cloudflare/everywhere possible (like in 2010) 2) they got fined/sanctioned/sued (very improbable) 3) they got threaten by gf, so they are making the new project "take the money and ran far away" As long as WOM is online (one of the biggest threats to GF), I'm not going to believe to the "annihilation" theory
  12. M2 Download Center Download Here ( Internal ) This is a revised version of an old thread. Following this How-To, you will have a better customizable solution for the aspect of your quests. You will be able to choice amongst: quest icon, text color, blink effect (like whisper buttons) How To You just need to replace 2 little things: I) In interfaceModule.py, replace BINARY_RecvQuest with: [Hidden Content] II) In questlib.lua, replace send_letter_ex with: [Hidden Content] Explanation: -the 2° argument of send_letter_ex will support multiple parameters: -green|blue|purple|golden|fucsia|aqua and so on (you can add them in BINARY_RecvQuest by adding new colors 0xFF+#HEX; Color Picker Online) -blink (the quest will flash like the whisper messages) -ex (a dummy tag to separate it from "info" and "item") -the 3° argument is the name of the icon to choose, which the current availables are: -scroll_open.tga -scroll_open_green.tga -scroll_open_blue.tga -scroll_open_purple.tga -scroll_open_golden.tga Examples: send_letter_ex(localeInfo.LanguageOptionTitle, "green,blink,ex", "scroll_open_green.tga") send_letter_ex(localeInfo.LanguageOptionTitle, "blue,blink,ex", "scroll_open_blue.tga") send_letter_ex(localeInfo.LanguageOptionTitle, "purple,blink,ex", "scroll_open_purple.tga") send_letter_ex(localeInfo.LanguageOptionTitle, "golden,blink,ex", "scroll_open_golden.tga") send_letter_ex(localeInfo.LanguageOptionTitle, "golden,blink,ex", "scroll_open.tga") Note: As you can imagine, the only limitation is that the color in N won't appear. (it will require additional code and work, so just forget it) Download: Check the attachment (colored-quest-scrolls-v2-res.7z) and add metin2_patch_new_questicon in your client.
  13. You have to load the metin2_map_a1 (example) from the same folder the WorldEditor.exe is.
  14. "bind" <- something not by default Most probably, you somehow fucked up the order of the fields to be processed in the query. Usually db/src/ ClientManager.cpp ClientManagerPlayer.cpp and Cache.cpp The rest is up to you
  15. d.new_jump_party is the real one, d.join is just for test (and it's also responsible of that game core crash) and is very unsafe to use. (no need to fix it since we have d.new_jump_party; just use it)
  16. stringName is std::string, not char* At the very last, if (!strcmp(strMapEventOx, stringName.c_str())) or if (!stringName.compare(strMapEventOx)) , but the overload of the == operator should be fine in this case.
  17. In reality RING1, and RING2 were the first drafts of the MOUNT_COSTUME and ACCE_COSTUME slots. If you want something better, create a new UNIQUE3 and UNIQUE4 on your own.
  18. local query = string.format("SELECT account_id FROM player%s WHERE name='%s' limit 1;", get_table_postfix(), mysql_escape_string(pc.get_name())) syschat(query) local aff_result, query_result = mysql_direct_query(query) syschat(aff_result) syschat(aff_result==1 and query_result[1].account_id or "NONE") This example should suffice
  19. Non-revisioning the work is always a big flow. "Send it to me" -> Hypothetically, it shouldn't be a bad idea, but we should consider the reality: There are many resellers/thiefs in here. If you add the stolen code they give you, you will get a lot of problems and also lose your reputation. Talking about a new lz4, you can simply add it via a different header/magic. You know the difference between MCOZ and EPKD? That's almost everything said. About the HDD/SSD matter... People could also try RAMDisk if they don't want to spend money on new hardware. If you "upgrade" the game, it will obviously require an "upgrade" of the hardware too. So no need to cry over it. @Socialized I prefer its not-so-predecessor, JSON, quite more. Natively supported by Python (huehue, pyyaml), simple and clean, and there's no need for the extra burden YAML provides. (I would never replace my rapidjson header-only library with anything else)
  20. Well, all the old game cores until r2089m never had "_IMPROVED_PACKET_ENCRYPTION_". If you disable it, it's like just the old times speaking of auth speed. The old system used a static xtea encryption key, when the second uses a dynamic cryptopp algorithm for that. A "man in the middle" can break both quite easily, so it's up to you. All metin2 used the old version for many years.
  21. As man in the middle, even with _IMPROVED_PACKET_ENCRYPTION_ enabled, sniffing all the packets is quite possible. The major problem is becoming the man in the middle. It's faster sending malicious stuff to some game admins. A lot of them would fall for that. (many people tried in the past to do such a thing with me unsuccessfully) Anyway, the only major league problem in metin2, which afflicts every server, is that the login password is sent as clear text and readable if sniffed, but it can be hashed via client quite easily. (probably, this will be the next thing I will try to do) Even if you use cython, there's a simple way to use the binary without considering "rootlib" inside. About the note: many servers already did such a thing. Test made right now: [Hidden Content] All entities are in there, and no disconnection.
  22. M2 Download Center Download Here ( Internal ) Well, such a thing is quite easy, and I know it since 2011~2012 (when the first 30k game cores were released to be more precise). You can find some diff patch files of that time for 30k game cores on the web that do this, but I will explain to you how to do it via source code editing. Before all, why the 40k game core files have a login more slower than usual? That's because ymir implemented an additional encryption security using cryptopp, and at login, they added some key agreement checks, which ended up the login to be more slower. You can actually disable such a feature, so that you can have the login fast like the old game revisions had. Disabling it will actually remove the "key agreement" issue, and will encrypt the connection with xtea instead of some cryptopp algorithms. (no big security issues, so it's safe to do) The edit is quite simple: Via server, you have to go and edit ^/Srcs/Server/common/service.h commenting #define _IMPROVED_PACKET_ENCRYPTION_ to // #define _IMPROVED_PACKET_ENCRYPTION_ Via client, same story for ^\Srcs\Client\EterBase\ServiceDefs.h commenting #define _IMPROVED_PACKET_ENCRYPTION_ to // #define _IMPROVED_PACKET_ENCRYPTION_ Additionally, in the client, you must also edit the archaic pong from ^\Srcs\Client\UserInterface\Locale.cpp like this: find #define LSS_SECURITY_KEY "testtesttesttest" change it to #define LSS_SECURITY_KEY "1234abcd5678efgh" Video of a quick login: (using a second rate connection, and with 4810 programs opened simultaneously) [Hidden Content] Here how the code should be at the end: Enjoy your abione.
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