Jump to content

Verflucht

Banned
  • Posts

    27
  • Joined

  • Last visited

  • Feedback

    0%

About Verflucht

Core X

  • BAN_NOTICE
    Yes

Informations

  • Gender
    Male

Recent Profile Visitors

827 profile views

Verflucht's Achievements

Contributor

Contributor (5/16)

  • Dedicated
  • Reacting Well
  • First Post
  • Collaborator
  • Conversation Starter

Recent Badges

9

Reputation

  1. I've found a bug while dismounting mounts. After you dismount there is 2-3s lag, you can't chat/use autopots or do anything in general for 2-3seconds. [Hidden Content]
  2. I've been testing the source you have provided to the community and i can say it's one of the best free releases out there. There are a few bugs here and there but they are nothing major. I will be trying to fix some of them and post back here with the code. Once again thank you for this release and everyone else who has contributed to these files.
  3. It's easy to fix. Just re-do the installation because you clearly did something wrong. System works fine
  4. The OP provides a bug-free 40k source file, he is not your personal developer. Figure it out yourself or pay someone to do it for you.
  5. Solution for anyone else that might encounter this issue Go to input_db.cpp and search : signal_timer_enable(30); Above that paste this : #ifdef OFFLINE_SHOP CreateShops(); #endif
  6. Hello, i want to be able to transfer metin stones from weapons/armors when upgrading them with the cube system. I am willing to pay for it. Thanks #Fixed
  7. I wouldn't recommend gazduire at all. I have a test server for compiling my source and my dedi has frequent downtimes due to them performing maintances the entire time.
  8. Go to your binary source > EterPythonLib > PythonGridSlotWindow.cpp Search this : DWORD dwSlotNumber = UI::CWindowManager::Instance().GetAttachingSlotNumber(); Add under : if (dwSlotNumber > 44) { if (dwSlotNumber < 90) { dwSlotNumber -= 45; } else if(dwSlotNumber < 135) { dwSlotNumber -= 90; } else if (dwSlotNumber < 180) { dwSlotNumber -= 135; } } Search this : BOOL CGridSlotWindow::GetPickedSlotPointer(TSlot ** ppSlot) And replace the entire function with this : BOOL CGridSlotWindow::GetPickedSlotPointer(TSlot ** ppSlot) { if (!UI::CWindowManager::Instance().IsAttaching()) return CSlotWindow::GetPickedSlotPointer(ppSlot); BYTE byWidth, byHeight; UI::CWindowManager::Instance().GetAttachingIconSize(&byWidth, &byHeight); std::list<TSlot*> SlotList; if (!GetPickedSlotList(byWidth, byHeight, &SlotList)) return FALSE; TSlot * pMinSlot = NULL; //DWORD dwSlotNumber = UI::CWindowManager::Instance().GetAttachingSlotNumber(); //DWORD dwAttachingItemIndex = UI::CWindowManager::Instance().GetAttachingIndex(); for (std::list<TSlot*>::iterator itor = SlotList.begin(); itor != SlotList.end(); ++itor) { TSlot * pSlot = *itor; if (!pMinSlot) { pMinSlot = pSlot; } else { if (pSlot->dwSlotNumber < pMinSlot->dwSlotNumber && pSlot->dwItemIndex != pMinSlot->dwItemIndex) { pMinSlot = pSlot; } else { if (!pMinSlot->isItem && pSlot->isItem && pSlot->dwItemIndex == pMinSlot->dwItemIndex) { pMinSlot = pSlot; } } } } if (!pMinSlot) { return FALSE; } else { TSlot * pCenterSlot; if (!GetSlotPointer(pMinSlot->dwCenterSlotNumber, &pCenterSlot)) return FALSE; *ppSlot = pCenterSlot; // ?? ???? ?? ?? ???.. if (UI::CWindowManager::Instance().IsAttaching()) { DWORD dwSlotNumber = UI::CWindowManager::Instance().GetAttachingSlotNumber(); if (dwSlotNumber > 44) { if (dwSlotNumber < 90) { dwSlotNumber -= 45; } else if (dwSlotNumber < 135) { dwSlotNumber -= 90; } else if (dwSlotNumber < 180) { dwSlotNumber -= 135; } } if (dwSlotNumber == pCenterSlot->dwSlotNumber) { *ppSlot = pMinSlot; } } } return TRUE; } Hope i helped.
  9. It sounds neat, but the design still needs some work to it. Other than that it looks cool!
  10. Hey everyone, i hope everyone is doing well in these tough days. I'm currently facing this odd issue with my game. The costumes and sash is switching twice as you can see in the gif below, i know it's not something crazy but i'd like to get some insight on how to fix this odd issue or where to look to fix this issue. [Hidden Content] Thank you all in advance.
  11. Hello everyone. I hope you're having a wonderful day so far. Today i tried raising the yang limit by some guide i found in another forum. I managed to implement everything and the limit is 100t. It works fine for the most part but the issue i'm currently facing with it is whenever i relog or restart the server the yang amount changes. For example: before i relog/restart i have in my inventory 100t yang, After i relog or restart : the yang in my invetory are 23 Quadrillion or 200/300yang. I noticed that in my database (player>player) the gold amount is never the amount that i have in game. Also when i try changing the gold amount in the player table and save and re-open the table, the value resets itself to 0 or some random number. I don't get any errors while compiling only some warnings that i didn't have before i changed the yang limit and i think they are related to the problem that i'm having but i'm not sure. I get one warning when compiling the game src and that warning is: locale_service.cpp: In function 'void __CheckPlayerSlot(const string&)': locale_service.cpp:1029:10: warning: format '%d' expects argument of type 'int', but argument 2 has type 'long long int' [-Wformat=] printf("<ERROR> PLAYER_PER_ACCOUNT = %d\n", PLAYER_PER_ACCOUNT); When i compile the db src i get these warnings : Navicat Player>Player>gold type is bigint and length 16. (tried 255 and nothing changed) Thank you all in advance. EDIT: Fixed. If you're dealing with the same issue, check your ClientManagerPlayer.cpp (CreatePlayerSaveQuery) and tables.h
×
×
  • Create New...

Important Information

Terms of Use / Privacy Policy / Guidelines / We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.