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Luigina

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  1. Dear members, A suggestion. Instead of spamming the forum thread, you can create github issue. So it will be more organised. King Regards.
  2. I agree to @ Mitachi If you are not turning off IPE, I recommend that you do so. If you are going to turn off IPE, I recommend that you also turn off xtea encryption. This way, you can use it without any problems without editing any code. If you are going to actively use xtea encryption, there are a few things you need to adjust. I cannot explain these because some of my friends are selling them.
  3. It would not be wrong to say that this is a great contribution from a great man, as there were many members in the community looking for this. Considering that there are still servers that give starter items with quests or cmd commands, this new way is quite good.
  4. MetinTwo 1.1.0 Changelogs Trade Restrictions Removed for the Following Items: * Exorcism Scroll * Cor Draconis * DS Alchemies * Concentrated Reading * Sashes Attribute Enchantment Logic Improved: It is now possible to add a bonus via enchantment even if the same bonus already exists on the item. Example: If your shoes already had an HP bonus, you were previously unable to apply the same bonus via enchantment. This issue has been resolved. Bug Fixes and System Improvements: * Biologist & Hunting Mission Effects: These will now apply correctly upon logging into the game. * DS Alchemy: Recharge item functionality has been fixed. * DS Refinement Window: Point display issue resolved. * Server-Side Issues: Various logged backend issues have been addressed. New Features and Balancing: * Daily Rewards are now enabled. Be careful, there is hwid restriction. You should take rewards just for 1 character. * Thunder Spirit Event is now active. Event shop NPCs are located in the first villages. * Damage values for Assassin and Shaman classes have been increased. * Skill bonuses are now properly displayed in the Affect Shower. * The Devil Tower Seal Stage has been made easier. * Granny Animation Issue: Visual bugs related to mounts, pets, and certain attacks have been fixed. You should no longer experience animation corruption during combat. * Added costume enchant items to general saleswoman. Maybe i forget something to add here, there is many changes. Enjoy the game and thank you for your continued support.
  5. Here is fix for the character name low height issue when you enter game too fast. There is 2 way to fix it, i suggest the second way bcs it will fix the height issues after rescale actors. // FIRST WAY float CActorInstance::GetHeight() { if (IsPC()) // fix pc height return CGraphicThingInstance::GetHeight(); DWORD dwRace = GetRace(); float fRaceHeight = CRaceManager::instance().GetRaceHeight(dwRace); if (fRaceHeight == 0.0f) { fRaceHeight = CGraphicThingInstance::GetHeight(); CRaceManager::instance().SetRaceHeight(dwRace, fRaceHeight); } return fRaceHeight; } // SECOND WAY (this will also fix the height issues after rescale) float CActorInstance::GetHeight() { const float fHeight = CRaceManager::instance().GetRaceHeight(GetRace()); return (fHeight > 0.0f) ? fHeight : CGraphicThingInstance::GetHeight(); }
  6. Can you try this ? if (owner->GetLootFilter() && !owner->GetLootFilter()->CanPickUpItem(item)) { if (!owner->GetLootFilter()->IsLootFilteredItem(dwVID)) { owner->GetLootFilter()->InsertLootFilteredItem(dwVID); if (owner->GetDesc()) { TPacketGCLootFilter p; p.header = HEADER_GC_LOOT_FILTER; p.enable = false; p.vid = dwVID; owner->GetDesc()->Packet(&p, sizeof(p)); } } if (owner == this) ChatPacket(CHAT_TYPE_INFO, "No loot will be collected as the loot filter is deactivated."); else ChatPacket(CHAT_TYPE_INFO, "No loot will be collected as a party member's loot filter is deactivated."); return false; }
  7. I didn't wrong thing, i was creating load thread for some cheat algorithm & load some resources when app creating. After dx9 update this problem occured, i changed thread to async to fix it. It was ok but after some research on microsoft website i did it and revert to thread, issue solved. So it worked on me. To make sure of this, I did the same on the mainline, the same problem was occurring, with this flag I made sure that it was solved there as well. There is a other ways too ofc. Like create thread after all create processes done
  8. You can try, create a thread on app create with dx9. App will crash or freeze sometimes when opening the client.
  9. Hi everyone, With this change you can handle multiple threads on device creating on Directx9 update. It fixes application freeze / crash when creating a thread on application create. GrpDetector.cpp // Before if (m_kD3DCaps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) { if (m_kD3DCaps.DevCaps & D3DDEVCAPS_PUREDEVICE) { dwD3DBehavior = D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE; if (pfnConfirmDevice(m_kD3DCaps, dwD3DBehavior, eD3DFmtPixel)) isFormatConfirmed = TRUE; } if (FALSE == isFormatConfirmed) { dwD3DBehavior = D3DCREATE_HARDWARE_VERTEXPROCESSING; if (pfnConfirmDevice(m_kD3DCaps, dwD3DBehavior, eD3DFmtPixel)) isFormatConfirmed = TRUE; } if (FALSE == isFormatConfirmed) { dwD3DBehavior = D3DCREATE_MIXED_VERTEXPROCESSING; if (pfnConfirmDevice(m_kD3DCaps, dwD3DBehavior, eD3DFmtPixel)) isFormatConfirmed = TRUE; } } // Confirm the device/format for SW vertex processing if (FALSE == isFormatConfirmed) { dwD3DBehavior = D3DCREATE_SOFTWARE_VERTEXPROCESSING; if (pfnConfirmDevice(m_kD3DCaps, dwD3DBehavior, eD3DFmtPixel)) isFormatConfirmed = TRUE; } // After if (m_kD3DCaps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) { if (m_kD3DCaps.DevCaps & D3DDEVCAPS_PUREDEVICE) { dwD3DBehavior = D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE | D3DCREATE_MULTITHREADED; if (pfnConfirmDevice(m_kD3DCaps, dwD3DBehavior, eD3DFmtPixel)) isFormatConfirmed = TRUE; } if (FALSE == isFormatConfirmed) { dwD3DBehavior = D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_MULTITHREADED; if (pfnConfirmDevice(m_kD3DCaps, dwD3DBehavior, eD3DFmtPixel)) isFormatConfirmed = TRUE; } if (FALSE == isFormatConfirmed) { dwD3DBehavior = D3DCREATE_MIXED_VERTEXPROCESSING | D3DCREATE_MULTITHREADED; if (pfnConfirmDevice(m_kD3DCaps, dwD3DBehavior, eD3DFmtPixel)) isFormatConfirmed = TRUE; } } // Confirm the device/format for SW vertex processing if (FALSE == isFormatConfirmed) { dwD3DBehavior = D3DCREATE_SOFTWARE_VERTEXPROCESSING | D3DCREATE_MULTITHREADED; if (pfnConfirmDevice(m_kD3DCaps, dwD3DBehavior, eD3DFmtPixel)) isFormatConfirmed = TRUE; }
  10. You can change like that TEMP_BUFFER buf(8 * 1024 * SHOP_TAB_COUNT_MAX);
  11. There isn't any way to null pointer. I just click to npc and got crash. Did you see the size on crash ? I did that change and my problem solved. King regards !
  12. Hello community ! I found an issue when i was checking ShopEx system. If your pack_tab size is bigger than default m2 / SHOP_HOST_ITEM_MAX_NUM is bigger than default this overflow occurs. This causes a core crash as seen in the screenshot below: [Hidden Content] Solution I use temp buffer for handle better but you can change 8096 too. To solve this problem, you can follow these steps: // In shopEx.cpp -------------------------------------------------------------- // Search char temp[8096]; char* buf = &temp[0]; size_t size = 0; // Change like this TEMP_BUFFER buf(16 * 1024); -------------------------------------------------------------- // Search memcpy(buf, &pack_tab, sizeof(pack_tab)); buf += sizeof(pack_tab); size += sizeof(pack_tab); // Change like this buf.write(&pack_tab, sizeof(pack_tab)); -------------------------------------------------------------- // Search pack.size = sizeof(pack) + sizeof(pack2) + size; // Change like this pack.size = sizeof(pack) + sizeof(pack2) + buf.size(); -------------------------------------------------------------- // Search ch->GetDesc()->Packet(temp, size); // Change like this ch->GetDesc()->Packet(buf.read_peek(), buf.size()); After following these steps, you should have overcome this problem in the ShopEx system. If you have any problems, please leave a comment. Kind regards, Luigina
  13. @ Mali update repo for another guys (which using martysama root) in uiinventory.py self.DelHighlightSlot(overSlotPos) to self.DelHighlightSlot(overSlotPosGlobal)
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