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Posts posted by TMP4
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input_db.cpp search this:
sys_err("InputDB::PlayerLoad : cannot find valid location %d x %d (name: %s)", pTab->x, pTab->y, pTab->name); d->SetPhase(PHASE_CLOSE); return;
Change it to:
sys_err("InputDB::PlayerLoad : cannot find valid location %d x %d (name: %s)", pTab->x, pTab->y, pTab->name); lMapIndex = EMPIRE_START_MAP(d->GetAccountTable().bEmpire); pos.x = EMPIRE_START_X(d->GetAccountTable().bEmpire); pos.y = EMPIRE_START_Y(d->GetAccountTable().bEmpire); // d->SetPhase(PHASE_CLOSE); // return;
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Users here cannot even see the picture because it is another's forum attachments.
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He meant to open all of your files and search for this: 9, |6;Cancel
If you don't know what is the system where it came from search every .py .cpp .quest files.
You can use notepad++ search in all document function so it's gonna be 1 click to search.
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The picture is not showing for me but i guess you have to make it compatible with Internet Explorer, since Metin2 (leaked source) uses that.
You can try this raw solution, maybe your webpage works in ie11:
Best way is implementing the Chromium framework like GF did, but that's not easy for you.
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You can take that tooltip function from the charselect:
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Bruh, you did not even tried to find it.
Quoteif get_time() < pc.getqf("next_time") then --Find this....
say_title("Change sex failed!")
say("You can only change your gender in 3 days period!")The other is pretty much same so i do not find it for you, everyone can find even with zero lua knowledge because of the texts.
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Maybe i'm offing maybe not but i just gave the rings item_proto bonus and that will work, also you can show them to players with uitooltip.py, so either better.
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yes and yes
town.txt contains local coordinates example:
50 75
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In the meantime Veltor88 made a tutorial:
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That's what you're looking for.
You should have mse file next to your mde file, the mse file is calling the mde.
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You need but bruh, it is similar to "There is no power. The adapter unplugged from the wall. What is the problem?"
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13 minutes ago, [email protected] said:
Thank mate , but for maps with dosent have attr sv and cleint how we do ? =D
You can dump your server_attr based from the client's attr.atr files with that tool. It will be in the first page when you open the world editor.
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Yes, if you walk to where there is no server_attr and you'll get kicked. (So walk around the very edge of the map)
It will generate something i beleive "cannot find sectree/coordinates"
But if the edges are all mountain so players can't go there, you'll only face by the slided attrs for pvp, water, block zones.
(maybe the regen/npc/stone.txt spawns are also slided but i'm not sure)
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Nice tutorial, it is good to sum up it for beginners
Some things to mention:
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QuoteInformation. We generally use channel99 for dungeon maps but also when we want a map to be unique, regardless of the player's channel.
Actually, dungeons are not good to be in ch99 at the most cases, because if the map where you want to teleport from, and the dungeon is not in the same core, it won't teleport. If you want to place a dungeon to ch99, you have to make a "lobby" level, like demon tower level 1. That level of demon tower is not a dungeon yet, it will be ported to dungeon after we destroy the metin there. Also the dungeon must be in same core with the map where you want to teleport to the dungeon. For example if you want to enter a dungeon from Map1 what is in ch1 core1, the dungeon should be in ch1 core1. If it's in core2/3/x, then it will not teleport, and you'll get a syserr like "cannot create dungeon".2)
QuoteIn the case of my map, the BasePosition is: 2600000 2600000
If the coordinates of the map can't be divided by 256, it will cause a lots of problem. (2600000/256=10156.25 so it will be bad)For example the server_attr will be slided, so the block, pvp, water areas will not 100% there where you placed, also if you go to the slide's opposite side you'll get kicked out because there is nothing there according to the server, because it is slided in the other way
(This is because the maps are stricted to areas, and 1 area's size is 256x256)
Maybe it is hard to understand with just text so i gonna show it in a picture:
SpoilerSo your map should be in a grid with 100% matching edges:
But if it's not dividable by 256 (the grid size) it will "slide" sligthly:
If you check Ymir's maps, every default map can be divided by 256 to prevent this problem.
This was not a criticism, please do not take it as that.
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Check my orc maps topic, in the download i included everything like map/index, CONFIG, atlasinfo etc,
it can be good for tutorial too for "how to install a map".
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1)
Are you riding a mount or did you removed the movement speed cap when you're on foot?
As i remember about ~180 movement speed the game caps it and you can't move faster on foot.
If you're too fast (even with mounts, or even on foot with removed limit) this can happen.
2)
The map where you are, the coordinates can divided by 256?
If not, it produces a lot of problem, maybe this too.
Exampe: (Just a random number to show...)
315136/256=1231 ~ Good
315137/256=1231.0039 ~ Bad
3)
If it is not Ymir's map then dump a server_attr with WorldEditor Remix, maybe the creator used a default or not matching one.
Disclaimer: I don't need money even if those solved your problem, i cannot accept it btw because of my country's strict laws.
Once i sold a CS:GO skin for 90euro then i got a letter from the duty bureau 3weeks later that i should explain what was that
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My guess is that the other topic only contains a sword.
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It only fixes the 181, 182, 183 mapindex, because the damage there is hidden on purpose because of the castle system.
If you refer map1 as towns, your problem is not here probably.
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If just specified maps are affected (empirewar by default) then it's proably because of Ymir's castle system.
(Was it ever used in any server btw? )
At game/castle.h
#define IS_CASTLE_MAP(map) (181==(map)||182==(map)||(183)==(map))
Change those mapindex to another, or change at your map/index + CONFIG, you decide.
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Hello,
This time i grab an old stuff again and bring back to life: Bangsan & Imji Valley. (Jinno's and Chunjo's orc maps)
Originally every empire would have had their own orc map, but Bangsan (Jinno) and Imji (Chunjo) never finished nor used.
Video:
-Demon Tower (Hwang Temple) placed -Heaven Cave's entrance placed -Attrs and textures corrected -Added trees, rocks where it felt too empty -Atlas dumped -Full serveride made with complete regens -Etc
Everything included, even quests with the new coordinates. You don't have to make anything
Download1:
Download2:
Download3: https://data.hu/get/12491218/Bangsan__Imji_Valley_Finished_By_TMP4.zip
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Enigma virtualbox (the standalone free version) will not "protect" your exe in any way, so it'll not produce false positives like the enigma protector full version.
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Problem with Browser
in Community Support - Questions & Answers
Posted
I cannot give exact solution but i remember when i installed the "Metin2 Graphic Mod" (aka Enbseries) from ePvP back in 2012 that did the exact same thing. It uses some directx9 effect what probably interference with the transparent bar there.