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Dievs

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Posts posted by Dievs

  1. Hi, i have a problem that I don't really understand, sometimes rarely my server crashes strangely, debugging with lldb I get this info:

     

    LlZmvKu.png

     

    Has anyone experienced this error or has any idea what it could be? I haven't found much in previously created threads

    Thanks

  2. Hi.

    A few weeks ago I was testing the inbuilt animation published by B4RC0D3 in this same forum, it caused me a lot of curiosity and I tried to adapt it for the sash system but I had no luck, I even tried to contact him to ask if he had managed to finish this part and there was no reply.

     

    My question is, is it possible to make weapons/sash have this inbuilt animation function and how difficult could it be to adapt it? Maybe a programming professional on this forum would like to give some clue as to how this could be possible.

     

    Original topic I mentioned: 

     

    I appreciate your attention, thanks for reading.

  3. Solved, thanks to VegaS for their help.

     

    If anyone ever wants to do something similar, they could use something like this:

     

    for (int i = 0; i < 30; ++i) 
                    {
                        if (dwEff == i) 
                            m_swordRefineEffectRight = EFFECT_REFINED + 110 + (dwEff * 4); 
                    }

     

    The code is adequate to what I have, so you should change the number 110 and * 4 depending on what you want to do
                    

    Many thanks to the two people who responded, special thanks to Vegas.

  4. 1 minute ago, VegaS™ said:

    Entonces podrías hacerlo como dije, es el mejor método en lugar de usar una matriz o algo así.

    ¿Puede mostrarme los valores EFFECT_SWORD_EFF1 .... EFFECT_SWORD_EFF40 de la enumeración?

    I currently have them like this:

     

            EFFECT_SMALLSWORD_EFF1, //dagger, fan, bell
            EFFECT_SMALLSWORD_EFF1_LEFT, //dagger, fan, bell
            EFFECT_BOW_EFF1, //bow
            EFFECT_SWORD_EFF1, // sword, two hand
            
            EFFECT_SMALLSWORD_EFF2, //dagger, fan, bell
            EFFECT_SMALLSWORD_EFF2_LEFT, //dagger, fan, bell
            EFFECT_BOW_EFF2, //bow
            EFFECT_SWORD_EFF2, // sword, two hand
            
            EFFECT_SMALLSWORD_EFF3, //dagger, fan, bell
            EFFECT_SMALLSWORD_EFF3_LEFT, //dagger, fan, bell
            EFFECT_BOW_EFF3, //bow
            EFFECT_SWORD_EFF3, // sword, two hand
            
            EFFECT_SMALLSWORD_EFF4, //dagger, fan, bell
            EFFECT_SMALLSWORD_EFF4_LEFT, //dagger, fan, bell
            EFFECT_BOW_EFF4, //bow
            EFFECT_SWORD_EFF4, // sword, two hand

  5. Thanks for answering.

    What I am trying to do is replace this:

     

                     if (dwEff == 1)
                        m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SWORD_EFF1;
                    else if (dwEff == 2)
                        m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SWORD_EFF2;
                    else if (dwEff == 3)
                        m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SWORD_EFF3;
                    else if (dwEff == 4)
                        m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SWORD_EFF4;
                    else if (dwEff == 5)
                        m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SWORD_EFF5;
                    else if (dwEff == 6)
                        m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SWORD_EFF6;

                    **About 30 or 40 more**

     

    for this:

     

    for (int i = 0; i < 30; ++i)
                    {

                        if (dwEff == i)
                        {
                            char szEff[256];
                            sprintf(szEff, "EFFECT_REFINED+EFFECT_SWORD_EFF%d", i);
                            m_swordRefineEffectRight = szEff;
                        }
                    }

    dwEff is an int value that identifies the value of the effect to give a weapon.

     

    I guess I'll have to leave the long code as is, I thought it might be possible to reduce it to a for.

    Thank you

     

  6. Hello, I am trying to do the following:

     

    for (int i = 0; i < 30; ++i)
                    {

                        if (dwEff== i)
                        {
                            char szEff[256];
                            sprintf(szEff, "EFFECT_REFINED+EFFECT_SWORD_EFF%d", i);
                            m_swordRefineEffectRight = szEff;
                        }
                    }

     

    But when I compile I get the error that it couldn't convert char to uint32_t.

    How could I make this possible? Thank you

  7. char_battle.cpp search:

     

    if (GetDesc() != NULL)

    {

    ...

    }

     

    add:

     

    if (pkKiller && pkKiller->IsPC())
        {
            if(IsPC())
            {
                if (isDuel || isAgreedPVP)
                {
                    pkKiller->ResetSkillCoolTimes();
                }

    }

     

    No tested.

  8. On 11/8/2020 at 8:21 AM, DevBlade said:

    Hi,

     

    I'm getting this kind of error:

     

    b37781d07f7964a85717788e33f2ad10.png

    It's a render target bug, go to EterLib/CRenderTarget.cpp and change RenderBackground

     

    Spoiler


    void CRenderTarget::RenderBackground() const
    {
        if (!m_visible)
            return;

        if (!m_background)
            return;

        auto& rectRender = *m_renderTargetTexture->GetRenderingRect();
        m_renderTargetTexture->SetRenderTarget();

        CGraphicRenderTargetTexture::Clear();
        CPythonGraphic::Instance().SetInterfaceRenderState();

        //const auto width = static_cast<float>(rectRender.right - rectRender.left);
        //const auto height = static_cast<float>(rectRender.bottom - rectRender.top);

        //CPythonGraphic::Instance().SetViewport(0.0f, 0.0f, width, height);

        m_background->Render();
        m_renderTargetTexture->ResetRenderTarget();
        //CPythonGraphic::Instance().RestoreViewport();
    }
     

    Anyway, I advise you to go to the original post and look for some fixes found there

    • Metin2 Dev 1
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  9. 1 hour ago, flww said:

    It's broken :( 

    does it work for someone?

     

    spacer.png

     

    Check that the files are in the correct path

     

    D:\ymir work\effect\mehok\eff_4.dds

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  10. Version of Files XXX

    Hello, I am looking for information on how to fix the annoying attack of layer4 that ch3hp created to attack servers, currently in the Hispanic community these attacks have been triggered by other children which has led to you having to pay "ch3hp" 300 euros by a firewall that claims to be the "savior".

    I am looking for someone who has information on how to stop these attacks, I am willing to pay as long as it is not ch3hp and a child who is dedicated to attacking.

     

    Thanks.

     

    • Metin2 Dev 2
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