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Finnael

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Finnael last won the day on November 7 2020

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  1. M2 Download Center Download Here ( Internal ) As you might know I was working on a Reworked version of the character window for a long time. I shared some of my progress on Discord and today I am relasing it to public. I am not gonna write any detailed guide here on how to implement it as there is enough information written in the file itself both on how to install and how to configure it. All you need to know is there are two different versions: base version is the first video I shared and the equipment set version is the second video. To implement equipment set version you need to make some changes in the server source. Base version can be implemented without doing any changes in the server source. Hope you all like it! [Hidden Content]
  2. Try again with updated files, you probably needed this open input_main.cpp: #1.) Find: case HEADER_CG_FAST_STACK: if (!ch->IsObserverMode()) FastStack(ch, c_pData); break; #2.) Add after: void CInputMain::FastStack(LPCHARACTER ch, const char* c_pData) { TPacketCGFastStack* p = (TPacketCGFastStack*)c_pData; if (ch) ch->FastStack(p->pos); }
  3. Updated the files, try implementing again. (Forgot to include some files sorry)
  4. M2 Download Center Download Here ( Internal ) [Hidden Content] The system allows you to combine the same items in one click. Might create some lag if you are trying to combine lots of item. Made by me. I hope to see a similar system in big servers. Stay safe. (Would be cool if someone can implement the system and share the results here. Might have forgot few things ) [Hidden Content]
  5. Is this your split function? If it is I'd like to see a video of you trying to split all the items by 1 in a completly empty inventory. And yours doesn't do backward searching. Yeah maybe you can further optimize it without copying the socket and attributes, I haven't tried it tbh.
  6. M2 Download Center Download Here ( Internal ) A very fast item split system written by me. A very optimized one. Instead of sending hundered of packets it only sends maybe a dozen max. It is searching algorithm is also better than most split systems. It can do backward searching. [Hidden Content]
  7. M2 Download Center Download Here ( Internal ) This system adds new pages for DS inventory. The system is written by me. [Hidden Content]
  8. Wow this is such a treasure! Thanks for sharing.
  9. Thanks for the very detailed guide. Pretty helpful.
  10. If you have this problem like me where RenderTarget renders the lod versions of the models you can do the the following thing to fix it. (You can also simply delete the lod files from your pack but you are gonna have to do it for every class and every armor that class wears. Besides that you can also have huge performance problems. There is a reason why LOD exists.) Open EterGrnLib/ThingInstance.h //1.)Find void SetMotionAtEnd(); //2.) Add after: void SetSkipLod(bool value) { m_bSkipLod = value; } bool GetSkipLod() { return m_bSkipLod; } //3.) Find: std::map<DWORD, CGraphicThing::TRef*> m_roMotionThingMap; //4.) Add after: bool m_bSkipLod; Open EterGrnLib/ThingInstance.cpp //1.) Find: m_v3Center = D3DXVECTOR3(0.0f, 0.0f, 0.0f); //2.) Add after: m_bSkipLod = false; //3.) Find: CCamera* pcurCamera = CCameraManager::Instance().GetCurrentCamera(); //4.) Add before: if (m_bSkipLod) return; Open EterLib/CRenderTarget.cpp //1.) Find: m_pModel->GetGraphicThingInstancePtr()->ClearAttachingEffect(); //2.) Add before: m_pModel->GetGraphicThingInstancePtr()->SetSkipLod(true); This should be enough to fix the issue. Note that this bug does not happen on every versions of granny. Just try to render a player model with render target and if your character looks like mine then you can apply this to fix it.
  11. So the gr2 files that are saved with this tool will be loaded faster? Is that what you mean with better performance? Thanks for the tool btw.
  12. Hmm, these look fine. From what I can see packet with header 43 is only being send to the client when player sitdowns or stand ups. So the problem should not be related with that if you are not doing anything. Can you show us your UserInterface/PythonNetworkStreamPhaseGame.cpp and UserInterface/PythonNetworkStream.cpp too? And btw which files are you using? Are you sure the client and the server you are using are meant to be used together? If you take your client from one files and your server from another that will cause such issues.
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