xGalardo
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Posts posted by xGalardo
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You're decreasing the level of security of the packets by using a static key. A man in the middle attack is possible to sniff the players' passwords.
If after enabled you're getting DCs, open protocol.h and change this macro to this:
#define DEFAULT_PACKET_BUFFER_SIZE (150*1024) //@warme015 prevent dc if there are many entities
The alternative way would be to call buffer_adjust_size in desc.cpp
At some point, if your time permits, could you do a full tutorial on how to remove it and the changes needed to avoid problems?
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43 minutes ago, nazox said:
Yes, you have to use std::pair as @ Dex said, besides, if you have the "Drop info system" you have to adapt the code in item_manager.cpp because you replace that function and use another method in its coding, once I managed to do it but I didn't save backup and I haven't managed to do it since xD! but the few times I tried it, that system was great, by the way, if you have modifications from other systems in item_manager.cpp, item_manager_private_types.h i item_manager_read_tables.cpp try to adapt it, not just replace, and don't forget to add public_tables.cpp in makefile, after that no more modifications required in principle as far as I remember, but try to read the "HowTo.txt" file is very easy to commit problems when editing common_drop, etc.
After this system will be used, then all drops should be written as e.g.: 30000~30000, so I can't just write an ID of 30000 in mob_drop_item.txt?
Example:
Group metinstone
{
type drop
mob 8001
1 30000~30002 1 100
2 20000~20000 1 100
}
So all IDs should be included so that ~ should be separated? -
Hello guys!
I'm sure you've encountered the bug that if you're polymorphed or using an ITEM_QUEST mount, and teleport, the shaman affects disappear from the top left corner.
Anyone have any ideas on how to fix this?
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I have a question: how can I make it so that I can specify subject ids, for example?
40000~40005
In this case, I would need the metinstone to drop any of the IDs 40000-40005, but only ever drop one, which is selected by the code.
Mob_drop_item example:
Group Metinstone
{
type drop
mob 8001
1 40000~40005 1 200
2 10 1 200
3 71084 1 200
4 71085 1 200
}
If someone could write this for me, for money, please send me a private message! Thanks!- 1
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Hi! bladegrass4.mde, bladegrass5.mde is missing.
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Hey! Thanks for the release! Maybe could it be possible to open as many boxes as you need until the inventory is full? So that the items are not drop on the ground when someone opens say 10,000pcs crates.
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22 minutes ago, Owsap said:
Both 2015 & 2018 root files have the mentioned lines from the guide but if that works for you, sure...
I'm using Martysama base, I didn't know it wasn't included, sorry about that.- 1
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0614 21:23:26078 :: NameError
0614 21:23:26078 :: :
0614 21:23:26078 :: global name 'questbutton_max' is not defined
0614 21:23:26078 ::
If dont have questbutton_max, just change to self.QUEST_BUTTON_MAX_NUM- 1
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25 minutes ago, Denizeri24 said:
bool CClientManager::InitializeItemTable() { std::map<int32_t, const char *> localMap; cCsvTable nameData; if (!nameData.Load("item_names.txt", '\t')) { fmt::fprintf(stderr, "item_names.txt couldn't be loaded or its format is incorrect.\n"); return false; // There's no reason to continue without names for us (i dont like korean) } nameData.Next(); // skip the description while (nameData.Next()) { localMap[static_cast<int32_t>(std::strtol(nameData.AsStringByIndex(0), nullptr, 0))] = nameData.AsStringByIndex(1); } cCsvTable data; if (!data.Load("item_proto.txt", '\t')) { fmt::fprintf(stderr, "item_proto.txt couldn't be loaded or the format is incorrect \n"); return false; } data.Next(); // skip first row (descriptions) m_vec_itemTable.resize(data.m_File.GetRowCount() - 1); // set the size of the vector memset(&m_vec_itemTable[0], 0, sizeof(TItemTable) * m_vec_itemTable.size()); // zero initialize auto item_table = &m_vec_itemTable[0]; for (; data.Next(); ++item_table) { if (!Set_Proto_Item_Table(item_table, data, localMap)) { fmt::fprintf(stderr, "Invalid item table. VNUM: %u\n", item_table->dwVnum); } m_map_itemTableByVnum.emplace(item_table->dwVnum, item_table); } std::sort(std::execution::par, m_vec_itemTable.begin(), m_vec_itemTable.end(), FCompareVnum()); data.Destroy(); nameData.Destroy(); return true; }
There's zero initialization here. So I don't think your fix is needed..
This post is for those who may have a similar problem. So not you.
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Can anyone provide more information after 7 years? Is it safe to remove or not?
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1 hour ago, Ikarus_ said:
No it is not possible.
Since I didn't have time to give my best support, I preferred to close the sales and pause my service. If it happens that I have more time then I will reopen sales with new systems (the old ones will now remain closed forever)Ok, thanks for your reply, good luck!
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Hello! One of you must know Ikarus better. Is it no longer possible to buy the offline shop system from him? Unfortunately, I can't reach ikarus anywhere.
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I also definitely need offline shop with shop search.
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Hello! I would like to know what you think is the best offline shop currently available? I am not interested in any published offline shop.
I've heard of Ikarus offline shop, but I don't know if they do design modifications.
Thanks for your answers!
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Hello! I found an old bug related to regen time.
Example:
A 1m respawn monster appears at 9:20, is killed at 9:20:18, so it will reappear at 9:21.
A 1m respawn monster appears at 9:20, killed at 9:36:45, reappears at 9:37.How can this be fixed? I would need it to count the respawn time from death.
This is what I need:
Example:
If I kill it at 12:20:15, it should appear at 12:21:15. -
Since the exp data type is DWORD by default, you will need to expand this if you want to enter more than 4294967295.
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Hello! I'm looking for a solution to a long-standing bug, but I can't remember if I've seen it somewhere.
The thing is, when you kill monsters, the character name "bounces up and down", SlotHighlight items go crazy, etc.
Or if you use the switchbot, the hightlight items go crazy too.
Can anyone give me a baseline on this?
GIF OF THE ERROR: THIS IS WHAT I MEAN
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Thank you, now works!
Maybe you don't know the solution? For example, when I use the switchbot, the effects speed up, or say if I hit a lot of monsters, etc.
https://metin2.download/picture/y6LxTdrpRwp0E2l82BFUfWQFaS66cOpE/.gif
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Hi! I tried this, but the frames didn't speed up.
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Problem with guild building land
in Community Support - Questions & Answers
Posted
same problem