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Debloat

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Posts posted by Debloat

  1. I believe you've made a small typo in the tutorial.
    In experimental -> 1.Svn -> Server -> game -> src -> input_main.cpp

    This:

    //Find in int CInputMain::Chat(LPCHARACTER ch, const char * data, size_t uiBytes)
    #if defined(__BL_CLIENT_LOCALE_STRING__)
    				pack.bCanFormat = false;
    #endif
    
    ///Change
    #if defined(__BL_CLIENT_LOCALE_STRING__)
    				pack.bCanFormat = (hyperlinks > 0);
    #endif

    Should be this:

    //Find in int CInputMain::Chat(LPCHARACTER ch, const char * data, size_t uiBytes)
    #if defined(__BL_CLIENT_LOCALE_STRING__)
    	pack_chat.bCanFormat = false;
    #endif
    
    ///Change
    #if defined(__BL_CLIENT_LOCALE_STRING__)
    	pack_chat.bCanFormat = (hyperlinks > 0);
    #endif

     

    • Metin2 Dev 1
  2. Hi Mali, first of all, this is super cool, thank you. I noticed a problem with this.

    If you click on ImGui window, you can't open ESC menu on Release client or directly close the game on Debug client using the X button of Metin2 window anymore.

  3. On 1/10/2024 at 1:37 PM, Debloat said:

    Thank you for the release. Visual Studio 2022 gives an error though. Do you know how I may fix it?

     

    Severity	Code	Description	Project	File	Line	Suppression State	Details
    Error	C2666	'CUBE_VALUE::operator ==': overloaded functions have similar conversions	game	C:\Users\Furkan\Desktop\yosunline\Server\Server\game\src\cube.cpp	736		

     

    Fix:

    cube.h

    Change this struct like so:
     

    struct CUBE_VALUE
    {
        DWORD vnum;
        int count;
    
        bool operator==(const CUBE_VALUE& b) const
        {
            return (this->count == b.count) && (this->vnum == b.vnum);
        }
    };


    And now it's working, thank you again, Mali!:
    raw

  4. Thank you for the release. Visual Studio 2022 gives an error though. Do you know how I may fix it?

     

    Severity	Code	Description	Project	File	Line	Suppression State	Details
    Error	C2666	'CUBE_VALUE::operator ==': overloaded functions have similar conversions	game	C:\Users\Furkan\Desktop\yosunline\Server\Server\game\src\cube.cpp	736		

     

  5.   

    On 10/26/2022 at 2:00 AM, Mind Rapist said:

    This file does not exist. There is only one armadillo folder inside VCPKG/installed and it's called `armadillo_bits` and there is no such file. I tried finding it online but I didn't so how can I get it?

    same here.

     

    Could someone kindly upload the missing download directories please.

     

    Inside your client source directory (where there's Metin2Client.sln) create a new folder called Extern (unfortunally some components cannot be distributed via vcpkg) and extract this pack inside that folder.

     

    and


    Delete the "lib" directory and replace with this directory

  6. 6 hours ago, Mali said:

    UPDATE:

    __BL_CLIP_MASK__

    __BL_MOUSE_WHEEL_TOP_WINDOW__

    __BL_SMOOTH_SCROLL__

     .gif

    Requirements:

      Hide contents

    This is the hidden content, please

    Note: 

      Hide contents

    Renewal Version:

    You definitely need __BL_CLIP_MASK__(Experimental)

    If you are using another mouse wheel system, you can delete the __BL_MOUSE_WHEEL_TOP_WINDOW__ definitions

    To disable __BL_SMOOTH_SCROLL__, you can set "smooth" to 0 in UIScript/Characterdetailswindow.py


     

    Tried it, it works. Thank you.
     

     

    • Metin2 Dev 1
  7. I am using the experimental version of this system together with your __BL_ENABLE_PICKUP_ITEM_EFFECT__ system. In PythonSlotWindow.cpp, 

    This part:
     

    		if (m_pSlotActiveEffect)
    			m_pSlotActiveEffect->SetClippingMaskRect(m_rMaskRect);

    Is not compatible with your __BL_ENABLE_PICKUP_ITEM_EFFECT__ system and it doesn't let client build. Because of this in PythonSlotWindow.h:

     

    #if defined(__BL_ENABLE_PICKUP_ITEM_EFFECT__)
    			CAniImageBox* m_pSlotActiveEffect[SLOT_ACTIVE_EFFECT_COUNT];
    #else
    			CAniImageBox* m_pSlotActiveEffect;
    #endif


    So copying from another if statement from your __BL_ENABLE_PICKUP_ITEM_EFFECT__  system, I edited the first code as such:

     

    #if defined(__BL_ENABLE_PICKUP_ITEM_EFFECT__)
    		for (int i = 0; i < SLOT_ACTIVE_EFFECT_COUNT; i++)
    		{
    			if (m_pSlotActiveEffect[i])
    				m_pSlotActiveEffect[i]->SetClippingMaskRect(m_rMaskRect);
    		}
    #else
    		if (m_pSlotActiveEffect)
    			m_pSlotActiveEffect->SetClippingMaskRect(m_rMaskRect);
    #endif


    I could compile the Client after this. Did I mess something up or does this make sense? 

  8. 4 minutes ago, Tatsumaru said:

    It seems that the program has a certain flaw. After making changes to the path, additional confirmation of the modifications is required, which can be done by pressing the "Enter" key or clicking on the version selection field for "Granny."

    Yes, this worked. Pressing enter crashed the app. But clicking on the version button worked. Thank you very much ?

    • Good 2
  9. 17 hours ago, Tatsumaru said:

     

    The author of the comment, whose quote you are including, compares the model name to the texture name, so they are unable to pinpoint where the mistake might have occurred. Please go to the "Texture List" tab and check if the texture names match with the name of your new texture.

    What I meant was that the texture path changing says that it was successful but nothing changes as in the video. I use granny 2.11.8

     

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