Jump to content

Karbust

Management
  • Posts

    1161
  • Joined

  • Days Won

    10
  • Feedback

    100%

Everything posted by Karbust

  1. It was statically built, no need to have the granny2.dll. This is valid for all libs statically build, and you can remove almost all of them from the client if you spend some time making changes and building the necessary libs.
  2. Update Today I added the possibility to filter the icons by item type. Also did some performance updates to make it more responsive and have a significantly faster first render.
  3. The files on db are the ones used by the dump proto to make the protos for the client... Make sure to check where you are loading the protos from, if it's from the mysql db or txt.
  4. Go to db folder, they must be there, unless you loading the protos from the database instead the txt...
  5. Well, you have this, doesn't have server side: Good luck finding something open source. There are only 2 anticheats on metin2dev currently, HackTrap and svside. svside doesn't have a topic in the forum, its the same dev from the cheat lalaker, you can find him on metin2dev discord though.
  6. Update Today I'm launched 3D models for hairs, as well as the default hair for armors/body costumes.
  7. Sup bois and grils Some may find a use for it since all the stuff in the source originally are for vs 2010. Download: Activation Key:
  8. If anyone gets an error like this: Traceback (most recent call last): File "C:\Users\Karbust\Desktop\skill_proto.py", line 26, in <module> int(query['dwVnum']): '\t'.join( TypeError: sequence item 0: expected str instance, int found Just edit this: Wrap the columnValue in str().
  9. Update v2.0 Thanks @Abel(Tiger) for explaining it to me, I was at fault for not understanding what you were trying to explain me. Source: [Hidden Content] Pre-compiled binaries: Debug: [Hidden Content] Release: [Hidden Content] Changelog: Change granny2.lib for the static counterpart, no need to keep use granny2.dll. Fixed an issue with the accumulation always being 0.
  10. You just proved my point... The granny_track_group structure for each model in an animation contains the extracted data in either the PeriodicLoop member or the LoopTranslation member. The former is for animations that have rotational accumulation, and the latter is for those that do not. The model is being loaded BY GRANNY with the LoopTranslation's elements all 0. So that code will do just keep value 0... There's no need to make any kind of calculations to get the Accumulation values, they are the LoopTranslation elements... And if there are calculations involved, they probably are on granny's side. If you back-trace just using granny.h you will notice the structs, and you will also find out where the values should come from.
  11. Not sure if you understood, but the variables are being loaded to memory with 0 by granny, not the code... granny_file* grannyFile = GrannyReadEntireFile(filePath.string().c_str()); granny_file_info* fileInfo = GrannyGetFileInfo(grannyFile); The debug info showed on my last post was taken from the variables calling granny functions...
  12. From what I could gather debugging the app, the problem must be somewhere inside the granny library, since it loads the values as 0. I also tried with the model's granny version (2.4.0.10) and same result.
  13. The client is sending 0 for every icon, the problem is on the client... But anyway, my server is running 1.7.8, I installed it directly from pkg.
  14. So, I just compiled DevIL 1.8.0 and I noticed a bug, and somehow stumbled across this topic. Every time I try to set a guild mark on the backend is always 0: SaveMark: mark id found 0 I can see the icons on the select window, but whatever icon I choose, it always goes as 0 to the server... If I use the default DevIL and set an icon it works correctly, and when I switch to the new version I can see the old icon, but if I change, it sets as white... Any idea?
  15. Sup noobs So, I just compiled DevIL 1.8.0 and I noticed a bug, and somehow stumbled across this topic about that: Every time I try to set a guild mark on the backend is always 0: SaveMark: mark id found 0 I can see the icons on the select window, but whatever icon I choose, it always goes as 0 to the server... If I use the default DevIL and set an icon it works correctly, and when I switch to the new version I can see the old icon, but if I change, it sets as white... Any idea?
  16. To bad they don't access paypal or other payment methods, only accept the same as Amazon.com
  17. Wdym by real data? Just create an AWS Account, add a debit card, then you can use. By default it stats in Sandbox mode, you just need to send a ticket and give a brief explanation on how you intend using it. After that you'll be using a non-sandbox account and, in my case, I got a 62k daily email limit.
  18. I usually use AWS Simple Email Service (SES). It costs $0.10 per 1000 emails sent.
  19. Download Metin2 Download Sup bois and grils I'm just gonna drop here Metin2MSAMaker's source. Since I needed Metin2MSAMaker and I wasn't able to find a compiled version, I did it myself. Boost 1.66 Granny 2.11.8 Built on Visual Studio with v142 and C++17. [Hidden Content] Pre-compiled binaries: Debug: [Hidden Content]/releases/download/v1.0/Metin2MSAMaker.-.Debug.rar Release: [Hidden Content]/releases/download/v1.0/Metin2MSAMaker.-.Release.rar
  20. Hey, found some issues while using your translator. They're all related to raise Exception, present in stringcommander.py, consolemodule.py and uidragonsoul.py On stringcommander.py, in function Run in class Analyzer. On consolemodule.py, there are 4 raise's "alone", without Exception, which makes the following functions bug. On uidragonsoul.py, in function __SetItem in class DragonSoulRefineWindow. Replacing all this raise's with the python 2 version they work fine.
  21. I just made it like this, since it only throws the assert on DEBUG... std::shared_ptr<CGrannyMotion> CGraphicThing::GetMotionPointer(int iMotion) { #ifdef _DEBUG if (!CheckMotionIndex(iMotion)) return NULL; #else assert(CheckMotionIndex(iMotion)); #endif if (iMotion >= m_pgrnFileInfo->AnimationCount) return NULL; if (m_motions.empty()) return NULL; return m_motions.at(iMotion); }
  22. The code is exactly the same as the one included in the first post. I believe I figured out why the smoke isn't showing... This is the white lion's msm: This is the msm of the broom in the video I attached above (the same happens with other mounts): For the other mounts I can't see the effects on the preview, the effects aren't being loaded in the msm, they are being loaded in the msa files... @V0lvox do you have any idea if this is possible to add to the system?
  23. Nothing missing, and the effect is showing up on the mount when called, but not on the preview...
×
×
  • Create New...

Important Information

Terms of Use / Privacy Policy / Guidelines / We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.