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Posts posted by Karbust
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7 minutes ago, GoldCash said:
I'm loading from client not from server
Edit1: I found in db, these file, but this is so oldThe 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.
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2 minutes ago, GoldCash said:
Guys how can i get item_proto.txt and item_names.txt from item_proto?
I'm using Files from Kori
Please Help, Koris dum_proto is broken..Go to db folder, they must be there, unless you loading the protos from the database instead the txt...
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2 hours ago, Anark said:
Hi everyone, I'm looking for anti-cheat client & server-side, just open source
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.
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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().
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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:
Pre-compiled binaries:
- Debug:
- Release:
Changelog:
- Change granny2.lib for the static counterpart, no need to keep use granny2.dll.
- Fixed an issue with the accumulation always being 0.
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10 minutes ago, Abel(Tiger) said:
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.
2 hours ago, Abel(Tiger) said:// Add this line before that if: modelMatrix[3][1] = animation->TrackGroups[trackIndex]->LoopTranslation[1];
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.
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8 minutes ago, Abel(Tiger) said:
// Search: if (40.0f < fabs(modelMatrix[3][1])) bIsAccumulationMotion = true; // Add this line before that if: modelMatrix[3][1] = animation->TrackGroups[trackIndex]->LoopTranslation[1];
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...
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6 hours ago, arlinamid said:
Hi. Did you have any idea why it can't calculate Accumulation values?
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.
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5 minutes ago, Helia01 said:
This can happen if you update only the client version DevIL and forget to update the library on the server side.
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.
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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?
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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?
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22 minutes ago, V0lvox said:
So first i need a anon debit card..
To bad they don't access paypal or other payment methods, only accept the same as Amazon.com
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Just now, V0lvox said:
But they want "real" data ?
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.
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I usually use AWS Simple Email Service (SES).
It costs $0.10 per 1000 emails sent.
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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 2.11.8Built on Visual Studio with v142 and C++17.
Pre-compiled binaries:
- Debug:
- Release:
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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.
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3 hours ago, flatik said:
There is an error message because the weapon has no animation.
try:
std::shared_ptr<CGrannyMotion> CGraphicThing::GetMotionPointer(int iMotion) { if (!CheckMotionIndex(iMotion)) return nullptr; if (m_motions.empty()) return nullptr; return m_motions.at(iMotion); }
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); }
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10 hours ago, SCOOB said:
The code is exactly the same as the one included in the first post.
6 hours ago, arlinamid said:I mean in msm path something like this effect.mse not
ymir work/effect/mount/folder/effect.mse
I believe I figured out why the smoke isn't showing...
This is the white lion's msm:
SpoilerScriptType RaceDataScript BaseModelFileName "D:\Ymir Work\npc\lion_white\lion_white.GR2" Group ShapeData { PathName "" ShapeDataCount 0 } Group AttachingData { AttachingDataCount 3 Group AttachingData00 { AttachingDataType 1 isAttaching 0 AttachingModelIndex 0 AttachingBoneName "horse_bip01" CollisionType 1 SphereDataCount 1 Group SphereData00 { Radius 135.000000 Position 0.000000 -20.000000 85.000000 } } Group AttachingData01 { AttachingDataType 1 isAttaching 0 AttachingModelIndex 0 AttachingBoneName "horse_bip01" CollisionType 3 SphereDataCount 1 Group SphereData00 { Radius 160.000000 Position 0.000000 -20.000000 85.000000 } } Group AttachingData02 { AttachingDataType 2 isAttaching 0 AttachingModelIndex 0 AttachingBoneName "horse_Bip01" EffectScriptName "D:\Ymir Work\npc\lion_white\ice_smoke1.mse" EffectPosition 0.000000 0.000000 0.000000 EffectRotation 0.000000 0.000000 0.000000 } }
This is the msm of the broom in the video I attached above (the same happens with other mounts):
SpoilerScriptType RaceDataScript BaseModelFileName "D:/YMIR WORK/npc/sepru_voros/sepru_voros.GR2" Group AttachingData { AttachingDataCount 2 Group AttachingData00 { AttachingDataType 1 isAttaching 0 AttachingModelIndex 0 AttachingBoneName "horse_bip01" CollisionType 1 SphereDataCount 1 Group SphereData00 { Radius 135.000000 Position 0.000000 -20.000000 85.000000 } } Group AttachingData01 { AttachingDataType 1 isAttaching 0 AttachingModelIndex 0 AttachingBoneName "horse_bip01" CollisionType 3 SphereDataCount 1 Group SphereData00 { Radius 160.000000 Position 0.000000 -20.000000 85.000000 } } }
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...
SpoilerScriptType MotionData MotionFileName "D:\YMIR WORK\npc\sepru_voros\idle.GR2" MotionDuration 1.000000 Group MotionEventData { MotionEventDataCount 1 Group Event00 { MotionEventType 1 StartingTime 0.017032 IndependentFlag 0 AttachingEnable 1 AttachingBoneName "fire" FollowingEnable 1 EffectFileName "d:/ymir work/effect/background/sepru_premium.mse" EffectPosition 0.000000 0.000000 0.000000 } }
@V0lvox do you have any idea if this is possible to add to the system?
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3 hours ago, arlinamid said:
May thoose using relativ path and searching from current directory, check with Debug.
Nothing missing, and the effect is showing up on the mount when called, but not on the preview...
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[SEARCH] Granny2 .lib Source
in Community Support - Questions & Answers
Posted
The lib's source isn't public.