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Karbust

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Posts posted by Karbust

  1. JFeOiL0.png

    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.

  2. 7 minutes ago, GoldCash said:

    I'm loading from client not from server

    Edit1: I found in db, these file, but this is so old

    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.

  3. 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.

  4. 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: 

    This is the hidden content, please

    Pre-compiled binaries:

    Changelog:

    • Change granny2.lib for the static counterpart, no need to keep use granny2.dll.
    • Fixed an issue with the accumulation always being 0.
    • Metin2 Dev 20
    • Good 3
    • Love 1
    • Love 12
  5. 10 minutes ago, Abel(Tiger) said:

    You can't just to get them, there are some operations made to get those values. 

    Here is the entire documentation of granny (search GrannyUpdateModelMatrix): 

    This is the hidden content, please

     

    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.

  6. 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...

  7. 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.

    fCNQq50.png

    Kp0YXzE.png

  8. 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.

  9. 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

    9bw5Qf0.png

    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?

  10. 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

    9bw5Qf0.png

    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?

  11. 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.

  12. This is the hidden content, please

    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.

    This is the hidden content, please

    Pre-compiled binaries:

    • Metin2 Dev 74
    • Dislove 1
    • Think 1
    • Scream 1
    • Good 16
    • Love 3
    • Love 28
  13. 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.

    • Metin2 Dev 1
  14. 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);
    }

     

  15. 10 hours ago, SCOOB said:

    @ Karbust install this to show effects/shinning on Render Target:

    This is the hidden content, please

    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:

    Spoiler
    ScriptType            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):

    Spoiler
    ScriptType            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...

    Spoiler
    ScriptType               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?

    • Metin2 Dev 31
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