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Macromango

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  1. Some logs about the trip until now - Skill from MI to G1 no more reading books = Player should bring skill books to Soon and he will collect them: each book will give 1 ability point to the choosen skill. - Horse = Player should bring one medal to the horse guy, he gets level 15 horse istantaneusly. From there one level per medal that player brings him, we are thinking on maybe remove this medal as well and just make the folk give the horse and shut up - Reinforce & Enchat item (bonus add+mod) buyable in general store: it's a human right ____________ I am playing with a few fellas and reached the level 55, by progressing I am taking notes on what I feel wrong and what could be awesome to implement and will continue to build from ground up with no rush whatsoever Some of us feel there should be daily tasks that if you do them you get rewarded; I feel a daily streak login incremental reward it's a funny thing Always hungry for feedbacks!
  2. As a main shaman player this post triggered me, it's 1 year old I am aware of that, but leveraging those easter vibes of resurrection here I am: What system is that exactly? looks neat at first sight; I mean the personal shaman npc system that you are showcasing Main purpose of resurrecting this dead post is that by seing this I got inspired and I am dreaming in modding that system so that if your main pc is shaman, you get your personal warrior girl to do the dishes for you while you just watch and buff I will start my research but if someone gets to hand me some references, I will thank Cheers
  3. Hey guys we managed to put discord chat in game! EDITl: I just verified that I am 3 years late since @ Mali did it in 2022
  4. Based on first users feedback we've added autohunt and modded the texture of the shaman female player to be topless still progressing looking forward more feedbacks!
  5. This was the server cluster where I self hosted the first season of the beta with more than 1 year of uptime in my garage Since FTTH connection goes brrr I setted up my poweredges as esxi servers mirroring each other, Netgear NAS getting the hourly backups, and my glorious APC UPS handled the power distribution Also a disaster recovery backup server off-site ( depicted on the floor in the second picture while visiting the in-site pals lol) I had so mutch satisfaction seeing people in game playing while I was physically near the servers and seeing the ssd disk leds blinkikng crazy Today we are sadly running on cloud, but the project started as self-hosted and we will bring it back in probably 1 year assuring total data safety and conservation of progress even in case of WW3 or AI takeover
  6. Hello fellow developers and Metin2 enthusiasts, My name is Macro, a long-time Metin2 pro player and sysadmin. I'm putting the word out about a personal project I've (re)started called Prime Metin2. [ https://primetin2.com ] First beta stage rolled for 460+ days with just 20 players from 2021 to 2022 and here we go again The Core Concept: Prime is intended as a non-profit, community-driven server built on a few core principles that differ from the norm: No Resets, Ever: The absolute main goal is long-term persistence. Player progress is meant to be permanent. Open Economy: We officially encourage the trading of items/yang/accounts for real currency. The idea is to acknowledge and legitimize a common player behaviour, letting player effort have tangible value. Capped Minimal Item Shop: The shop is globally capped and will only cover basic operational costs closing at 100 eur / month, keeping the focus on in-game achievement and trading. Community Input: Future development and adjustments are intended to be heavily based on community feedback and needs. Current Reality & Honesty: Let's be clear about the current state: Technically Stable Foundation: The server is running on stable files (essentially vanilla plus necessary adjustments) where all core mechanics function reliably. The groundwork is pretty solid. It's (Really) Empty: Right now, the player base consists of... well, me. It's a blank slate awaiting its first settlers. "Work Needed" = Continuous Evolution, Not Bug Fixing: When I say it "needs work," I don't mean fixing fundamental broken systems. The core is stable. The ongoing 'work' is about building upon that foundation: brainstorming and implementing new features, tweaking gameplay based on future community desires, and generally keeping things fresh and interesting. It's not intended to be a static, finished product right now, but rather a perpetually evolving playground meant for who loves metin2. Focus on the Long-Term Vision: This is explicitly not a polished, commercially-ready server aiming for immediate mass appeal. Think of it as a stable, neutral platform offered as a live testbed for the core "no-reset, player-driven economy" concept. I'm providing the infrastructure and the commitment (proven by a previous 468-day beta phase) to keep this online persistently, without resets. Why Post Here? I'm not here expecting a flood of players right now. Frankly, I am looking for feedback about this idea and to adquire some more data from the real world maybe some website visits or reviews in general I wanted to share the vision with other developers and technically-minded people in the Metin2 scene. I believe the "no reset" and "open RMT" approach offers a different, perhaps more sustainable, model that values player time differently and it's what I always looked for as a player and never found I'm posting this to: Get initial thoughts and constructive criticism on the core concept from experienced peers and try to understand why this sucks. Open the door for technical discussion or sharing insights. See if this vision resonates with anyone else who might be interested in contributing ideas or potentially collaborating down the line as things evolve I know there are many impressive projects showcased here, and Prime is just a humble beginning solo project that looks like a little fart in the seaside wind But I believe in the underlying philosophy and wanted to put it out there in 100% honestly, thirsty for feedback and reality check Feel free to share any of your thoughts on the concept itself and stress test/pentest my server Or just find me in game and ask me for equip +9 asd https://primetin2.com Thanks for reading, Macro
  7. Hello @ Exynox is the project still up?
  8. At this point I'm afraid to ask, but here I go. PLAYER_INDEX DATABASE ID stands for the id of the account and this is clear to me EMPIRE stands for the kingdom of the account clearly with shinsoo = 1, jinno = 3 etc What about those pids? They are almost probably associated to each player character per account, but still I don't really get what the values refer to, all information I looked for seemed confusing and non exaustive; If someone could point me to something I'll be glad to get deeper into the undestanding of this Keep up the good work, cheers Macro ?
  9. Solved, Obviously missing the " GetApplyPoint() " function in client binary.
  10. Hello fellow devs; I was implementing the Bonus Board on my client and despite it looked quite simple, it is actually giving me this confusing error. I've tried to rollback the changes and to implement it again, for a second time, with enhanced attention; but despite this the error prompts again. SYSERR CLIENT This confuses me a lot. Thanks in advance for your time and help; Cheers
  11. Thanks again for your interest, @WeedHex; Current setup is 2 Channels with 2 Cores per channel; The service is rolling on Martysama's 4.9.89 and I'm not using any multilanguage system. All processes running good: Only syserr is: load: ANI directory = (null) At the start of every Core at every Channel; That's something I've been investigating without any significant progress Thank you for joining the post. Actually CH1 - Core 2 starts ,and keeps running without any syserrs: that's the strange thing that makes me go mad! I've already tried to change the starting script provived with the files, but nothing changed. I actually don't use hardlinks, but I do have the actual compiled sources in " game/main/srv1/share/bin "; could be this messing up with something? I've actually tried some time before to replace the mentioned files with some valid hardlinks, but the problem persisted.
  12. Thanks for your interest; Actually there's no crash of the process, so I'm not getting any game.core file; but here's the ftp struct: The main problem is that it's impossible to use the private chat between players on different cores, Also the shouting chat doesn't work as intended, since it's isolated for every core. Looks like the cores can't communicate each others in some circumstances. I thought about a networking problem and so I double checked my NAT hairpinning, but it was actually fine. Important to mention that I've manually set my WAN IP in the "src/game/desc_client.cpp" file and frankly I'm not 100% sure about the implications of this on the cores communication, since there's no trace left to start debugging; f*ck me!! This issue is stressing me out from months, I'm not sleeping well because of it.
  13. I'm experiencing the same issue and despite I've managed to add the fix provided in this topic by @SCOOB , nothing has changed. I'll keep working on it in these days! EDIT: root/ui.py@class ListBoxExNew
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