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DangIt

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About DangIt

  • Birthday 04/10/1990

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  1. The issue here is that the setRaceFlag column is of type enum. By default, it's supposed to default to a blank value but the stored elements inside the enum don't match with the default value, thus the error. Simply add a blank value at the top of the enum list and the issue is solved. This is as permanent as you can go.
  2. You need to check if all the placeholders (not sure how to call them, but i'm talking about the %d etc) match the variable type you're feeding it. Example: unsigned long long tmp = 50; snprintf("INERT INTO test (gold, time) VALUES (%d, NOW())") This will give you the error you're getting because it overflows. The correct format specifier would be %ulld. Make sure all the format specifiers and variables match each other and you shouldn't get the error anymore.
  3. Could someone unpack the latest metin2_patch_pc3 metin2_patch_pc3m epk's please? They were updated some time ago but nobody ever uploaded them yet.. Would be cool. Thanks. I basically just need the new Lycan hairstyles (hair_3_1/5 and hair_4_1/5)..
  4. Saw the link.. and you know that Conquer Online 2 has nothing to do with Metin2, right? That's probably why you're unable to find the source snippet lol
  5. Could you send me the link to that thread you found on epvp? And what changes have you made? Changed anything in the CHARACTER::Damage function?
  6. Are you using a custom made game core? If yes, did you change anything in there? If not, were mobs doing dmg before the most recent changes you've made to your files?
  7. Does anyone have this costume? It's supposed to be from 2014.
  8. A more precise explanation of the issue since I had this too: When 2 players hit each other, they keep being pushed back constantly like You get knocked down after doing your last smash combo but the knockdown occurs even in the first few hits where You're not even supposed to get pushed away from Your opponent. It does look like speedhack or something like that and it's very annoying. I'm not sure if this actually solved the issue for me but try check the CHARACTER::Sync and CHARACTER::SyncPosition functions.. They are supposed to syncronize the Character's position on the map throughout the clients.
  9. Hey Guys, I'm having some issues with my quests and I still can't figure out a way to solve the problem or rather, fix the issue at its core. The dungeon quest functions don't seem to be working when executed from within a timer (character based timer), yet if I execute them through a NPC or anywhere else, it works just fine. Also, if I do "/reload q", then the dungeon functions work from within the timer again. Anyone know a way around this issue? Things I've already checked: - The timer works. It gets executed and deleted as it's supposed to (syslog entries) and the quest script pieces are executed too but the functions do not get called; - Putting a say("test") command inside the timer get's executed and works too (only if there are no dungeon functions); - Doing a reload q solves the glitch, but messes up the whole quest (which is normal).. Using a custom developed game core. Edit: Solved. Close please.
  10. Do your logs get literally spammed with Unknown packet headers when the issue occurs? I had a similar problem a few weeks ago because I had disabled the Sequence check on the server side but left it in the client, which would ultimately lead to an immense overflow in the data buffer and the server would lock up its stream pipes, spamming the logs with packet errors EVEN THOUGH all packet structs were 100% correct on both ends. Check it out. - DangIt
  11. Hey Guys, I'm somewhat stuck with the following problem: After booting up the Server, everything works perfectly fine. Players can do everything without having any problems at all. Although for some odd reasons, after some time (it varies, sometimes it takes hours, sometimes it starts almost right after the server finished booting up) players start to get stuck on random maps, mainly those where they've been farming and fighting mobs. Syserr gets flooded with these errors: All those errors are things that the client sends to the server which seems to be unable to process since the packets are pretty much corrupt. I disabled the IMPROVED_PACKET_ENCRYPTION on both the server and the client. Could the issue be related to that perhaps? I'm running out of Ideas since the server works pretty fine and the issues arise only after a while so it can't have something to do with wrong packet structs.. Anyone's got a clue?
  12. Why is it that You're allowing up to 80 slots, but extend the grid tables to 90 slots? Fail math or done on purpose just to cause some unwanted bugs? (10 x 9 = 90, not 80)
  13. Not really a bug, but a feature of large auto potions. But who doesn't like it can just remove it the way you explained.
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