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DangIt

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Posts posted by DangIt

  1. 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.

  2. 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.

  3. 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.

  4. 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

  5. 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:

     

    191f96fc1a.png

     

    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?

  6. Not really a bug, but a feature of large auto potions.

     

    5a17ea5e5e.png

     

    But who doesn't like it can just remove it the way you explained.

  7.  

    Don't even try to post the scaling method here.

    Why?

     

     

    Because it's the most difficult part of this system and it would be a shame if everyone had it now all of a sudden. It wouldn't be something special anymore since it's a really new feature.

     

    (I'm still buying the scaling system.)

  8. The quick-whisper chat hyperlink is made server-side since the server is the one who sends the chat packet to the client and the client only displays it. Otherwise You could do that inside the client source aswell by modifying the chat packet before it's sent to the client uiChat script.

     

    Another (dirty) method is by appending the hyperlink directly into the text line within the __SendChatPacket method.

     

    You also need to extend the MakeHyperlinkTooltip method inside interfacemodule.py so that it opens the whisper window when You click on it.

    • Love 1
  9. Don't even try to post the scaling method here.

     

    I never asked for it to be released to the public. I need it for myself and I'm willing to pay for a working scaling method, or even trade it for some other part of the system since I have it almost completely done and working including the server-side features.

  10. Hey Guys,

    I'm hoping someone can help me get on the right path here since I'm stuck with this for a few days now.

     

    I'm trying to implement the ability of dynamically scaling models within the client binary so that map objects and individual 3d models (like weapons etc) can be scaled.

     

    The issue I'm having is just that I am struggling to find out how to access the SetScale method of said models/objects without affecting all other models themselves (meaning, I'd like to resize only one thing and all other models should remain unaltered).

     

    Can someone kindly get me going on this please?

     

    Thanks,

    DangIt

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