Hik
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Posts posted by Hik
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Same error
#include "../SpeedTreeLib/SpeedTreeForestDirectX8.h" #include "../eterBase/Timer.h" #ifdef Map_Area_Heavy_Effect_Usage_Fix //non spostarlo da qua o comunque tenerlo sempre sopra Area.h e sotto Timer.h #include "../UserInterface/StdAfx.h" #include "../UserInterface/PythonCharacterManager.h" #include "../UserInterface/PythonBackground.h" #endif #include "Area.h" #include "PropertyManager.h"
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Error (active) E0266 ambiguous "byte" Error C2872 'bitset': ambiguous symbol Visual Studio 2019 :/
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up
ps: with vs15 it works, with vs19 it does not
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Could a similar thing be done with translate.lua?
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Thank you very much, I needed such a thing too!
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Bingo!
I also thought that the problem could be the database but I thought that 1-2 minutes would be enough.
I did as you said, I added the PLAYER_CACHE_FLUSH_SECONDS variable to the conf.txt and I set a very low time and it worked.
Thank you so much for the help but especially for the explanation.
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Hi guys, could someone tell me why, using this code, I can increase the statistics of the pg but when the server is restarted they return to the basic ones?
int pc_set_dx0(lua_State* L) { if (!lua_isnumber(L, 1)) return 0; int point = (int)lua_tonumber(L, 1); LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr(); ch->SetRealPoint(POINT_DX, ch->GetRealPoint(POINT_DX) + point); ch->PointChange(POINT_DX, point); ch->ComputePoints(); ch->PointsPacket(); return 1; }
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Thanks a lot!
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It works great! : D
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Like this?
int main(int argc, char **argv) { return 0; #ifdef DEBUG_ALLOC DebugAllocator::StaticSetUp(); #endif ecc... }
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Very useful, thank you!
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23 hours ago, Nirray said:
This bug is practically caused by clientside
Rewrite this:void CRaceMotionData::SetName(UINT eName)
void CRaceMotionData::SetName(UINT eName)
In RaceMotionData.cpp
andbool CActorInstance::__CanPushDestActor(CActorInstance& rkActorDst)
bool CActorInstance::__CanPushDestActor(CActorInstance& rkActorDst)
+
void CActorInstance::__ProcessDataAttackSuccess(const NRaceData::TAttackData & c_rAttackData, CActorInstance & rVictim, const D3DXVECTOR3 & c_rv3Position, UINT uiSkill, BOOL isSendPacket)
void CActorInstance::__ProcessDataAttackSuccess(const NRaceData::TAttackData & c_rAttackData, CActorInstance & rVictim, const D3DXVECTOR3 & c_rv3Position, UINT uiSkill, BOOL isSendPacket)
In ActorInstanceBattle.cpp
Especially for those animations that are used in flying after external force and after damage-hit.
https://metin2.download/picture/2RgNs1N831t4nv36JT1SOA8B0R2ViSeG/.gif
After fix you are able to set free even from this:
https://metin2.download/picture/hM8f8qTnimgg4n7yA1DRA5nN44zYCIxv/.gifPlease can you show me how you set the changes?
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Maybe it fails because of the text.
Rename the path.- 1
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Thanks for sharing!
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UP2:
if (iPercent >= number(1, iRandRange))
iPercent = 100000 | in mob_drop_item the percentage is set to 10
number = 1, 4000000 | random number between 1 and 4000000
I noticed, however, how the random values obtained are very different between the two versions:
random = 3894439 random = 229634 random = 1664283 random = 3958197 | BSD VERSION random = 924476 random = 2193081 random = 181074 ----------------------------------------------------------------------------- random = 12851 random = 10165 | WINDOWS VERSION random = 23397 random = 12871
I don't enter all the other values because they follow the same trend.
In the first case, having a high random value I will not drop, while having a low one in the second case I will always drop.
Any ideas on this? -
I had never seen such a hack, I also follow!
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Also check the dump_proto carefully
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Very useful, thanks!
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I would like to understand, more than anything else, why there is this difference between visualstudio and freebsd, in order to make a precise proportion.
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Hi guys, I need your help!
I compile metin2 using visualstudio (server side) and I have a problem with the drop.
As you can see, the drop is set to 1% but despite this I continue to drop, at each mob 101 eliminated, at least 2 of the items in the list.
On freebsd it didn't happen.
Some advice?Group test_dog { type drop mob 101 1 1012 1 1 2 4012 1 1 3 11402 1 1 4 16022 1 1 }
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Hi, on the forum you should find files released by mali61 \ blackdragon61 compatible with the new version of gcc.
Map Area Heavy Effect Usage Fix
in Bug Fixes
Posted · Edited by Metin2 Dev
Core X - External 2 Internal
Like this, no?
https://metin2.download/picture/G66TkY4Jh23B38QLXxGx2w0Fc8Ru3Py0/.png