Renco 19 Posted November 16, 2016 Share Posted November 16, 2016 (edited) Hi, does anyone know how out of this source? Edited August 24, 2022 by Metin2 Dev Core X - External 2 Internal Link to comment Share on other sites More sharing options...
Renco 19 Posted November 17, 2016 Author Share Posted November 17, 2016 UP! Link to comment Share on other sites More sharing options...
Renco 19 Posted November 18, 2016 Author Share Posted November 18, 2016 UPP! Link to comment Share on other sites More sharing options...
Undead2014 53 Posted November 18, 2016 Share Posted November 18, 2016 Binary source You have to open UserInterface.cpp file in UserInterface project. Go on line 283 (not really accurated xD) Replace all #ifdef _DISTRIBUTE function (from #ifdef _DISTRIBUTE to #endif) to this code: Hide contents #ifndef _DEBUG stRegisterDebugFlag ="__DEBUG__ = 0"; #else stRegisterDebugFlag ="__DEBUG__ = 1"; #endif Link to comment Share on other sites More sharing options...
Renco 19 Posted December 6, 2016 Author Share Posted December 6, 2016 On 18.11.2016 at 10:40 PM, Undead2014 said: Binary source You have to open UserInterface.cpp file in UserInterface project. Go on line 283 (not really accurated xD) Replace all #ifdef _DISTRIBUTE function (from #ifdef _DISTRIBUTE to #endif) to this code: Dezvaluie continutul ascuns #ifndef _DEBUG stRegisterDebugFlag ="__DEBUG__ = 0";#else stRegisterDebugFlag ="__DEBUG__ = 1";#endif Don't work, do not compile source. Link to comment Share on other sites More sharing options...
Renco 19 Posted December 7, 2016 Author Share Posted December 7, 2016 UP! Link to comment Share on other sites More sharing options...
Renco 19 Posted December 8, 2016 Author Share Posted December 8, 2016 UPPP! Link to comment Share on other sites More sharing options...
Renco 19 Posted December 9, 2016 Author Share Posted December 9, 2016 Nobody knows really...? Link to comment Share on other sites More sharing options...
Amour 0 Posted December 9, 2016 Share Posted December 9, 2016 (edited) How are you building client? maybe selected debug? Edited August 24, 2022 by Metin2 Dev Core X - External 2 Internal Link to comment Share on other sites More sharing options...
Renco 19 Posted December 9, 2016 Author Share Posted December 9, 2016 (edited) 1 hour ago, Amour said: How are you building client? maybe selected debug? Edited August 24, 2022 by Metin2 Dev Core X - External 2 Internal Link to comment Share on other sites More sharing options...
Amour 0 Posted December 9, 2016 Share Posted December 9, 2016 (edited) step1: shift and left click, select all files after properties step2: configuration properties > general > configuration manager... step3: and after build project. Edited August 24, 2022 by Metin2 Dev Core X - External 2 Internal Link to comment Share on other sites More sharing options...
Renco 19 Posted December 9, 2016 Author Share Posted December 9, 2016 (edited) 22 minutes ago, Amour said: step1: shift and left click, select all files after properties step2: configuration properties > general > configuration manager... step3: and after build project. Edited August 24, 2022 by Metin2 Dev Core X - External 2 Internal Link to comment Share on other sites More sharing options...
Amour 0 Posted December 9, 2016 Share Posted December 9, 2016 (edited) Just now, Renco said: so looks good but your client source some have error. if solve these problems, successfully build. userinterface.cpp > line 198 pythonplayermodule.. > 978 & 763 networkctormanager.. > 364 & 417 and ime.cpp > 309 & 1182 Edited August 24, 2022 by Metin2 Dev Core X - External 2 Internal Link to comment Share on other sites More sharing options...
Renco 19 Posted December 9, 2016 Author Share Posted December 9, 2016 (edited) 3 minutes ago, Amour said: so looks good but your client source some have error. if solve these problems, successfully build. userinterface.cpp > line 198 pythonplayermodule.. > 978 & 763 networkctormanager.. > 364 & 417 and ime.cpp > 309 & 1182 You think you have not understand my problem. Me I go to compile the source. Hi, does anyone know how out of this source? Edited August 24, 2022 by Metin2 Dev Core X - External 2 Internal Link to comment Share on other sites More sharing options...
ѕeмa™ 308 Posted December 9, 2016 Share Posted December 9, 2016 You dont need touch the source, just game.py self.isShowDebugInfo = FALSE https://m2admin.net/ Link to comment Share on other sites More sharing options...
Premium tierrilopes 452 Posted December 9, 2016 Premium Share Posted December 9, 2016 6 minutes ago, ѕeмa™ said: You dont need touch the source, just game.py self.isShowDebugInfo = FALSE If people do what you said, newbies will start sending debug versions to players. Link to comment Share on other sites More sharing options...
ѕeмa™ 308 Posted December 9, 2016 Share Posted December 9, 2016 (edited) self.isShowDebugInfo is just a variable to show or hide the frames per second, etc... nothing more. If you put as my image in False you wont see the fps but if you put True, you will see it. Edited August 20, 2022 by Metin2 Dev Core X - External 2 Internal https://m2admin.net/ Link to comment Share on other sites More sharing options...
Renco 19 Posted December 9, 2016 Author Share Posted December 9, 2016 (edited) 34 minutes ago, ѕeмa™ said: self.isShowDebugInfo is just a variable to show or hide the frames per second, etc... nothing more. If you put as my image in False you wont see the fps but if you put True, you will see it. It is the same at me and are still appearing. Edited August 20, 2022 by Metin2 Dev Core X - External 2 Internal Link to comment Share on other sites More sharing options...
Renco 19 Posted December 10, 2016 Author Share Posted December 10, 2016 UPP! Link to comment Share on other sites More sharing options...
Premium tierrilopes 452 Posted December 10, 2016 Premium Share Posted December 10, 2016 Nvm Sema, you didnt understood. Renco, on UserInterface.cpp, inside: bool RunMainScript (CPythonLauncher &pyLauncher, const char *lpCmdLine) Add this at the ending (remove what you added previously) std::string stRegisterDebugFlag; #ifdef NDEBUG stRegisterDebugFlag = "__DEBUG__ = 0"; #else stRegisterDebugFlag = "__DEBUG__ = 1"; #endif Example (dont copy paste below code): bool RunMainScript (CPythonLauncher &pyLauncher, const char *lpCmdLine) { initpack(); initdbg(); initime(); initgrp(); initgrpImage(); initgrpText(); initwndMgr(); initapp(); initsystemSetting(); initchr(); initchrmgr(); initPlayer(); initRandomKey(); initProtections(); initObfuscation(); initTMTAntiCheat(); initItem(); initNonPlayer(); initTrade(); initChat(); initTextTail(); initnet(); initMiniMap(); initProfiler(); initEvent(); initeffect(); initfly(); initsnd(); initeventmgr(); initshop(); initskill(); initquest(); initBackground(); initMessenger(); initsafebox(); initguild(); initServerStateChecker(); std::string stRegisterDebugFlag; #ifdef NDEBUG stRegisterDebugFlag = "__DEBUG__ = 0"; #else stRegisterDebugFlag = "__DEBUG__ = 1"; #endif if (!pyLauncher.RunLine (stRegisterDebugFlag.c_str())) { TraceError ("RegisterDebugFlag Error"); return false; } if (!pyLauncher.RunFile ("system.py")) { TraceError ("RunMain Error"); return false; } return true; } Link to comment Share on other sites More sharing options...
Renco 19 Posted December 10, 2016 Author Share Posted December 10, 2016 39 minutes ago, tierrilopes said: Nvm Sema, you didnt understood. Renco, on UserInterface.cpp, inside: bool RunMainScript (CPythonLauncher &pyLauncher, const char *lpCmdLine) Add this at the ending (remove what you added previously) std::string stRegisterDebugFlag; #ifdef NDEBUG stRegisterDebugFlag = "__DEBUG__ = 0"; #else stRegisterDebugFlag = "__DEBUG__ = 1"; #endif Example (dont copy paste below code): bool RunMainScript (CPythonLauncher &pyLauncher, const char *lpCmdLine) { initpack(); initdbg(); initime(); initgrp(); initgrpImage(); initgrpText(); initwndMgr(); initapp(); initsystemSetting(); initchr(); initchrmgr(); initPlayer(); initRandomKey(); initProtections(); initObfuscation(); initTMTAntiCheat(); initItem(); initNonPlayer(); initTrade(); initChat(); initTextTail(); initnet(); initMiniMap(); initProfiler(); initEvent(); initeffect(); initfly(); initsnd(); initeventmgr(); initshop(); initskill(); initquest(); initBackground(); initMessenger(); initsafebox(); initguild(); initServerStateChecker(); std::string stRegisterDebugFlag; #ifdef NDEBUG stRegisterDebugFlag = "__DEBUG__ = 0"; #else stRegisterDebugFlag = "__DEBUG__ = 1"; #endif if (!pyLauncher.RunLine (stRegisterDebugFlag.c_str())) { TraceError ("RegisterDebugFlag Error"); return false; } if (!pyLauncher.RunFile ("system.py")) { TraceError ("RunMain Error"); return false; } return true; } It's work, thx man. Link to comment Share on other sites More sharing options...
Hesher 3 Posted December 10, 2016 Share Posted December 10, 2016 Another solution is : search in game.py if debugInfo.IsDebugMode() self.ToggleDebugInfo() replace with #if debugInfo.IsDebugMode() #self.ToggleDebugInfo() 1 Link to comment Share on other sites More sharing options...
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