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erorrs after update granny to 2.9
Hi everyone, I have a problem after updating the granny version to 2.9 and I was not able to solve the problem, please help 0816 12:28:31123 :: GRANNY: d:/dev/rad/granny/rt/granny_file.cpp(939): ERROR: File is file format revision 6 (current version is 7) --- [2] Warning --- [24] FileReading 0816 12:28:31130 :: GRANNY: d:/dev/rad/granny/rt/granny_file_info.cpp(87): ERROR: File has run-time type tag of 0x80000010, which doesn't match this version of Granny (0x80000037). Automatic conversion will be attempted. --- [2] Warning --- [24] FileReading weGDan -
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Navicat Premium 16.1.1 x64
Sup bois and grils Most recent update from Navicat. For people that use foreign keys, this new version has it fixed. [Hidden Content] Download: [Hidden Content] (Can't upload to metin2.download, above 100MB allowed by Cloudflare)- 7
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problem Dargon Soul Changre Attribute
[Hidden Content] You need c++11. If you are still using C++03/C++98 you can't use: for (auto lpItem : setItems) Instead: std::set<LPITEMS>::iterator itr; for (itr = setItems.begin(); itr != setItems.end(); itr++) and wherever lpItem in the loop is used, in this case needs to be replaced with *itr -
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problem Dargon Soul Changre Attribute
I did what you asked of me I also replaced > nullptr I replaced it > NULL who is in DragonSoul.cpp questlua_dragonsoul.cpp char_dragonsoul.cpp [Hidden Content] But the problem is still there wait here Download- 1
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Global Chat
Ok. The system is good but i had an issue on 40k source. The kingdom's color are not working, only for blue kingdom. To solve this, if you use the first post you need to change the colors i don t know really why, like those from xP3NG3Rx. So: Replace this: const char* kingdoms[3] = {"|cFFff000|h|h[Shinsoo]|cFFA7FFD4|H|h","|CFFFFFF00|H|h[Chunjo]|cFFA7FFD4|H|h","|cFF0080FF|H|h[Jinno]|cFFA7FFD4|H|h"}; With this: const char* kingdoms[3] = {"|cFFFF0000[Shinsoo]|r", "|cFFFFFF00[Chunjo]|r", "|cFF0080FF[Jinno]|r"}; I checked a while, maybe it will help others. Good luck! -
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problem Dargon Soul Changre Attribute
item_length.h search this: enum EMaterialSubTypes { MATERIAL_LEATHER, MATERIAL_BLOOD, MATERIAL_ROOT, MATERIAL_NEEDLE, MATERIAL_JEWEL, MATERIAL_DS_REFINE_NORMAL, MATERIAL_DS_REFINE_BLESSED, MATERIAL_DS_REFINE_HOLLY, }; extend with this: enum EMaterialSubTypes { MATERIAL_LEATHER, MATERIAL_BLOOD, MATERIAL_ROOT, MATERIAL_NEEDLE, MATERIAL_JEWEL, MATERIAL_DS_REFINE_NORMAL, MATERIAL_DS_REFINE_BLESSED, MATERIAL_DS_REFINE_HOLLY, #if defined(__DS_CHANGE_ATTR__) MATERIAL_DS_CHANGE_ATTR, #endif }; DragonSoul.cpp nullptr change to: NULL -
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Startup Loading Window Library
Updated project: Now it opens at the center of the screen Set some defines for a window flag, open at the center and the testing of the application Better testing of the progress bar (with define, now only the change of the configuration type is needed) Changed optimization settings (it fucks with the linking, didn't notice since VisualStudio sets this option by default)
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Question
Gurgarath 765
Hey guys.
If I came here to register and ask for your help it's simply because I don't have clues anymore. Let me explain my problem and what I did in order to solve it.
Sometimes and randomly, approximately one time a day, my channel (or my cores) lost their synchronization together. For example, is you're standing on a bugged core, let's say core 4, you will appear as offline for everyone, including /who, /user, friendlist, general chat and everything else while you'll only be able to see people on the same core as you.
The crash is completely random and after some examinations it happens ONLY on some core. The solution is to reboot until the core are desynchronized again.
Here is what I did :
What I basically did is checking all the ports of all cores, all of them were good (cores are 1300X while channel are 130YX) including P2P ports, which was the first thing I suspected.
I then checked all maps on every core, I checked if the map was declared elsewhere (so two times), it was the case for some maps so I declared them only in one core (for each channel).
After some tests, the bug was still there, so I checked all the map again, removing every unused map from the core (I checked the index and if it wasn't included in Index I removed the number from the MAP_ALLOW).
Searches mades & Additional Informations :
I also checked This post made by @yagokurt but he didn't give the solution (if he fixed it). I only got one additional information : If the maps are moved on another core, then the core with the freshly added map will be bugged as well.
I also noticed that these bugs are likely to appear on villages (yellow & blue), I will currently check the other map included in the same core as these maps to see if they are suffering from the bug too.
Edit :
This is the place where I will notice what I found.
25/09/2017 - 23:24
I noticed that I got two times the same map (same coordinates under two different names, index & folders) in one single core (core 3 which is bugged || map id 216 & 206) and one time this map (216) declared on core 4 (which is also buggy).
I removed one of these dupplicated ID as well as the additional ID for the same map, I'll reboot and tell you the outcome.
Thanks everyone and sorry for the inconvenience
28/12/2018 - 15:22 (UTC+3)
I just logged-in again on my Metin2Dev account after a while and I noticed I haven't given any updates in more than a year on this topic and that maybe this problem might occur to some other people. If anyone is wondering, here is how I got rid of the bug.
I installed in a hurry (short deadline...) a trade chat system which I unfortunately couldn't check because of time running short. It was not "poorly" coded even though it unfortunately contained some code that requiered a review. After uninstalling the system, the bug went away but I got it to happen only a few hours ago, and this time I found the culprit too. It was related to my own offline shop which I made in a hurry too in approximatively a week.
So, if anyone ever stumbles across this post while trying to fix the exact same bug, try to check all the systems you code and all the system you install and don't forget to always check the code and the system in game. If you don't know which system is the culprit, just deactivate them until you find the wrong one. Then, either delete it or inspect it thoroughly.
Greeting, and thank you all for the help you gave!
PS: Topic now flagged as "solved"
Gurgarath
coming soon
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Speachless
Check your files with https://www.scootersoftware.com/ if you don't have a backup compare with a normal source. Start with input_main.cpp
Gurgarath
Hey guys. If I came here to register and ask for your help it's simply because I don't have clues anymore. Let me explain my problem and what I did in order to solve it. Sometimes and random
Anyone
It's not from packet. If your core is UP and one of it crash like core1 and you try to up it manually or with a script so core1 go UP two times, it got a desynchronization
7 answers to this question
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