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4
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 -
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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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Ludus2: metin2 fan project
I will update main server soon, with the latest updates https://gyazo.com/ccbe5e845477fd716803553dd5601a99 -
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Inbuild GR2 Animation
I dont know why, but its not working for me Compiled without any error in vs2022, but the attached sashes with animations still without animation as before the edits Weapon is good, but sash isnt [Hidden Content] EDIT fixed Problem was: This part: if (CGrannyLODController* pLODController = m_LODControllerVector[CRaceData::PART_SASH]) { if (CGrannyModelInstance* pWeaponModelInstance = pLODController->GetModelInstance()) { CGraphicThing* pItemGraphicThing = pItemData->GetModelThing(); if (std::shared_ptr<CGrannyMotion> pItemMotion = pItemGraphicThing->GetMotionPointer(0)) { pWeaponModelInstance->SetMotionPointer(pItemMotion); } } } goes to: void CActorInstance::AttachSash(CItemData * pItemData, float fSpecular) (in actorinstanceattach.cpp) Instean of: void CActorInstance::AttachWeapon(DWORD dwParentPartIndex, DWORD dwPartIndex, CItemData * pItemData) -
6
Minimap Mob proto
Ok we got it privately, basically the simple solution (keeping the original GetAtlasInfo) would be: void CPythonMiniMap::RegisterAtlasMark(BYTE byType, DWORD dwVnum, const char * c_szName, long lx, long ly) aAtlasMarkInfo.m_strText = c_szName; here, instead of copying the name, taken from the server: void CPythonMiniMap::RegisterAtlasMark(BYTE byType, DWORD dwVnum, const char * c_szName, long lx, long ly) { TAtlasMarkInfo aAtlasMarkInfo; aAtlasMarkInfo.m_fX = float(lx); aAtlasMarkInfo.m_fY = float(ly); const CPythonNonPlayer::TMobTable* c_pMobTable = CPythonNonPlayer::Instance().GetTable(c_dwVnum); if(c_pMobTable != nullptr) //if exists in mob_proto, change accordingly aAtlasMarkInfo.m_strText = c_pMobTable->szLocaleName;; else //otherwise, use the name from server aAtlasMarkInfo.m_strText = c_szName; aAtlasMarkInfo.m_dwID = dwVnum; aAtlasMarkInfo.m_fScreenX = aAtlasMarkInfo.m_fX / m_fAtlasMaxX * m_fAtlasImageSizeX - (float)m_WhiteMark.GetWidth() / 2.0f; aAtlasMarkInfo.m_fScreenY = aAtlasMarkInfo.m_fY / m_fAtlasMaxY * m_fAtlasImageSizeY - (float)m_WhiteMark.GetHeight() / 2.0f; switch(byType) { case CActorInstance::TYPE_NPC: aAtlasMarkInfo.m_byType = TYPE_NPC; m_AtlasNPCInfoVector.push_back(aAtlasMarkInfo); break; case CActorInstance::TYPE_WARP: aAtlasMarkInfo.m_byType = TYPE_WARP; { int iPos = aAtlasMarkInfo.m_strText.find(" "); if (iPos >= 0) aAtlasMarkInfo.m_strText[iPos]=0; } m_AtlasWarpInfoVector.push_back(aAtlasMarkInfo); break; } } and that's it, the name will be in the m_AtlasNPCInfoVector or m_AtlasWarpInfoVector so that in bool CPythonMiniMap::GetAtlasInfo(float fScreenX, float fScreenY, std::string & rReturnString, float * pReturnPosX, float * pReturnPosY, DWORD * pdwTextColor, DWORD * pdwGuildID) rReturnString = rAtlasMarkInfo.m_strText; this string would be either the name from mob_proto or the server one, depending on what was saved during the RegisterAtlasMark function. Obviously in this case, the packet should send the vnum as well
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Question
enzi 331
Hi.. Today i found little bug on my server with sash system :/ When i unequip sash model doesn´t dissapear
Here is SS with debug..

Someone know how to fix it ?
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enzi 2 posts
AlexKenT 1 post
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Add item 85000 in server. Proto client&server xD
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