OtherChoice 77 Posted May 18, 2019 Share Posted May 18, 2019 Oh I see, thank you for your time and collaboration. Regards Link to comment Share on other sites More sharing options...
Developer Ikarus_ 2427 Posted May 19, 2019 Author Developer Share Posted May 19, 2019 14 hours ago, OtherChoice said: Oh I see, thank you for your time and collaboration. Regards And about cache sharing, we could make that but then we need to use method of unconcurrency to make sure the cores access to memory one for time. To make this caching system is useless if done just for this system. it make sense only if you want a big shared cache to use for every game stuff. When ymir coded this game, the cache sharing wasn't a standard method, so they decided to use the socket between cores to send "cache part" to other cores, and to make a different cache for every core. When i say cache i mean a method to store info, so about your last question, yeah the best way is to allocate the cache in the heap because there is enoght memory space.The stack relative to heap can allocate directly when the compiler compile the program but the stack size is very limited, the heap can allocate a lot of memory without problem but the allocation is a dynamic allocation so the performaces during the allocation will be smaller. My youtube channel on which you can see my works here Link to comment Share on other sites More sharing options...
OtherChoice 77 Posted May 19, 2019 Share Posted May 19, 2019 Yeah after looking deeply into the code it was pretty clear. I think the best way to achieve what I want, have every core read (only) a said memory region without refactoring everything is to use db to broadcasts pointer to vector of pointers to game binary instances. 1 hour ago, Ikarus_ said: And about cache sharing, we could make that but then we need to use method of unconcurrency to make sure the cores access to memory one for time. To make this caching system is useless if done just for this system. it make sense only if you want a big shared cache to use for every game stuff. When ymir coded this game, the cache sharing wasn't a standard method, so they decided to use the socket between cores to send "cache part" to other cores, and to make a different cache for every core. When i say cache i mean a method to store info, so about your last question, yeah the best way is to allocate the cache in the heap because there is enoght memory space.The stack relative to heap can allocate directly when the compiler compile the program but the stack size is very limited, the heap can allocate a lot of memory without problem but the allocation is a dynamic allocation so the performaces during the allocation will be smaller. Link to comment Share on other sites More sharing options...
Syriza 234 Posted May 19, 2019 Share Posted May 19, 2019 Hey @Ikarus_ thank you for the release Buddy im using it but you cant place in probability Point numbers. e.g.: prob: 1.5 (This is very important :S) Link to comment Share on other sites More sharing options...
Developer Ikarus_ 2427 Posted May 19, 2019 Author Developer Share Posted May 19, 2019 22 minutes ago, Syriza said: Hey @Ikarus_ thank you for the release Buddy im using it but you cant place in probability Point numbers. e.g.: prob: 1.5 (This is very important :S) the drop tables takes by default chance on 1/1000 (so to make chance 0.1% just add 1 as number) you can change the scale to make chance on 1/10.000 or 1/100.000 by changing the number in length.h DROP_SCALE_TABLE so you can for example make the drop scale on 10.000 and to make 0.01% chance you need to insert in table 1 as number if you need 0.001% chance , you can change drop scale on 100.000 and then you need to insert in table 1 as number warning max drop scale is 1.000.000 (if you put number > the game automatically reduce it) because ymir using milions as scale to make drop random numbers. 1 My youtube channel on which you can see my works here Link to comment Share on other sites More sharing options...
Syriza 234 Posted May 19, 2019 Share Posted May 19, 2019 vor 48 Minuten schrieb Ikarus_: the drop tables takes by default chance on 1/1000 (so to make chance 0.1% just add 1 as number) you can change the scale to make chance on 1/10.000 or 1/100.000 by changing the number in length.h DROP_SCALE_TABLE so you can for example make the drop scale on 10.000 and to make 0.01% chance you need to insert in table 1 as number if you need 0.001% chance , you can change drop scale on 100.000 and then you need to insert in table 1 as number warning max drop scale is 1.000.000 (if you put number > the game automatically reduce it) because ymir using milions as scale to make drop random numbers. ahhh thank you! indeed it is thousand times better then working on those shitty text files. Would be sick if we can get mob_drop_item & Special_drop_item converter edit: i have a improvement, how About a map_index column at the tables? example: Sword+9 is only dropable in map_index 41 Link to comment Share on other sites More sharing options...
krokodysek 1 Posted May 27, 2019 Share Posted May 27, 2019 i have errors i change unique_ptr to auto_ptr Link to comment Share on other sites More sharing options...
Developer Ikarus_ 2427 Posted May 27, 2019 Author Developer Share Posted May 27, 2019 26 minutes ago, krokodysek said: i have errors i change unique_ptr to auto_ptr in length.h add at the beginning: #include "service.h" My youtube channel on which you can see my works here Link to comment Share on other sites More sharing options...
krokodysek 1 Posted May 28, 2019 Share Posted May 28, 2019 new error with drop converter image deleted problem solved 1 Link to comment Share on other sites More sharing options...
FantaSanta 1 Posted May 31, 2019 Share Posted May 31, 2019 What do you think about this service the monitor database performance ? Link to comment Share on other sites More sharing options...
Developer Ikarus_ 2427 Posted June 10, 2019 Author Developer Share Posted June 10, 2019 The Converter tool is now complete. I pushed the code into the repository. You can build it by yourself downloading the sourcecode files you could convert: - common_drop_item.txt -mob_drop_item.txt My youtube channel on which you can see my works here Link to comment Share on other sites More sharing options...
Developer Ikarus_ 2427 Posted June 10, 2019 Author Developer Share Posted June 10, 2019 Added a small fix about 0.X% in mob_drop_item.txt now you can use 0.X% in the txt files before to convert it but there is a limit. the limit depend on the DROP_SCALE_TABLE value (CONSTANT) for example : DROP_SCALE_TABLE = 1000 -> min chance to set in txt 0.1% (100%/1000) DROP_SCALE_TABLE = 10000 -> min chance to set in txt 0.01% (100%/10000) obv DROP_SCALE_TABLE must be same value of DROP_SCALE_TABLE in common/length.h (SEE THE THREAD MESSAGE TO KNOW WHAT IS THIS CONSTANT) 1 My youtube channel on which you can see my works here Link to comment Share on other sites More sharing options...
Sumnix 9 Posted June 10, 2019 Share Posted June 10, 2019 On 5/18/2019 at 11:48 PM, Ikarus_ said: I agree to give you license to get a part of my code. Anyway i used STL containers (map, vector) to store data in the cache. The stl containers using heap to store data. I still can't build the project. What is the visual studio version? Link to comment Share on other sites More sharing options...
Syriza 234 Posted June 10, 2019 Share Posted June 10, 2019 vor 51 Minuten schrieb Ikarus_: Added a small fix about 0.X% in mob_drop_item.txt now you can use 0.X% in the txt files before to convert it but there is a limit. the limit depend on the DROP_SCALE_TABLE value (CONSTANT) for example : DROP_SCALE_TABLE = 1000 -> min chance to set in txt 0.1% (100%/1000) DROP_SCALE_TABLE = 10000 -> min chance to set in txt 0.01% (100%/10000) obv DROP_SCALE_TABLE must be same value of DROP_SCALE_TABLE in common/length.h (SEE THE THREAD MESSAGE TO KNOW WHAT IS THIS CONSTANT) Target Info is showing the Drops but sometimes few Items arent listed for example: Player clicked one time on Monster ?-Info dont saw sword+9 clicked again and it was there.. could you please help Bro ? Link to comment Share on other sites More sharing options...
Developer Ikarus_ 2427 Posted June 10, 2019 Author Developer Share Posted June 10, 2019 Vs2017 My youtube channel on which you can see my works here Link to comment Share on other sites More sharing options...
Sumnix 9 Posted June 10, 2019 Share Posted June 10, 2019 1 minute ago, Ikarus_ said: Vs2017 Is any plugin installed? Link to comment Share on other sites More sharing options...
Developer Ikarus_ 2427 Posted June 11, 2019 Author Developer Share Posted June 11, 2019 18 hours ago, Sumnix said: Is any plugin installed? no, if you want help you should show the error 18 hours ago, Syriza said: Target Info is showing the Drops but sometimes few Items arent listed for example: Player clicked one time on Monster ?-Info dont saw sword+9 clicked again and it was there.. could you please help Bro ? you should give some other info, for example which table are you mean (and so, what kind of drop method are you using) ? 1 My youtube channel on which you can see my works here Link to comment Share on other sites More sharing options...
Syriza 234 Posted June 11, 2019 Share Posted June 11, 2019 vor einer Stunde schrieb Ikarus_: no, if you want help you should show the error you should give some other info, for example which table are you mean (and so, what kind of drop method are you using) ? i'm using common_drop only Link to comment Share on other sites More sharing options...
Developer Ikarus_ 2427 Posted June 11, 2019 Author Developer Share Posted June 11, 2019 Just now, Syriza said: i'm using common_drop only do you mean drop_common table? 1 My youtube channel on which you can see my works here Link to comment Share on other sites More sharing options...
Syriza 234 Posted June 11, 2019 Share Posted June 11, 2019 Gerade eben schrieb Ikarus_: do you mean drop_common table? yes Link to comment Share on other sites More sharing options...
Developer Ikarus_ 2427 Posted June 11, 2019 Author Developer Share Posted June 11, 2019 I do not have this bug in my files with which I am testing, so you should send me files related to targetinfo and to my system in private, so I will take a look. My youtube channel on which you can see my works here Link to comment Share on other sites More sharing options...
Sumnix 9 Posted June 12, 2019 Share Posted June 12, 2019 (edited) On 6/11/2019 at 3:55 PM, Ikarus_ said: no, if you want help you should show the error you should give some other info, for example which table are you mean (and so, what kind of drop method are you using) ? gwl_hinstance Edited August 26, 2022 by Metin2 Dev Core X - External 2 Internal Link to comment Share on other sites More sharing options...
Developer Ikarus_ 2427 Posted June 18, 2019 Author Developer Share Posted June 18, 2019 (edited) On 6/12/2019 at 9:45 PM, Sumnix said: gwl_hinstance If the project using a SDK not installed you should change it in Project properties Let me know if solved or not and i apologize for my late Edited August 26, 2022 by Metin2 Dev Core X - External 2 Internal My youtube channel on which you can see my works here Link to comment Share on other sites More sharing options...
Developer Ikarus_ 2427 Posted June 18, 2019 Author Developer Share Posted June 18, 2019 You have to build it in x86 configuration, because i added in the extern only (mine) lib compiled using configuration x86 My youtube channel on which you can see my works here Link to comment Share on other sites More sharing options...
Developer Ikarus_ 2427 Posted June 29, 2019 Author Developer Share Posted June 29, 2019 if someone wants to take a look to other my works:youtube channellast work i apologize for OT 1 My youtube channel on which you can see my works here Link to comment Share on other sites More sharing options...
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