Contributor Toki.San 1963 Posted January 6, 2021 Contributor Share Posted January 6, 2021 (edited) Does Anyone have this bug when weapon is render on reder target? https://metin2.download/video/3LtS8ZJ9bo2yiA0ewaO5xwFabZcF7PgP/.mp4 Edited September 11, 2022 by Metin2 Dev Core X - External 2 Internal 13 1 6 2 5 Link to comment Share on other sites More sharing options...
szotyizz 61 Posted January 31, 2021 Share Posted January 31, 2021 (edited) Hello. There would be one problem with the render target system. 1: Shows all character costume weapons Presentation: https://metin2.download/picture/MWBcj3M4HmPOUrswRwOssK15s5H6Uszf/.jpg https://metin2.download/picture/gJUKINx954hESLW5bCPIsdqxoZzSsyeo/.jpg Would anyone help please? Edited September 11, 2022 by Metin2 Dev Core X - External 2 Internal 7 1 3 1 3 Link to comment Share on other sites More sharing options...
Trkrkn61 0 Posted February 5, 2021 Share Posted February 5, 2021 what's the differences with default render target system ? Link to comment Share on other sites More sharing options...
displayjokes 89 Posted February 22, 2021 Share Posted February 22, 2021 (edited) Hey, everything working fine except some effects like white lion smoke / blue armor smoke, what am i doing wrong or missing? Here's what i mean: Also: On 1/31/2021 at 6:04 PM, szotyizz said: Hello. There would be one problem with the render target system. 1: Shows all character costume weapons Presentation: https://metin2.download/picture/MWBcj3M4HmPOUrswRwOssK15s5H6Uszf/.jpg https://metin2.download/picture/gJUKINx954hESLW5bCPIsdqxoZzSsyeo/.jpg Would anyone help please? Check this: Spoiler uitooltip.py search for: elif item.ITEM_TYPE_WEAPON == itemType: at the end of that elif check if you have it like this: if preview != 0: if item.WEAPON_SWORD == itemSubType: if player.GetRace() != 7 and player.GetRace() != 3: self.__ModelPreview(itemVnum, 3, player.GetRace()) if item.WEAPON_DAGGER == itemSubType or item.WEAPON_BOW == itemSubType: if player.GetRace() == 5 or player.GetRace() == 1: self.__ModelPreview(itemVnum, 3, player.GetRace()) if item.WEAPON_TWO_HANDED == itemSubType: if player.GetRace() == 0 or player.GetRace() == 4: self.__ModelPreview(itemVnum, 3, player.GetRace()) if item.WEAPON_BELL == itemSubType or item.WEAPON_FAN == itemSubType: if player.GetRace() == 7 or player.GetRace() == 3: self.__ModelPreview(itemVnum, 3, player.GetRace()) Edited September 11, 2022 by Metin2 Dev Core X - External 2 Internal 1 It's all lies Link to comment Share on other sites More sharing options...
szotyizz 61 Posted February 24, 2021 Share Posted February 24, 2021 (edited) On 2021. 02. 22. at 15:20, displayjokes said: Hé, minden rendben működik, kivéve néhány effektet, mint a fehér oroszlánfüst / kék páncélfüst, mit csinálok rosszul vagy hiányzik? Erre gondolok: Is: Nézd meg: Rejtett tartalom felfedése uitooltip.py keresés: az elif végén ellenőrizze, hogy van-e így: if preview != 0: if item.WEAPON_SWORD == itemSubType: if player.GetRace() != 7 and player.GetRace() != 3: self.__ModelPreview(itemVnum, 3, player.GetRace()) if item.WEAPON_DAGGER == itemSubType or item.WEAPON_BOW == itemSubType: if player.GetRace() == 5 or player.GetRace() == 1: self.__ModelPreview(itemVnum, 3, player.GetRace()) if item.WEAPON_TWO_HANDED == itemSubType: if player.GetRace() == 0 or player.GetRace() == 4: self.__ModelPreview(itemVnum, 3, player.GetRace()) if item.WEAPON_BELL == itemSubType or item.WEAPON_FAN == itemSubType: if player.GetRace() == 7 or player.GetRace() == 3: self.__ModelPreview(itemVnum, 3, I have this in uitooltip.py please check it. This is the hidden content, please Sign In or Sign Up Edited August 18, 2022 by Metin2 Dev Core X - External 2 Internal 16 1 1 1 1 5 6 Link to comment Share on other sites More sharing options...
displayjokes 89 Posted February 24, 2021 Share Posted February 24, 2021 (edited) 3 hours ago, szotyizz said: I have this in uitooltip.py please check it. This is the hidden content, please Sign In or Sign Up My bad, i read weapons and assumed it was normal weapons. Anyway, your code is right by the tutorial i think. Here's how i fixed it (my costume weapon system uses value3 to identify the type of weapon): Search for (inside the "elif itemSubType == 3: #weapon") : if player.GetRace() != 7 and player.GetRace() != 3: self.__ModelPreview(itemVnum, 3, player.GetRace()) if player.GetRace() == 5 or player.GetRace() == 1: self.__ModelPreview(itemVnum, 3, player.GetRace()) if player.GetRace() == 0 or player.GetRace() == 4: self.__ModelPreview(itemVnum, 3, player.GetRace()) if player.GetRace() == 7 or player.GetRace() == 3: self.__ModelPreview(itemVnum, 3, player.GetRace()) Replace with: if item.WEAPON_SWORD == item.GetValue(3): if player.GetRace() != 7 and player.GetRace() != 3: self.__ModelPreview(itemVnum, 3, player.GetRace()) if item.WEAPON_DAGGER == item.GetValue(3) or item.WEAPON_BOW == item.GetValue(3): if player.GetRace() == 5 or player.GetRace() == 1: self.__ModelPreview(itemVnum, 3, player.GetRace()) if item.WEAPON_TWO_HANDED == item.GetValue(3): if player.GetRace() == 0 or player.GetRace() == 4: self.__ModelPreview(itemVnum, 3, player.GetRace()) if item.WEAPON_BELL == item.GetValue(3) or item.WEAPON_FAN == item.GetValue(3): if player.GetRace() == 7 or player.GetRace() == 3: self.__ModelPreview(itemVnum, 3, player.GetRace()) The piece of code you had is just randomly checking if you are a race or another and setting the weapon in the model. This fix checks the weapon you're using and if the race you are can use that type of weapon. Let me know if it works. Edited February 24, 2021 by displayjokes 3 1 1 3 It's all lies Link to comment Share on other sites More sharing options...
szotyizz 61 Posted February 25, 2021 Share Posted February 25, 2021 23 hours ago, displayjokes said: My bad, i read weapons and assumed it was normal weapons. Anyway, your code is right by the tutorial i think. Here's how i fixed it (my costume weapon system uses value3 to identify the type of weapon): Search for (inside the "elif itemSubType == 3: #weapon") : if player.GetRace() != 7 and player.GetRace() != 3: self.__ModelPreview(itemVnum, 3, player.GetRace()) if player.GetRace() == 5 or player.GetRace() == 1: self.__ModelPreview(itemVnum, 3, player.GetRace()) if player.GetRace() == 0 or player.GetRace() == 4: self.__ModelPreview(itemVnum, 3, player.GetRace()) if player.GetRace() == 7 or player.GetRace() == 3: self.__ModelPreview(itemVnum, 3, player.GetRace()) Replace with: if item.WEAPON_SWORD == item.GetValue(3): if player.GetRace() != 7 and player.GetRace() != 3: self.__ModelPreview(itemVnum, 3, player.GetRace()) if item.WEAPON_DAGGER == item.GetValue(3) or item.WEAPON_BOW == item.GetValue(3): if player.GetRace() == 5 or player.GetRace() == 1: self.__ModelPreview(itemVnum, 3, player.GetRace()) if item.WEAPON_TWO_HANDED == item.GetValue(3): if player.GetRace() == 0 or player.GetRace() == 4: self.__ModelPreview(itemVnum, 3, player.GetRace()) if item.WEAPON_BELL == item.GetValue(3) or item.WEAPON_FAN == item.GetValue(3): if player.GetRace() == 7 or player.GetRace() == 3: self.__ModelPreview(itemVnum, 3, player.GetRace()) The piece of code you had is just randomly checking if you are a race or another and setting the weapon in the model. This fix checks the weapon you're using and if the race you are can use that type of weapon. Let me know if it works. Thank you very much! The code works! Link to comment Share on other sites More sharing options...
displayjokes 89 Posted February 25, 2021 Share Posted February 25, 2021 1 minute ago, szotyizz said: Thank you very much! The code works! Glad it helped. It's all lies Link to comment Share on other sites More sharing options...
szotyizz 61 Posted February 25, 2021 Share Posted February 25, 2021 (edited) I would add a little fix too. Presentation: https://metin2.download/picture/67vxVifX442WeL96BoRexPaUI6o0e7Hq/.png In uitooltip.py you have added an additional parameter to def AddItemData, your def probably looks something like this: "def AddItemData(self, itemVnum, metinSlot, attrSlot = 0, flags = 0, unbindTime = 0, preview = 1):" Solution: Python: uiattachmetin.py ##Search self.oldToolTip.AddItemData ##Replace self.oldToolTip.AddItemData(itemIndex, metinSlot, 0, 0, 0, 0) ##Search self.newToolTip.AddItemData ##Replace self.newToolTip.AddItemData(itemIndex, metinSlot, 0, 0, 0, 0) ##Parameter explanation ## 1. itemVnum ## 2. metinSlot ## 3. attrslot (0 default) ## 4. flags (0 default) ## 5. preview (1 default) Edited September 4, 2022 by Metin2 Dev Core X - External 2 Internal 5 1 3 2 Link to comment Share on other sites More sharing options...
displayjokes 89 Posted February 26, 2021 Share Posted February 26, 2021 (edited) On 2/25/2021 at 3:14 PM, szotyizz said: I would add a little fix too. Presentation: https://metin2.download/picture/67vxVifX442WeL96BoRexPaUI6o0e7Hq/.png In uitooltip.py you have added an additional parameter to def AddItemData, your def probably looks something like this: "def AddItemData(self, itemVnum, metinSlot, attrSlot = 0, flags = 0, unbindTime = 0, preview = 1):" Solution: Python: uiattachmetin.py ##Search self.oldToolTip.AddItemData ##Replace self.oldToolTip.AddItemData(itemIndex, metinSlot, 0, 0, 0, 0) ##Search self.newToolTip.AddItemData ##Replace self.newToolTip.AddItemData(itemIndex, metinSlot, 0, 0, 0, 0) ##Parameter explanation ## 1. itemVnum ## 2. metinSlot ## 3. attrslot (0 default) ## 4. flags (0 default) ## 5. preview (1 default) Another fix: ## in function def AddRefineItemData(self, itemVnum, metinSlot, attrSlot = 0): ##search for: self.AddItemData(itemVnum, metinSlot, attrSlot) ##change with: self.AddItemData(itemVnum, metinSlot, attrSlot, 0, 0) this one is when you are trying to upgrade one item and it shows 2x like this: Edited September 4, 2022 by Metin2 Dev Core X - External 2 Internal 1 2 1 It's all lies Link to comment Share on other sites More sharing options...
szotyizz 61 Posted March 1, 2021 Share Posted March 1, 2021 (edited) Anyone have a solution? https://metin2.download/picture/kOS8Vl1WbJNBwqJp9Mg4Gw8H24D3Tzv3/.gif?fbclid=IwAR1YkedDLkgGyPuLPZsigWMZl1Va3S0oeBVJ_ppDfu7_Aj0vqfjPO43HGxs One of my acquaintances has such a mistake. Edited September 4, 2022 by Metin2 Dev Core X - External 2 Internal 4 1 1 1 2 Link to comment Share on other sites More sharing options...
Jimmermania 27 Posted March 24, 2021 Share Posted March 24, 2021 Hello, can anyone post rendertarget.py ? Link to comment Share on other sites More sharing options...
josehdelaro 5 Posted May 19, 2021 Share Posted May 19, 2021 (edited) what is the problem? If you see in my inventory it looks like it should be but in my item shop it goes crazy it does not load, and the same happens with the costumes, some are seen, others are not and others are the same, you see another different outfit or nothing just the character with nothing. ITEMSHOP Edited August 18, 2022 by Metin2 Dev Core X - External 2 Internal Link to comment Share on other sites More sharing options...
TheGamer 10 Posted May 24, 2021 Share Posted May 24, 2021 (edited) Hey I got this problem when i try to compile the client https://metin2.download/picture/WdJz3AujrG4Qjzxp0QCwJJ5E3SMG0Bpg/.png Anyone have a solution? Edited September 4, 2022 by Metin2 Dev Core X - External 2 Internal 1 1 1 Link to comment Share on other sites More sharing options...
TheGamer 10 Posted May 25, 2021 Share Posted May 25, 2021 I solve my problem 1 Link to comment Share on other sites More sharing options...
Ciucciamelo 0 Posted June 4, 2021 Share Posted June 4, 2021 Good afternoon, the system works, but there are some bugs. The render is made on all items, should do it only on weapons, costumes, armor and effects. How can I put the lock on the other items? Another problem is that if they are ninja and step over sword comes out render only with the pg without weapon, you could not put the block that does not come out ? Link to comment Share on other sites More sharing options...
Active+ Member blaxis 274 Posted July 10, 2021 Active+ Member Share Posted July 10, 2021 Hello there. I will make a request. The system works fine but what I want is this: For example, when we watch a weapon and then start watching an armor, how can we make the two appear together? Link to comment Share on other sites More sharing options...
Active Member Volvox 1510 Posted July 10, 2021 Author Active Member Share Posted July 10, 2021 Just use setArmor and setWeapon Link to comment Share on other sites More sharing options...
Active+ Member blaxis 274 Posted July 10, 2021 Active+ Member Share Posted July 10, 2021 31 minutes ago, V0lvox said: Sadece setArmor ve setWeapon kullanın Thank you for the answer. Unfortunately, I don't have much coding knowledge. Can you show an example, please? 1 Link to comment Share on other sites More sharing options...
Active Member Volvox 1510 Posted July 10, 2021 Author Active Member Share Posted July 10, 2021 2 hours ago, blaxis said: Thank you for the answer. Unfortunately, I don't have much coding knowledge. Can you show an example, please? I will look for example. If you want to learn something and do it on your own.. Just call the render function on uiTooltip, where you call it for weapon (e.g.) and them check if player has equipped armor (player.GetItemIndex(slotPos)) on Armor slot pos (Google/ binary src) If yes, then call render function below with player.GetItemIndex(slotPos) instead of itemvnum 1 Link to comment Share on other sites More sharing options...
Active+ Member blaxis 274 Posted July 11, 2021 Active+ Member Share Posted July 11, 2021 On 8/5/2019 at 6:11 PM, V0lvox said: Where is this code from ? You call SetArmor/ SetWeapon /SetHair with 0 somewhere. Contact me Discord and i will have a look Same error with debug.. What is the solution? Link to comment Share on other sites More sharing options...
Active+ Member blaxis 274 Posted July 27, 2021 Active+ Member Share Posted July 27, 2021 CPythonTextTail::DeleteCharacterTextTail - Find VID[0] Error PLEASE HELP ME ? Link to comment Share on other sites More sharing options...
Active Member Volvox 1510 Posted July 28, 2021 Author Active Member Share Posted July 28, 2021 12 hours ago, blaxis said: CPythonTextTail::DeleteCharacterTextTail - Find VID[0] Error PLEASE HELP ME ? This is not a "real" error. You can do something link this, if you dont wanna see this error. void CInstanceBase::DetachTextTail() { if (!m_isTextTail) return; m_isTextTail=false; if(GetVirtualID() > 0) CPythonTextTail::Instance().DeleteCharacterTextTail(GetVirtualID()); } 1 Link to comment Share on other sites More sharing options...
Active+ Member blaxis 274 Posted July 28, 2021 Active+ Member Share Posted July 28, 2021 7 hours ago, V0lvox said: This is not a "real" error. You can do something link this, if you dont wanna see this error. void CInstanceBase::DetachTextTail() { if (!m_isTextTail) return; m_isTextTail=false; if(GetVirtualID() > 0) CPythonTextTail::Instance().DeleteCharacterTextTail(GetVirtualID()); } Thank you ! Solved.. Link to comment Share on other sites More sharing options...
Active+ Member blaxis 274 Posted August 24, 2021 Active+ Member Share Posted August 24, 2021 On 10.07.2021 at 22:53, V0lvox said: örneğin arayacağım. Bir şeyler öğrenmek ve kendi başınıza yapmak istiyorsanız.. Sadece uiTooltip'te render işlevini çağırın, burada silah için çağırırsınız (örn.) ve onlar, oyuncunun Armor slot pozisyonunda (Google/ binary src) zırh (player.GetItemIndex(slotPos)) kuşanmış olup olmadığını kontrol eder. Evetse, itemvnum yerine player.GetItemIndex(slotPos) ile aşağıdaki oluşturma işlevini çağırın Unfortunately, I couldn't apply what you said because I don't have much coding knowledge. What do I need to do to display armor and weapon together? Can anyone help? Link to comment Share on other sites More sharing options...
Recommended Posts