Ace 3250 Posted August 27, 2021 Share Posted August 27, 2021 (edited) thank you all guys, and a big thanks to martysama Spoiler Edited August 26, 2022 by Metin2 Dev Core X - External 2 Internal 3 2 1 2 Spoiler Ymir Entertainment was founded in 1999 in Seoul, Korea and is currently headed by Byoung Gwan Kim as CEO. The company started developing its first 2D online game Metin the same year it was founded. The game was commercially launched in Korea a year later and received a prize from the Korean Ministry of Information and Communication in December of the same year. Following the success of their flagship game Ymir Entertainment immediately started work on the game’s sequel Metin 2, which went into Closed Beta in Korea in May 2004. The game was officially launched in Korea and China in March 2005 before being launched in Asia, Europe and North America in the years that followed. In January 2011 all of the company’s shares were bought by Webzen Inc., a Korean game giant known for their popular MMORPG, MU Online. The company was also awarded Gameforge’s Global Best Partner of the Year in 2011. Source: https://mmos.com/publishers/ymir-entertainment Thank you ymir and F*** you Gameforge, 2011 you ruined it. Link to comment Share on other sites More sharing options...
Honorable Member martysama0134 7175 Posted August 31, 2021 Author Honorable Member Share Posted August 31, 2021 (edited) I've extended the WorldEditor using Python3(9.6 static). If you have some interesting ideas, I can consider them and make new functions for them. Right now, it's just this bunch: And this small test script: https://pastebin.com/as1ULyQY (available in the next version) Edited August 17, 2022 by Metin2 Dev Core X - External 2 Internal 9 4 9 7 Check out my GitHub Link to comment Share on other sites More sharing options...
swom55 0 Posted September 8, 2021 Share Posted September 8, 2021 On 8/28/2014 at 12:02 AM, martysama0134 said: Hidden misss Link to comment Share on other sites More sharing options...
DemonBlaze 1 Posted September 9, 2021 Share Posted September 9, 2021 Nice programs thanks Link to comment Share on other sites More sharing options...
RazadorError 4 Posted September 13, 2021 Share Posted September 13, 2021 maybe we got other link for the latest version ? because you need a premium to unlock it Link to comment Share on other sites More sharing options...
Honorable Member martysama0134 7175 Posted September 13, 2021 Author Honorable Member Share Posted September 13, 2021 (edited) 41 minutes ago, RazadorError said: maybe we got other link for the latest version ? because you need a premium to unlock it What do you mean? I was able to download it from another browser: Edited August 17, 2022 by Metin2 Dev Core X - External 2 Internal 1 2 Check out my GitHub Link to comment Share on other sites More sharing options...
RazadorError 4 Posted September 13, 2021 Share Posted September 13, 2021 (edited) 7 hours ago, martysama0134 said: What do you mean? I was able to download it from another browser: i found it thanks a lot maybe can someone share me the property folder because i am to comfused with the dedicated Edited August 17, 2022 by Metin2 Dev Core X - External 2 Internal 2 Link to comment Share on other sites More sharing options...
danesz93 0 Posted September 29, 2021 Share Posted September 29, 2021 Thanks for help Link to comment Share on other sites More sharing options...
Honorable Member Tatsumaru 5257 Posted October 7, 2021 Honorable Member Share Posted October 7, 2021 (edited) Could you add the ability to display collision height to the WorldEditorRemix.ini option? Currently, the world editor does not display this kind of collision. PS: If you can do it, it's cool if that collision was marked in a different color. Edited October 7, 2021 by Tatsumaru 5 Link to comment Share on other sites More sharing options...
Alpha 482 Posted November 5, 2021 Share Posted November 5, 2021 void CAttributeInstance::Render() { for(const auto& vertex : m_v3HeightDataVector) { uint32_t dwColor = 0xff0000ff; Engine::GetDevice().SetTextureFactor(dwColor); Engine::GetDevice().SetFvF(D3DFVF_XYZ); Engine::GetDevice().SetTransform(D3DTS_WORLD, Matrix::Identity); Engine::GetDevice().SetCullMode(D3DCULL_NONE); Engine::GetDevice().DrawPrimitiveUP( D3DPT_TRIANGLELIST, vertex.size() / 3,(void*)vertex.data(), sizeof(Vector3)); } } It's not really a collision it's saved as height in the mdatr file The rendering code i provided is also not the best ... But it works one has just to adjust ist for the old STATEMANAGER interface and call it like if (po->pAttributeInstance) { po->pAttributeInstance->Render(); } 9 2 2 Link to comment Share on other sites More sharing options...
FreZzwe 0 Posted November 18, 2021 Share Posted November 18, 2021 hello guy, i try to create a 32x32 map and I got : Microsoft Visual C++ Runtime Library Runtime Error! abnormal program termination It is not possible to create a map with this size? 1 Link to comment Share on other sites More sharing options...
Management Karbust 4884 Posted November 18, 2021 Management Share Posted November 18, 2021 35 minutes ago, FreZzwe said: hello guy, i try to create a 32x32 map and I got : Microsoft Visual C++ Runtime Library Runtime Error! abnormal program termination It is not possible to create a map with this size? The biggest map ever map is 16x16, which is 4 times the size of the desert (4x4), why the hell do you want a map 32x32? This is a 32 bit application, probably it's running out of memory. 32 bits applications can only use up to 2GB, or 4GB if compiled large addresses aware, which is the default, at least for the client source, which is also a 32 bit application. Summing up, don't be crazy and try to build a gigantic map that has absolutely zero use cases on metin2. Even the 16x16 I never saw any server using it... Link to comment Share on other sites More sharing options...
FreZzwe 0 Posted November 19, 2021 Share Posted November 19, 2021 8 hours ago, Karbust said: The biggest map ever map is 16x16, which is 4 times the size of the desert (4x4), why the hell do you want a map 32x32? This is a 32 bit application, probably it's running out of memory. 32 bits applications can only use up to 2GB, or 4GB if compiled large addresses aware, which is the default, at least for the client source, which is also a 32 bit application. Summing up, don't be crazy and try to build a gigantic map that has absolutely zero use cases on metin2. Even the 16x16 I never saw any server using it... Hey, thanks for the answer. Yeah, I know that the 32 bits make there Problems and i try it with 4GB but I can only make the half of the Map. with 2 GB just 1/4. I Know that "KillMoves" make a 27x27 Map a long time ago. Link to comment Share on other sites More sharing options...
Denizeri24 35 Posted November 19, 2021 Share Posted November 19, 2021 8 hours ago, Karbust said: The biggest map ever map is 16x16, which is 4 times the size of the desert (4x4), why the hell do you want a map 32x32? This is a 32 bit application, probably it's running out of memory. 32 bits applications can only use up to 2GB, or 4GB if compiled large addresses aware, which is the default, at least for the client source, which is also a 32 bit application. Summing up, don't be crazy and try to build a gigantic map that has absolutely zero use cases on metin2. Even the 16x16 I never saw any server using it... The size of the map will not affect the amount of memory. When you reduce the cache clear time, old area are deleted when the player moves away from the area. This way you can even use an 1024x1024 size map. Link to comment Share on other sites More sharing options...
FreZzwe 0 Posted November 19, 2021 Share Posted November 19, 2021 (edited) 13 hours ago, Denizeri24 said: The size of the map will not affect the amount of memory. When you reduce the cache clear time, old area are deleted when the player moves away from the area. This way you can even use an 1024x1024 size map. Yeah, but how to create with the Worldeditor... that is the Question. If i would make the Shadowmap and Minimap, the WE crash at the half process because i can only use the 2-3gb. I can see it in my Task Manager.. the adresset wit >2GB Ram is not the solution Edit: I make a video Quote https://www.youtube.com/watch?v=QMQBVqclLuQ Edited November 19, 2021 by FreZzwe Link to comment Share on other sites More sharing options...
Ibrahimobitch 0 Posted November 19, 2021 Share Posted November 19, 2021 Can you fix shadowflag being ignored for prt files? And, if thats at all possible, same about treevariance, which is supposed to randomly resize the spt by that factor every time you're positioning a new one. Link to comment Share on other sites More sharing options...
Bot Metin2 Dev 4877 Posted November 23, 2021 Bot Share Posted November 23, 2021 I recently created a 8x8 map after that I already tested the max size of maps in the world editor and it's somewhere about 90x90. As for the shadow creation . You can split maps into pieces you don't have to render a picture in one path. Split it up to more stripes like in a 8x8 you make 8 maps and copy paste the first 8 folders from it into an empty 8x8 map copy paste the textureset and go on for shadow rendering. After you created all 8 Shadowmaps you can put them in paint(or whatever) together I could create a 60*60 map without any ram problems or crashes if you need help about it add me in discord ToXiC4k#9214 1 1 Link to comment Share on other sites More sharing options...
Bot Metin2 Dev 4877 Posted December 9, 2021 Bot Share Posted December 9, 2021 @ martysama0134one question: is it possible to make a texture picker by using like an F key or CTRL or something where the curser is? cause the texture switching is sometimes really aids. Just if its possible Link to comment Share on other sites More sharing options...
Forum Moderator Gurgarath 2512 Posted December 11, 2021 Forum Moderator Share Posted December 11, 2021 I think a good feature would be to add shadowmap exclusion. For example a list of objects that doesn't cast shadow when you regenerate the shadowmap. I am currently thinking about grass, as we do not always want grass to cast any shadow. Gurgarath coming soon Link to comment Share on other sites More sharing options...
Premium Shogun 4587 Posted December 11, 2021 Premium Share Posted December 11, 2021 47 minutes ago, Gurgarath said: I think a good feature would be to add shadowmap exclusion. For example a list of objects that doesn't cast shadow when you regenerate the shadowmap. I am currently thinking about grass, as we do not always want grass to cast any shadow. There is a Shadowflag which does that for any property file except effects which never have shadows and trees which always do. In WE, it can be toggled by double clicking on an object in the list and checking/unchecking the Shadow box. 1 Link to comment Share on other sites More sharing options...
Forum Moderator Gurgarath 2512 Posted December 12, 2021 Forum Moderator Share Posted December 12, 2021 True, I've completely forgot about this box (that I used to trigger by mistake). Thanks for clarifying it! Gurgarath coming soon Link to comment Share on other sites More sharing options...
Bot Metin2 Dev 4877 Posted December 12, 2021 Bot Share Posted December 12, 2021 (edited) also there is another bug https://metin2.download/picture/5s1f2Htw7SfN5kc0oqbA1t4YM7Xjwnfh/.gif Edited August 28, 2022 by Metin2 Dev Core X - External 2 Internal Link to comment Share on other sites More sharing options...
Dougras 1 Posted December 28, 2021 Share Posted December 28, 2021 Hi bro, create an option on the setting file to automatically open map on execute programan 1 1 Link to comment Share on other sites More sharing options...
yoloo 4 Posted January 24, 2022 Share Posted January 24, 2022 Hello, I'm using the latest version of the software (v.44) and I've noticed many problems. For example, one day during a 4-hours work session, the software crashed 6 times without any .dmp files in the logs folder. And sometimes I find my buildings and effects underground when I reopen the software after a crash. It also crashes during simple move actions quite often. And I've noticed several missing objects on the minimap while editing the big map. I don't know if you'll have the time or will to correct this, but I wanted to share it with you in case you would. Thank you for your work, I appreciate it. 1 Link to comment Share on other sites More sharing options...
Karl$Lama 0 Posted February 19, 2022 Share Posted February 19, 2022 (edited) On 5/18/2021 at 3:50 PM, Tatsumaru said: Another old problem that nobody seems to have reported yet. The world editor seems to have problems displaying objects where transparency has been applied. Such objects are not visible in the program, but they are visible in the game. For an example, you can check this object: D:\ymir work\zone\dungeon\dawnmistwood_dungeon\prayer_banner01 Any News about this Problem? Edited August 17, 2022 by Metin2 Dev Core X - External 2 Internal Link to comment Share on other sites More sharing options...
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