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This is the hidden content, please

This is the hidden content, please

Reversed from 22.2.7.0 Official Binary.

Client part is from 2018 Official Root.

 

 

Edited by Mali
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https://metin2.dev/topic/30308-official-fog-fix-reversed/
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The best way is:

Remove fog from source/python and try to build fog with the graphics in a separate dll so you don't load the client unfairly

and selecting from config.exe fog on/off 

  • kekw 8
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3 hours ago, Draveniou1 said:

Nejlepší způsob je:

Odstraňte mlhu ze zdroje/pythonu a zkuste vytvořit mlhu s grafikou v samostatné dll, abyste klienta nenačítali nespravedlivě

a výběrem z config.exe fog on/off 

you have tut for that?


 

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3 hours ago, TAUMP said:

you have tut for that?

Search google -> [RELEASE] Metin2 Graphic Mod

edit  m2graphic.ini

you should set it to make the fog 

and simply set up config.exe source with  on/of this 

on/off with Shift+F12 just add it to config.exe

 

and just remove the fog from the sources completely 

I had done this in my previous files

  • kekw 1
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  • 2 months later...
  • 1 year later...

Hello, thank you for sharing,

But fog didn't work for me.(40250 base)

I also applied the following extra changes[merge](source: Link, I don't know author, sorry about that, If this post is wrong please delete it)(Maybe this steps not official. IDK.)

-->>> MapManager.cpp > AddFunction (defines Modified)
#ifdef __BL_FOG_FIX__
void CMapManager::SetEnvironmentFog(bool flag)
{
	if (mc_pcurEnvironmentData)
	{
		mc_pcurEnvironmentData->bFogEnable = flag;
		ResetEnvironmentDataPtr(mc_pcurEnvironmentData);
	}
}
#endif
-->>> MapManager.h >
-> Find:
void					BlendEnvironmentData(const TEnvironmentData * c_pEnvironmentData, int iTransitionTime)
-> Add:
#ifdef __BL_FOG_FIX__
		void					SetEnvironmentFog(bool flag);
#endif
-->>> MapType.h > Replace (def Modified)
-> Find:
BOOL bFogEnable;
-> Replace:
#ifdef __BL_FOG_FIX__
	mutable BOOL bFogEnable;
#else
	BOOL bFogEnable;
#endif
-->>> PythonBackgroundModule.cpp:
in #if defined(__BL_FOG_FIX__) area:
-> Add:
PyObject* backgroundSetEnvironmentFog(PyObject* poSelf, PyObject* poArgs)
{
	bool bFlag;
	if (!PyTuple_GetBoolean(poArgs, 0, &bFlag))
		return Py_BadArgument();

	CPythonBackground& rkBG = CPythonBackground::Instance();
	rkBG.SetEnvironmentFog(bFlag);

	return Py_BuildNone();
}

in initBackground -> #if defined(__BL_FOG_FIX__) area:
-> Add:
{ "SetEnvironmentFog",					backgroundSetEnvironmentFog,				METH_VARARGS },
-->>> in game.py:
-> Find:
self.currentCubeNPC = 0
-> Add:
		if app.__BL_FOG_FIX__:
			if background.GetFogMode():
				background.SetEnvironmentFog(True)
			else:
				background.SetEnvironmentFog(False)	

--> in uiSystemOption.py:
-> Find:
			background.SetFogMode(True)
-> Add above:
			background.SetEnvironmentFog(True)
-> Find:
			background.SetFogMode(False)
-> Add above:
			background.SetEnvironmentFog(False)

 

Additional step for "Official Environment Effect Options" system: (If you don't apply it, fog will not be applied after the day mode changes.)

-->>> in uiSystemOption.py

--> Find in "def __DayMode_OnCompleteChangeToLight(self)" --> "background.ChangeEnvironmentData(0)" : 
--> Add:
			if app.__BL_FOG_FIX__:
				background.SetEnvironmentFog(background.GetFogMode())
--> Find in "def __DayMode_OnCompleteChangeToDark(self)" --> "background.ChangeEnvironmentData(1)" :
--> Add:
			if app.__BL_FOG_FIX__:
				background.SetEnvironmentFog(background.GetFogMode())

 

Now, fog works for me.

Thank you. 👏

 

Edited by Seto
Additional step
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  • 1 year later...
  • Active Member
On 3/22/2025 at 8:44 PM, Muzan said:

Hello, thank you for sharing,

But fog didn't work for me.(40250 base)

I also applied the following extra changes[merge](source: Link, I don't know author, sorry about that, If this post is wrong please delete it)(Maybe this steps not official. IDK.)

-->>> MapManager.cpp > AddFunction (defines Modified)
#ifdef __BL_FOG_FIX__
void CMapManager::SetEnvironmentFog(bool flag)
{
	if (mc_pcurEnvironmentData)
	{
		mc_pcurEnvironmentData->bFogEnable = flag;
		ResetEnvironmentDataPtr(mc_pcurEnvironmentData);
	}
}
#endif
-->>> MapManager.h >
-> Find:
void					BlendEnvironmentData(const TEnvironmentData * c_pEnvironmentData, int iTransitionTime)
-> Add:
#ifdef __BL_FOG_FIX__
		void					SetEnvironmentFog(bool flag);
#endif
-->>> MapType.h > Replace (def Modified)
-> Find:
BOOL bFogEnable;
-> Replace:
#ifdef __BL_FOG_FIX__
	mutable BOOL bFogEnable;
#else
	BOOL bFogEnable;
#endif
-->>> PythonBackgroundModule.cpp:
in #if defined(__BL_FOG_FIX__) area:
-> Add:
PyObject* backgroundSetEnvironmentFog(PyObject* poSelf, PyObject* poArgs)
{
	bool bFlag;
	if (!PyTuple_GetBoolean(poArgs, 0, &bFlag))
		return Py_BadArgument();

	CPythonBackground& rkBG = CPythonBackground::Instance();
	rkBG.SetEnvironmentFog(bFlag);

	return Py_BuildNone();
}

in initBackground -> #if defined(__BL_FOG_FIX__) area:
-> Add:
{ "SetEnvironmentFog",					backgroundSetEnvironmentFog,				METH_VARARGS },
-->>> in game.py:
-> Find:
self.currentCubeNPC = 0
-> Add:
		if app.__BL_FOG_FIX__:
			if background.GetFogMode():
				background.SetEnvironmentFog(True)
			else:
				background.SetEnvironmentFog(False)	

--> in uiSystemOption.py:
-> Find:
			background.SetFogMode(True)
-> Add above:
			background.SetEnvironmentFog(True)
-> Find:
			background.SetFogMode(False)
-> Add above:
			background.SetEnvironmentFog(False)

 

Additional step for "Official Environment Effect Options" system: (If you don't apply it, fog will not be applied after the day mode changes.)

-->>> in uiSystemOption.py

--> Find in "def __DayMode_OnCompleteChangeToLight(self)" --> "background.ChangeEnvironmentData(0)" : 
--> Add:
			if app.__BL_FOG_FIX__:
				background.SetEnvironmentFog(background.GetFogMode())
--> Find in "def __DayMode_OnCompleteChangeToDark(self)" --> "background.ChangeEnvironmentData(1)" :
--> Add:
			if app.__BL_FOG_FIX__:
				background.SetEnvironmentFog(background.GetFogMode())

 

Now, fog works for me.

Thank you. 👏

 

Hi, this fix are by Zenu: 

This is the hidden content, please

I think he is banned from the forum, but idk the reason.
 

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