Beiträge von martysama0134

    V33 out!

    • Fixed crash if TimeEventAlpha is empty inside the .mse
    • Fixed lens flare
    • Enabled win10 style Bitte melden Sie sich an, um diesen Link zu sehen. (it looks stable)

    I do not support something that you want to make money with

    You want to open an illegal pserver in order to make money, but you don't want to pay any people for it. You want to "win" money without spending a single cent. Hypocrisy.

    Copyright laws, and software patents are kinda debatable. I consider my work as a big advanced mod on uncopyrighted files (such as metin2 is; ymir released it on their website and there's no valid registered "international" patent on their source files).

    Don't forget the real license problem resides in opening a pserver for business reasons.

    Also with my invoice containing inverse VAT, you can't deduct, but you have to pay VAT in my stead if you're inside UE.

    V32 out!

    This is just a minor update. I simply disabled the DPI-awareness, so the app won't scale weirdly if you set your windows's scaling (over 150% kinda) at all.

    Don't forget that, if you get crashes/asserts, you'll get a logs/{name}.dmp file. You can upload it and send it to me for debugging.

    it would be really nice if you could add the option to place more objects at once instead of having to click for every single one. (see other software aka UE, Unity etc).

    It could be possible, but I can (probably) only preview the first object. I'll try to add 2 inputfields for count+range.

    V31 out!

    • Removed useless File Dialog options
    • Removed useless Toolbar options and added Redo Bitte melden Sie sich an, um diesen Link zu sehen.
    • New config options:
      • RENDER_CURSOR_COLOR_{R|G|B} Bitte melden Sie sich an, um diesen Link zu sehen.
      • OBJECT_HEIGHT_MAX
      • OBJECT_HEIGHT_SLIDER_MAX Bitte melden Sie sich an, um diesen Link zu sehen.
      • ATTR_SLIDER_REMOVAL Bitte melden Sie sich an, um diesen Link zu sehen.



    You have a max height in placing objects in the map editor itself I believe it's roundabout 50 or something?


    Don't forget you can even use Q+wheel to move the selected objects' height.

    You have a max height in placing objects in the map editor itself I believe it's roundabout 50 or something?


    If you could Increase it in like 255 or something higher it would be godlike cause I work with the Z axis "running under bridges and that stuff" and it would help alot, also you could think more to floating objects with that increased height

    Bitte melden Sie sich an, um diesen Link zu sehen.

    This one? It was 30m. You can increase it from config in the incoming v31.

    Incoming 31 feature: Bitte melden Sie sich an, um diesen Link zu sehen.

    what the "light" does in the "metin effect script"

    Probably nothing, but it should have created a light Bitte melden Sie sich an, um diesen Link zu sehen.

    increase maximum of Max placeable height

    What do you mean?

    increased shadow resolution

    It would probably increase the shadowmap texture size (so without a mirrored edit in the launcher src it could not be loaded at all)

    when inserting Objekt don't no reset of the position

    DETECT_MDATR_HEIGHT = 0 no?

    I'm currently trying to disable the object's height recalculation when you use the brush (via config option).

    V30 out!

    • Fixed object attachment in Model Tab
    • Fixed the names of the elements in Effect Tab
    • Fixed crash when saving a .mse script with no mesh model
    • Fixed crash when inserting a lower gradient

    V29 out!

    • Load from PACK first only if pack/property exists, otherwise it loads from FILE first [v28]
    • Fixed multi-object-selection box display
    • Fixed creating new property folders in root tree

    V27 out! Here the changes:

    • Fixed multi-object-selection crash
    • Fixed the missing diffuse lighting in the objects
    • Fixed a crash when previewing a missing texture
    • New config options VIEW_OBJECT_LIGHTING, MOB_PROTO_PATH, VIEW_MONSTER_AREA_INFO
    • Default texture displaying count has been increased from 8 to 255 (aka lshift+0 by default)

    The WorldEditorRemix v26 is out! (after 5 years)

    The v24 was compiled with vs2010, but the v26 is compiled with vs2019. If you find any regressions, report me all of them.

    (for the download, check the mediafire folder)


    Changes:

    • Fixed locale/ymir/mob_proto load (autodetect struct)
    • Fixed <map>/regen.txt save/load/edit (very nice for "m" regens)
    • Fixed ./group.txt load
    • Added water texture change in msenv (you need additional client c++ code; ignore it for now)
    • Added wind strength change in msenv (for speedtree; you need additional client c++ code; ignore it for now)
    • Fixed some crashes
    • Added generation of logs/WorldEditorRemix_{target}_{date}.dmp in case of crashes
    • Updated some icons (logo, menus)
    • Updated granny to 2.11
    • Changed WorldEditor.txt config file to WorldEditorRemix.ini
    • Load from PACK is available if property/ is missing and pack/property is present! Be sure pack/Index exists! (textureset from PACK ignores textureset/ if the relative pack exists)
    • Added config flag SERVERATTR_REMOVE_WEIRD_FLAGS


    Bugs to fix in the future releases:

    • ObjectList empty in PACK mode
    • SkyBox textures not cleared when switching maps
    • Some random asserts (if you get any, write me which ones, so that I at least suppress them)
    • I'll probably add some more config options

    I'm not sure if it's already present, but people reported me the /costume could be exploited for crashing every server (even officials as far as I heard)


    The bug is simple, the command prints the names of the costume's bonuses in chat. If they are missing in cmd_general.cpp fn_string, it returns null and causes a core crash, or if the format doesn't have a single-and-only-one format specifier %d.


    In here the patch:


    diff --git a/s3ll_server/README-SERVER.txt b/s3ll_server/README-SERVER.txt
    index 94f67f8..7d1dd3f 100644
    --- a/s3ll_server/README-SERVER.txt
    +++ b/s3ll_server/README-SERVER.txt
    @@ -336,6 +336,7 @@
    +@fixme180: on cmd_general.cpp; /costume will cause game core crashes if the relative costume bonus ids aren't present inside fn_string or have no %d

    #@/Server (general)
    @fixme401: fixed the guild disband time issue
    diff --git a/s3ll_server/Srcs/Server/game/src/cmd_general.cpp b/s3ll_server/Srcs/Server/game/src/cmd_general.cpp
    index 739b7fc..740d80d 100644
    --- a/s3ll_server/Srcs/Server/game/src/cmd_general.cpp
    +++ b/s3ll_server/Srcs/Server/game/src/cmd_general.cpp
    @@ -1871,8 +1871,8 @@ static const char* FN_point_string(int apply_number)
    case POINT_MALL_ATTBONUS: return LC_TEXT("°ø°Ý·Â +%d%%");
    case POINT_MALL_DEFBONUS: return LC_TEXT("¹æ¾î·Â +%d%%");
    case POINT_MALL_EXPBONUS: return LC_TEXT("°æÇèÄ¡ %d%%");
    - case POINT_MALL_ITEMBONUS: return LC_TEXT("¾ÆÀÌÅÛ µå·ÓÀ² %.1f¹è");
    - case POINT_MALL_GOLDBONUS: return LC_TEXT("µ· µå·ÓÀ² %.1f¹è");
    + case POINT_MALL_ITEMBONUS: return LC_TEXT("¾ÆÀÌÅÛ µå·ÓÀ² %d¹è"); // @fixme180 float to int
    + case POINT_MALL_GOLDBONUS: return LC_TEXT("µ· µå·ÓÀ² %d¹è"); // @fixme180 float to int
    case POINT_MAX_HP_PCT: return LC_TEXT("ÃÖ´ë »ý¸í·Â +%d%%");
    case POINT_MAX_SP_PCT: return LC_TEXT("ÃÖ´ë Á¤½Å·Â +%d%%");
    case POINT_SKILL_DAMAGE_BONUS: return LC_TEXT("½ºÅ³ µ¥¹ÌÁö %d%%");
    @@ -1889,7 +1889,7 @@ static const char* FN_point_string(int apply_number)
    #ifdef ENABLE_WOLFMAN_CHARACTER
    case POINT_RESIST_WOLFMAN: return LC_TEXT("¹«´ç°ø°Ý¿¡ %d%% ÀúÇ×");
    #endif
    - default: return NULL;
    + default: return "UNK_ID %d%%"; // @fixme180
    }
    }

    You can try to refactor the return type as std::string to print the proper apply_number if you want, but it's not necessary.

    A special thank to Tunga for being my guinea pig of the day 🪓

    This is an archiver I've created, and it looks quite stable so far.

    The PackMakerLite (PML) supports type 0-1-2-3-4-5-6 (type 4-5 only pack, type 6 only unpack).


    As a summarize, the metin2 types are handled like this:

    • Type 0 - only storage (no encryption/compression; it can be read fully from the .epk)
    • Type 1 - compressed - lzo(file)
    • Type 2 - compressed and encrypted - xtea(lzo(file))
    • Type 3 - encrypted with Panama - you must save an .iv key server-side in the panama/ folder. (content readable only after auth phase) The official used it only for patch2.
    • Type 4 - encrypted with a mix of ciphers (cshybridcrypt) - you must save a .dat key server-side in the package/ folder. (content readable only after auth phase) Practically all the metin2_patch files.
    • Type 5 - like type 4, but a server-side map/<map_name> is also provided. (content readable only after accessing the <map_name> map as a player) The official used it only for the catacomb data.
    • Type 6 - compressed and encrypted - xtea(snappy(file)) [ty @metin2team]

    Usage:

    Bitte melden Sie sich an, um dieses Bild zu sehen.


    Its settings (xtea keys, extensions, pack types to use) can be changed inside PackMakerLite.json:


    Bitte melden Sie sich an, um dieses Bild zu sehen.


    You can actually integrate the tool in the menu context (running the .reg files) for packing folders and unpacking .eix files.


    Bitte melden Sie sich an, um dieses Bild zu sehen.

    Bitte melden Sie sich an, um dieses Bild zu sehen.

    Remove "--nolog" from the .bat files if you want to see the logs again.

    Last but not least: since the client handles all the filenames in lowercase, this tools automatically converts them as well.



    Download:

    Bitte melden Sie sich an, um diesen Link zu sehen.