V34 out!
This can be considered a minor update.
I compiled the project with /c++latest and other optimized flags.
V34 out!
This can be considered a minor update.
I compiled the project with /c++latest and other optimized flags.
V33 out!
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!
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
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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!
V29 out!
V27 out! Here the changes:
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:
Bugs to fix in the future releases:
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 🪓
Official pack files unpacking as 0 kb . Isn't it possible to open official files with it?
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You can't unpack type3-4-5 like this since the decryption key is located server-side and the client doesn't know it until you login.
You can try for a year a google cloud server of single-core 2gb of ram. They are natted vps btw.
Update v1.9 - type6 & mcsp unpack supported [ty @metin2team]
Did you really contact me?
Good luck in getting scammed by some retards.
I wrote something similar time ago in my tutorials: Bitte melden Sie sich an, um diesen Link zu sehen.
Since you mentioned dbg: Bitte melden Sie sich an, um diesen Link zu sehen.
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:
Usage:
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Its settings (xtea keys, extensions, pack types to use) can be changed inside PackMakerLite.json:
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You can actually integrate the tool in the menu context (running the .reg files) for packing folders and unpacking .eix files.
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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:
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