Beiträge von martysama0134

    Intro:

    This WE is a version compiled directly by me which includes infinite fixes and features.

    It's certain that you won't longer use the worldeditor_en!


    To make it simple, I wrote all the details about this feature and the common WE inside the relative config file: (called WorldEditorRemix.ini)




    Download:

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

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

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


    How To Map:

    This release will not cover this part. Look at Bitte melden Sie sich an, um diesen Link zu sehen. to understand how to do it.


    About the ServerAttr Generator: (since v14)

    This is a beta function but it should work fine.

    I tested it on gm_guild_build (1x1), metin2_map_a1 (4x5), metin2_map_trent (2x2), metin2_n_snowm_01 (6x6) and the result was the same as the blackyuko map editor. (I use a different lzo version and I clean deprecated and useless flags, so the size is different from this last one but the "final image" will be the same; using game_test to fix his server_attr will let mine and his perfectly equal byte per byte)

    I also give you the source code of my server_attr generator function. Bitte melden Sie sich an, um diesen Link zu sehen.

    A server_attr file is based on all the attr.atr files merged into a one raw RGBA image and each one scaled from 256x256 to 512x512.

    After that, the image will be splitted into sectors of 128x128 px and each one compressed using lzo compression.

    The server_attr header is composed by the size of the map*4. (e.g. a 4x4 will have a 16x16 size with 256 sectors inside) (gj ymir Bitte melden Sie sich an, um diesen Link zu sehen.)

    An uncompressed server_attr sector is just like this: Bitte melden Sie sich an, um diesen Link zu sehen. (the sub 4 byte header is the size returned by the LzoCompress which indicates how much the compressed sector data are large)

    Each attr.atr is just like this: Bitte melden Sie sich an, um diesen Link zu sehen. (the header is composed of 6 byte in total: 3 WORDs respectively for version, width and height; they are always 2634, 1, 1 so don't bother about it)

    A single attr.atr scaled from 256x256 to 512x512 will be just like this: Bitte melden Sie sich an, um diesen Link zu sehen.

    You can use the game_test (from source) to perform few tasks like:

    1. Create a server_attr from a .mcd file (I won't suggest it)
      a <collision data filename> <map directory>
    2. Regenerate an old server_attr to server_attr.new using the current lzo compression and cleaning useless flag Bitte melden Sie sich an, um diesen Link zu sehen.
      c <filename>
    3. Other stuff such as b to create a character instance or q to quit


    About the SkyBox Bottom pic fix: (since v21)

    Both metin2launch.exe and worldeditor.exe should be edited to see the bottom pic of the skybox. Ymir messed up the code wrongly flipping the bottom image.

    Open ./Srcs/Client/EterLib/SkyBox.cpp and replace

    Code
    1. ////// Face 5: BOTTOM
    2. v3QuadPoints[0] = D3DXVECTOR3(1.0f, -1.0f, -1.0f);
    3. v3QuadPoints[1] = D3DXVECTOR3(1.0f, 1.0f, -1.0f);
    4. v3QuadPoints[2] = D3DXVECTOR3(-1.0f, -1.0f, -1.0f);
    5. v3QuadPoints[3] = D3DXVECTOR3(-1.0f, 1.0f, -1.0f);

    with

    Code
    1. ////// Face 5: BOTTOM
    2. v3QuadPoints[0] = D3DXVECTOR3(1.0f, 1.0f, -1.0f);
    3. v3QuadPoints[1] = D3DXVECTOR3(1.0f, -1.0f, -1.0f);
    4. v3QuadPoints[2] = D3DXVECTOR3(-1.0f, 1.0f, -1.0f);
    5. v3QuadPoints[3] = D3DXVECTOR3(-1.0f, -1.0f, -1.0f);

    then recompile.



    Credits:

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

    It's not "WE by ReMIX", but "WE ReMIX". I took the version name from Bitte melden Sie sich an, um diesen Link zu sehen..

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



    I think I'll reopen the correct thread by myself ?


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

    1>PythonApplication.obj : error LNK2001: unresolved external symbol "public: int __cdecl CPingManager::PingTimeRev(void)" (?PingTimeRev@CPingManager@@QAAHXZ)

    You need to add the relative .cpp in the project:

    Project -> Add existing files -> PingManager.cpp

    Haben marty files grany update?

    Summarily, on v4.9.4:

    1. gcc 6.3.0
    2. vs2017
    3. c++11 full support
    4. Extern updated:
      1. boost-1.68
      2. cryptopp-7.0.0
      3. IL-1.8.0.1
      4. lzo-2.10
      5. libjpeg-9c
      6. granny2 (2.4, 2.7, 2.8, 2.9, 2.11)
      7. python2 (2.7)
      8. rapidjson (for mysql2proto)
      9. libmysql (for mysql2proto)

    On v10, there will also be a define to link granny (2.9/2.11) statically.

    Btw, I moved the website to: Bitte melden Sie sich an, um diesen Link zu sehen.

    The source files give you the freedom to do anything you want.

    Obviously, it doesn't fix the lack of originality of the pserver owners.

    Most of the servers that have nice graphics and gameplay do have lots of players.


    Yes, metin2 can be considered a big example of "legacy code", but it is extremely easy to edit it.

    As long as you don't do drastic changes (like changing int to int64_t at random places), you won't die pretty bad.

    Its core was written in c, then moved to c ++. It looks like a terrible hybrid of c89 and c++98 (without smart pointers and other good stuff they should have used, but they did not).

    I quite hated those homemade data serialization formats for the configs/drop setting files.

    The game engine is totally homemade. Granny2 is a very-closed format. And even the networking-related code could make people cry at night.


    I really hated that stuff; that's why I moved all to c++17, standardized types/code style, upgraded 3rd-part and OS, and quite more. (there's still quite some spaghetti code yet to kill) :D


    The "developers" you could find in here all ran away. Thieves/Scammers/Resellers killed them off.

    Here some memes:

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

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

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


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


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


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


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


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


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


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


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


    Too many dank polish memes.

    I've prepared a GDrive folder (more organized than Mega) with uploaded VMs, Clients, Docs, manual patches, and much more. (there's still much that can be added as well)
    Bitte melden Sie sich an, um diesen Link zu sehen.
    Any of my clients (except thieves) are eligible to get access to it. Tell me your gmail address on Skype, and I'll add you in.
    Inside the GDrive I also added some java tools I've prepared as well: Bitte melden Sie sich an, um diesen Link zu sehen.
    V10 is still not totally finished.

    Even if you specify a postfix, you shouldn't have issues in deleting characters if the table player%s_deleted exists.
    The main reason why you can't delete characters is that "player_deleted" has a different structure than "player", or the table doesn't exist at all. (or your db configs forbid you to do so)


    It can be fixed by doing:
    create table player_deleted like player;


    Sash System ist echt nicht dabei? Dann gehe ich davon aus, dass Offline Shops auch nicht dabei sind, oder?


    Nope. I'll add sash (my version created by 0 that looks like the official) in one of the future updates of v10 for sure.


    Everything present is created by me. I don't add public (leaked) releases made by others like some people thieves/scammers do.


    Note:

    I've prepared a new website:
    Bitte melden Sie sich an, um diesen Link zu sehen., Bitte melden Sie sich an, um diesen Link zu sehen., Bitte melden Sie sich an, um diesen Link zu sehen., Bitte melden Sie sich an, um diesen Link zu sehen., (I'll finish Tutorials page today)
    M2-Docs has been moved to Bitte melden Sie sich an, um diesen Link zu sehen.
    Important: v10 will be out in few days.