Good as always! Trustable, fast, and clean code! Good dev!
Beiträge von DisLoyalPro
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Hello dear forum!
We are looking for a developer for long-term work for our server, the server has been open for 7 years and we need a competent developer who knows what he is doing and is reliable!
Tasks you should see:
- Finding and fixing possible bugs
- Adding systems
- (Optional) Write new system from 0
If anyone is interested in the matter, find me on discord: DisLoyal#1128
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Have a nice day!
Our server is looking for a developer who can solve a serious problem. The position of the characters differs greatly from the real one. If we open 3 clients, let's say client A and client B and client C, we are in the same position with client C and client B sees this, but after 10-20 minutes the position of client A sticks to the same position as clients B and C and clients B and C do not they see that the client is still moving, they see him in the very first position. Exactly for moment (5Min) u cant see client A movement after 5min the char walk the real position. We would like to correct this error with the help of a competent developer, and if the error can be eliminated, we will of course pay the necessary money.
Gif and videos from the problem:
Bitte melden Sie sich an, um diesen Link zu sehen.
Bitte melden Sie sich an, um diesen Link zu sehen.
My discord: DisLoyal#1128
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Thats pretty nice thanks for share! Anyway a little question for d.setf have a same idea? i searching for a time. thanks for answern. sorry my bad eng.
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Very Nice trustable person. Really nice and clean code no bugs. i recommend it for every one how looks for a good dev.
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Update für Acce Flügel Shinings:
Instancebase.hCode- Search:
- void __ClearArmorShiningEffect(bool detaching = true);
- Add:
- void __ClearAcceShiningEffect(bool detaching = true);
- Search:
- void __AttachArmorShiningEffect(int effectIndex, const char* effectFileName, const char* boneName = "Bip01");
- Add:
- void __AttachAcceShiningEffect(int effectIndex, const char* effectFileName, const char* boneName = "Bip01");
- Search:
- DWORD m_armorShiningEffects[CItemData::ITEM_SHINING_MAX_COUNT];
- Add:
- DWORD m_acceShiningEffects[CItemData::ITEM_SHINING_MAX_COUNT];
instancebase.cpp
Code- Search:
- bool CInstanceBase::SetAcce(DWORD eAcce)
- Change like this:
- bool CInstanceBase::SetAcce(DWORD eAcce)
- {
- if (!IsPC() || IsPoly() || IsWearingDress() || __IsShapeAnimalWear())
- return false;
- m_GraphicThingInstance.AttachAcce(eAcce, 0, CRaceData::PART_ACCE);
- if (!eAcce)
- {
- __ClearAcceRefineEffect();
- #ifdef ENABLE_SHINING_SYSTEM
- __ClearAcceShiningEffect();
- #endif
- m_GraphicThingInstance.SetAcceScale(1.0f, 1.0f, 1.0f);
- m_awPart[CRaceData::PART_ACCE] = 0;
- return true;
- }
- CItemData* pItemData;
- if (!CItemManager::Instance().GetItemDataPointer(eAcce, &pItemData))
- {
- __ClearAcceRefineEffect();
- #ifdef ENABLE_SHINING_SYSTEM
- __ClearAcceShiningEffect();
- #endif
- m_GraphicThingInstance.SetAcceScale(1.0f, 1.0f, 1.0f);
- m_awPart[CRaceData::PART_ACCE] = 0;
- return true;
- }
- if (m_acceRefineEffect)
- m_acceRefineEffect = __AttachEffect(EFFECT_ACCE_BACK);
- #ifdef ENABLE_SHINING_SYSTEM
- __GetShiningEffect(pItemData);
- #endif
- BYTE bRace = (BYTE)GetRace();
- BYTE bJob = (BYTE)RaceToJob(bRace);
- BYTE bSex = (BYTE)RaceToSex(bRace);
- m_GraphicThingInstance.SetAcceScale(pItemData->GetItemScaleVector(bJob, bSex), bRace);
- m_awPart[CRaceData::PART_ACCE] = eAcce;
- return true;
- }
- Search:
- __ClearArmorShiningEffect(false);
- Add:
- __ClearAcceShiningEffect(false);
- Search:
- if (pItem->GetType() == CItemData::ITEM_TYPE_ARMOR && pItem->GetSubType() == CItemData::ARMOR_BODY)
- {
- [...]
- }
- Add:
- if (pItem->GetType() == CItemData::ITEM_TYPE_COSTUME && pItem->GetSubType() == CItemData::COSTUME_ACCE)
- {
- __ClearAcceShiningEffect();
- if (shiningTable.Any() && removeRefineEffect)
- {
- __ClearAcceRefineEffect();
- }
- for (int i = 0; i < CItemData::ITEM_SHINING_MAX_COUNT; i++)
- {
- if (strcmp(shiningTable.szShinings[i], ""))
- {
- __AttachAcceShiningEffect(i, shiningTable.szShinings[i]);
- }
- }
- }
- Search:
- void CInstanceBase::__AttachArmorShiningEffect(int effectIndex, const char* effectFileName, const char* boneName)
- {
- [...]
- }
- Add:
- void CInstanceBase::__AttachAcceShiningEffect(int effectIndex, const char* effectFileName, const char* boneName)
- {
- if (IsAffect(AFFECT_INVISIBILITY))
- {
- return;
- }
- if (effectIndex >= CItemData::ITEM_SHINING_MAX_COUNT)
- {
- return;
- }
- if (!strcmp(boneName, ""))
- {
- Tracef("Empty bone name for attaching acce shining. Effect Index: %i, EffectFileName: %s", effectIndex, effectFileName);
- return;
- }
- CEffectManager::Instance().RegisterEffect(effectFileName, false, false);
- m_acceShiningEffects[effectIndex] = m_GraphicThingInstance.AttachEffectByName(0, boneName, effectFileName);
- }
- Search:
- void CInstanceBase::__ClearArmorShiningEffect(bool detaching)
- {
- [...]
- }
- Add:
- void CInstanceBase::__ClearAcceShiningEffect(bool detaching)
- {
- if (detaching)
- {
- for (int i = 0; i < CItemData::ITEM_SHINING_MAX_COUNT; i++)
- {
- __DetachEffect(m_acceShiningEffects[i]);
- }
- }
- memset(&m_acceShiningEffects, 0, sizeof(m_acceShiningEffects));
- }
Thanks mate thats awsome. And those how use SetSash? If its possible
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Completely reliable does its job very well as its systems are perfectly up to date. I recommend 100%
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Bitte melden Sie sich an, um diesen Link zu sehen. can i ask what changes u made?
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Thanks !!! Recommended good people!
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Hey dev's!!
I have a very big problem.. i try so much thing to make it work.. but its impossible to me.. i want ask to your help.!
If any idea please help me!!
So.. i increased max yang.. ok its work "good" but only one problem.. client closing randomly.. with this sysrr:
Unknown packet header: 66, last: 17 19
ok.. no i got the point... this headers/packets are wrong:
HEADER_GC_PLAYER_POINT_CHANGE = 17,
HEADER_GC_CHANGE_SPEED = 18,
HEADER_GC_CHARACTER_UPDATE = 19,
ok..its GC.. so think Game send fucked up things to client...
So no idea.. in max yang increas we changed the whole PointChange in char.cpp think long long amount.. think this fuck up every thing... so if anybody has idea for this to make it work... please help me with this.. im so sad about this error.. Thanks!!!
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Hi dev's!
I have a question..!
Anybody know's how to make this Blend potions like white blue red potion's, its the character offline the time pass like when its online?
Thanks for answerns!!!!!
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Hi devs!
I have a deviltower zone quest but its says syntax error.
I cant see anything anyone could help me pleae?
link for quest: Bitte melden Sie sich an, um diesen Link zu sehen.
Error:
syntax error : [string "startpc . in_dungeon ( ) and pc . get_map_index ( ) >= 660000 a..."]:6: `)' expected (to close `(' at line 5) near `d'
deviltower_zone.lua:587:Abort (core dumped)
Thanks!
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Hi dev's!
I have a question... is it possible to make Blend potions duration to online and offline time at the same time?
I mean when character offline time goes by and if online the same..
Any idea for this please?
Thanks !!
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Hi devs!
I have this error and i cant create character.
SYSERR: Jul 16 19:11:48 :: CharacterCreate: player_prototype error: job 9 face 3
SYSERR: Jul 16 19:11:53 :: NewPlayerTable2: NewPlayerTable2.OUT_OF_RACE_RANGE(9 >= max(9))any idea please?
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Have 32 Gigs in PC have 64 Gigs on dedicated
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Hi dev's!
I have a strange problem...
When i use bravery cape (70038) and too much mob attacking me the game goes lagg.
Thanks!
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i have a problem... Can any one help me?
0707 16:03:19802 ::
uiParty.py(line:104) __LoadBoard
ui.py(line:3730) GetChild
PartyMemberInfoBoard.__LoadBoard.BindObject - <type 'exceptions.KeyError'>:'PoisonGauge'
0707 16:03:19802 :: ============================================================================================================
0707 16:03:19802 :: Abort!!!!
thanks
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0326 19:22:13358 :: 'CharacterWindow' object has no attribute 'chDetailsWnd'
up! same problem
same problem please help..!
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hi dev's!
I have a problem when im enter to daemon tower its all ok.. but we go toc second floor i cant target others.. targetboard cant apped.. no syserr any idea ?
thanks!