Beiträge von Syreldar

    Isn't the range a bit to high? Normally the circle will be shown when you look at the mid of the sun and of a radius of a few meters

    Nope, the circles of the Flare start to show up as soon as the slightest part of the MainFlare (the sun) gets shown on your screen, and it gets brighter and bigger based on the distance from the center of your screen to the MainFlare. That's default code, i didn't change that, the only thing that may look strange to you is that the video shows the max brightness, so it may look exaggerated, indeed that's just an example.

    Hey, so, basically I recently got into making environment effects and skyboxes, I'm pretty satisfied with the results so far, nevertheless, I had two issues:


    I was playing with the LensFlare on WorldEditor, that's how it should be, or at least, that's what the result the World Editor window showed me:


    When the camera is looking the MainFlare (the sun), the window should get blurrier and brighter, and it should also show the Flare effect you see. (the circles)

    But the problem was that, when I got in-game, it was like this:

    So the issues were 2:


    First problem:

    You see it only was getting brighter for only like half of the window, depending on my resolution (It was perfect on 800x600 and 1024x768, if I chose a resolution even just a little bit wider, a part of the screen bugged out, but it worked even on fullscreen as long as I used one of those 2 resolutions).


    Fix:


    Second problem:

    It didn't show the LensFlare effect (Bitte melden Sie sich an, um diesen Link zu sehen.), no matter what I did.


    Fix:


    My end result at max brightness: Bitte melden Sie sich an, um diesen Link zu sehen.

    No, in some clients due to bad item_list setup the sash would still remain attached to character, both by using command and by unequipping manually.

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

    Didnt have this Problem in my Files. Seems like you used the command Item purge?

    Because your itemlist was properly set, the command is non-factor here, it also happens by unequipping manually. (The screen is not mine btw, my system has always worked well, because my itemlist was also properly set.)

    You mean remove with GM command? Because I don't remember that the sash would still be attached after taking it off but if you are talking about /ip that might be true ...

    No, in some clients due to bad item_list setup the sash would still remain attached to character, both by using command and by unequipping manually.

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


    Let's not use c++ randomly.

    Hello, one information: Isn't the system supposed to handle the tooltip of the bonuses?


    I remember that when i was on the official servers, by hovering each bonus in the window, its tooltip would appear. But it does not seem like it does with this version of the system.

    Code
    1. if (m_dwRace == 691 || m_dwRace == 1907 || m_dwRace == 592 || m_dwRace == 5163 || m_dwRace == 5162 || m_dwRace == 5161 || m_dwRace == 5002 || m_dwRace == 5001 ||
    2. m_dwRace == 2596 || m_dwRace == 2595 || m_dwRace == 2591 || m_dwRace == 2495 || m_dwRace == 2492 || m_dwRace == 2306 || m_dwRace == 2207 || m_dwRace == 2206 ||
    3. m_dwRace == 2191 || m_dwRace == 2101 || m_dwRace == 2091 || m_dwRace == 1902 || m_dwRace == 1901 || m_dwRace == 1334 || m_dwRace == 1306 || m_dwRace == 1304 ||
    4. m_dwRace == 1192 || m_dwRace == 1191 || m_dwRace == 1096 || m_dwRace == 1092 || m_dwRace == 1091 || m_dwRace == 793 || m_dwRace == 791 || m_dwRace == 692 ||
    5. m_dwRace == 691 || m_dwRace == 591 || m_dwRace == 3090 || m_dwRace == 3091 || m_dwRace == 3190 || m_dwRace == 3191 || m_dwRace == 3290 || m_dwRace == 3291 ||
    6. m_dwRace == 3390 || m_dwRace == 3391 || m_dwRace == 3490 || m_dwRace == 3491 || m_dwRace == 3590 || m_dwRace == 3591 || m_dwRace == 3595 || m_dwRace == 3596||
    7. m_dwRace == 3690 || m_dwRace == 3691 || m_dwRace == 3790 || m_dwRace == 3791 || m_dwRace == 3890 || m_dwRace == 3891)
    8. __AttachEfektBossa();

    Is this really..okay?


    Instead of that, write:


    Code
    1. #ifdef ENABLE_MONSTER_BOSS_EFFECT
    2. uint32_t dwRank = CPythonNonPlayer::Instance().GetMonsterRank(c_rkCreateData.m_dwRace);
    3. uint32_t dwType = CPythonNonPlayer::Instance().GetMonsterType(c_rkCreateData.m_dwRace);
    4. if (dwRank >= 4 && dwType == 0)
    5. __AttachEfektBossa();
    6. #endif


    ofc, create the said functions before.

    It's not important, but you should write the function like this:


    Code
    1. function get_horse_summon_prob_pct()
    2. local skill_level = pc.get_skill_level(131);
    3. if (skill_level <= 1) then
    4. return 10 + 5 * skill_level;
    5. end -- if
    6.     return skill_level * 10;
    7. end -- function
    Code
    1. LPCHARACTER ch;
    2. if (ch->GetQuestFlag("QUESTNAME.test_affect") == 1)
    3. {
    4. m_afAffectFlag.Set(AFF_TEST);
    5. }

    I corrected it for him. He's already in the char-Class.


    So its just:

    Code
    1. if (GetQuestFlag("QUESTNAME.test_affect") == 1)
    2. {
    3. m_afAffectFlag.Set(AFF_TEST);
    4. }

    Even if this could be a sample code. Dont show people how to use uninitialized variables :(

    didn't realize he already was in the char class, sorry.