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PristonTale Source Code (2012)

Newbie Spellweaver
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ok I found it, its in J_Server\NetType.hpp
 
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Initiate Mage
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Directx9 sdk works well too.

Now is this supposes to compile both client and server ?

When I build I only see game.exe...

DX9 just wont work. DX81 SDK works.



Hello Developers. I try to compile the Source with VS2010. For the Server Source it will work fine. No Problems. But some parts of client use some snippeds that make no sense for me. So has anybody solve this problem already?

As example this:

HoMeshController.cpp:
std::vector < HoEffectEventInterface *>::iterator m_CurrentEvent;
m_MeshModel.m_CurrentEvent = NULL;

_CurrentEvent is an Iterator of an vector wich can not be set NULL but the source is do that and check if its NULL at many lines. Is there any logic to solve this?

Thanks & Sorry for bad english.

I meet this problem too.
 

drz

Junior Spellweaver
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Looks like an old Pascal code style. If anybody know an solution, plz tell. Server mode works fine for, (without billing -db) just login.
 
Initiate Mage
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i'm trying to build the project with VS2005 & DX8, hope that working.

it didnt work :(
 
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Initiate Mage
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Looks like an old Pascal code style. If anybody know an solution, plz tell. Server mode works fine for, (without billing -db) just login.

i think this may work:


bool HoEffectMeshController::Main(float elapsedTime)
{
if(m_bLiveFlag == false)
return false;

if(m_MeshModel.m_fStartDelayTime <= m_MeshModel.m_fTimer)
{
m_MeshModel.m_fCurrentFrame += (160.f*30.f)*elapsedTime;
m_MeshModel.m_fEventTimer += elapsedTime;
m_MeshModel.m_Color += m_MeshModel.m_ColorStep * elapsedTime;

std::vector<HoEffectEventInterface *>::iterator iter;
if(m_MeshModel.m_fCurrentFrame >= (float)m_MeshModel.m_iMaxFrame)
{
m_MeshModel.m_fCurrentFrame = 0.f;
m_MeshModel.m_fEventTimer = 0.f;
m_MeshModel.m_CurrentEvent = iter; // m_MeshModel.m_CurrentEvent = NULL;

m_iLoopCount++;
if(m_iLoop > 0 && m_iLoopCount >= m_iLoop)
{
m_MeshModel.m_bLiveFlag = false;
m_bLiveFlag = false;
}
}

if(m_MeshModel.m_CurrentEvent == iter) // if(m_MeshModel.m_CurrentEvent == NULL)
InitEvent(&m_MeshModel);
else
RunEvent(&m_MeshModel);
}

m_MeshModel.m_fTimer += elapsedTime;
return true;
}
 
Initiate Mage
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You guys need to learn to read. This only compiles using the old C++ standard. I had linked the VS 2002 for a reason... The old standard allows iterators to be NULL because it's a collection of pointers. This is different in the more recent standards. Either way if you do want to continue to upgrade the source you should dereference the iterator, to get the pointer the iterator is pointing to (at least if m_CurrentEvent is of the type HoEffectEventInterface *).
 

drz

Junior Spellweaver
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I think we are able to read and we know about the old standard. But it will be nice if we find a solution, to move the code into a VS10 project.
 
Initiate Mage
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Hi,
Can anybody send me the link for VS 2002? i can't find it anywhere.
Thanks.
 

drz

Junior Spellweaver
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Do anybody know the changes to new KPT Maps? I try to word with secred laboratoy and it load fine. But if i move in, the client crash because some face error. Any Ideas? Thanks
 
Newbie Spellweaver
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i see a few servers are starting to use this as a base server and working from it (some being live already) wich is great...wish i had the knowledge of programming to work on this
 
Newbie Spellweaver
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been doing my research online to try and get an understanding of the files and the language they are in...but it seems i may be in a bit over my head as i have some basic VB knowledge only :p but i am gonna poke around some more and see what i make of it...i would really like to contribute to this somehow.
 
Experienced Elementalist
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I am poking around at this myself.
 
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