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Recent content by Keristrasza

  1. K

    Is the universe a paradox?

    That doesn't follow. That isn't a possible outcome, since the universe can and does exist. This is total gibberish. It doesn't even parse.
  2. K

    Enable Debug mode in the source

    The CSCommon debug binary named CSCommonDE.lib by default as far as I recall, so sounds like you have something linking to the wrong thing. Does Gunz's main.h link to CSCommonE.lib in the _DEBUG branch? You should change that to CSCommonDE.lib if so (or whatever the output name is, you should be...
  3. K

    Botton glow help please!

    At lines 109 and 244 in ZButton.cpp, there is the line DWORD defaultcolor = GetType()==MBT_NORMAL ? 0x20ff20 : 0xc0c020; which contains a color value by which the button_glow.png bitmap texture colors are modulated. You can change it to another color, e.g. DWORD defaultcolor =...
  4. K

    Any ideas whats causeing this?

    CrashRptLIB.lib was built with Visual Studio 2012 whereas you're trying to build MatchServer with Visual Studio 2015, which are incompatible. I'm not sure what CrashRptLIB.lib is for, but you should either: 1) Rebuild CrashRptLIB.lib with VS2015 instead 2) Remove CrashRptLIB.lib from the...
  5. K

    How to change MapTextureLevel to HIGH?

    Yes, you have to call RChangeBaseTextureLevel on the texture type(s) you want reloaded, which you'd see e.g. ZOptionInterface::SaveInterfaceOption doing if you look closely
  6. K

    Ingame error, ZPostRequest on OnStageLeave

    > What I'm currently coding are room tags using this release as reference. That post doesn't even say where to place the changes and you haven't mentioned what you're actually trying to do or posted any code, so it's very unclear o.O I'm GUESSING you're trying to unequip stuff when the player...
  7. K

    Threaded screenshots (no d3d calls)

    Well, that's sort of an inherent problem with the non-D3D approach as far as I can see. I don't think there's really *anything* in userland that can acquire the frame buffer in fullscreen other than D3D. The entire point of "fullscreen" is that D3D has a direct line to the graphics driver...
  8. K

    Ingame error, ZPostRequest on OnStageLeave

    Yeah having one big solution w/ all the projs can be pretty nice 8) So, did you FIGURE OUT THE PROBLEM, friend?
  9. K

    Threaded screenshots (no d3d calls)

    That looks like it's not going to work at all in fullscreen
  10. K

    How to fix the Peer List?

    You must be registered for see element.
  11. K

    Ingame error, ZPostRequest on OnStageLeave

    Figure out why they're not allowed to equip it and resolve the issue? Seems like only three cases can generate MERR_CANNOT_EQUIP_ITEM as far as I can see: The item not being in the player's inventory/item list, the item's parts not being suitable for the requested slot, or the DB query failing...
  12. K

    How i can change scoreboard in source code

    the scoreboard is drawn in ZCombatInterface::DrawScoreBoard so I guess you'd want to make changes there
  13. K

    Gungame level [ 0 / 0 ]

    look at either 1) the gungame.xml in the fgunz files, or 2) the code that reads the xml, figure out the schema, and write your own file, i guess? :shrug: alternatively, if you want to use jetman's gungame builder, you should probably use the gungame code that came along with it
  14. K

    Gungame Error with identifier's.

    i'm guessing you just have to include ZRuleGunGame.h (or whatever file it's defined in) at the top of the file
  15. K

    Smoothing K-style Gameplay

    i have no idea what you mean by "smooth" there at all. like, smoother animations? or?
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