New error in 1.5

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  1. #1
    Proficient Member hichay is offline
    MemberRank
    Oct 2010 Join Date
    174Posts

    New error in 1.5

    Here my mlog
    Code:
    GUNZ 1,0,0,290 launched. build (Sep 17 2012 20:36:27) 
    Log time (01/01/08 00:04:38)
    CPU ID = GenuineIntel ( family = 262 , model = 7 , stepping = 10 ) @ 2599 MHz
    Display Device = NVIDIA GeForce 9600 GSO (Microsoft Corporation - WDDM v1.1) ( vendor=10de device=610 subsys=828d1043 revision=a2 )
    Display Driver Version = 8.15.0011.8593
    Windows = 6.1 Build 7600 ,  (2092944KB) :  ..
    Load XML from memory : system/locale.xml- SUCCESS
    Country : (KOR), Language : (KOR)
    Load Config from file : config.xml- SUCCESS
    Load XML from memory : system/system.xml- SUCCESS
    Load XML from memory : system/strings.xml(0x0012) - SUCCESS
    Load XML from memory : system/cserror.xml(0x0012) - SUCCESS
    Load XML from memory : system/messages.xml(0x0012) - SUCCESS
    Load XML from memory : system/gametypecfg.xml 
    LOCALE:KOREA 
    Netmarble Certification Failed. Shutdown. 
    InitializeNotify ok.
    WFog Enabled Device.
    device created.
    Video memory 631.500000 
    shader initialize successful : 1
    main : RGetLenzFlare()->Initialize() 
    Version : 0
    InitialLoading success.
    Fail to create Bitmap for Initial loading
    interface Initialize success
    ZApplication::OnCreate : begin
    0(Primary Sound Driver): Hardware Mixing Not Supported
    1(Speakers (Realtek High Definition Audio)): Hardware Mixing Not Supported
    2(Realtek Digital Output (Realtek High Definition Audio)): Hardware Mixing Not Supported
    [[[getMaxChannel48]]]]
    LoadWave: Error loading file
    LoadWave: Error creating hardware sound buffer.
    LoadWave: Error creating hardware sound buffer.
    LoadWave: Error creating hardware sound buffer.
    LoadWave: Error creating hardware sound buffer.
    LoadWave: Error creating hardware sound buffer.
    LoadWave: Error creating hardware sound buffer.
    LoadWave: Error creating hardware sound buffer.
    LoadWave: Error creating hardware sound buffer.
    LoadWave: Error creating hardware sound buffer.
    LoadWave: Error creating hardware sound buffer.
    LoadWave: Error creating hardware sound buffer.
    LoadWave: Error creating hardware sound buffer.
    LoadWave: Error creating hardware sound buffer.
    LoadWave: Error creating hardware sound buffer.
    LoadWave: Error creating hardware sound buffer.
    LoadWave: Error creating hardware sound buffer.
    LoadWave: Error creating hardware sound buffer.
    
    -------------------> Sound Engine Create : 0.839000 
    
    sound engine create.
    Load XML from memory : System/tips.xml(0x0012)- SUCCESS
    start log bipmap
    end of load bitmaps2
    loading pictures : 0.925000 
    warning : bitmap slot_head.tga not found.
    warning : bitmap slot_head.tga not found.
    warning : bitmap icon_gameroom.tga not found.
    IDLResource Loading Success!!
    IDL resources : 0.200000 
    start InitInterface option
    Number of Display mode : 19
    Number of Display mode : 19
    end of InitInterface option ok
    Init maps : no Current ChannelRule 
    Screen Effect Manager Create : 0.091000 
    Screen effect manager create success.
    SFX/ef_hp ampulla.elu mesh Plane57 node 2 face 0 point -> physique 3 °³ ÀÌ»ó
    SFX/ef_hp ampulla.elu mesh Plane50 node 2 face 0 point -> physique 3 °³ ÀÌ»ó
    SFX/ef_hp ampulla.elu mesh Plane51 node 2 face 0 point -> physique 3 °³ ÀÌ»ó
    SFX/ef_hp ampulla.elu mesh Plane52 node 2 face 0 point -> physique 3 °³ ÀÌ»ó
    SFX/ef_hp ampulla.elu mesh Plane53 node 2 face 0 point -> physique 3 °³ ÀÌ»ó
    SFX/ef_hp ampulla.elu mesh Plane54 node 2 face 0 point -> physique 3 °³ ÀÌ»ó
    SFX/ef_hp ampulla.elu mesh Plane56 node 2 face 0 point -> physique 3 °³ ÀÌ»ó
    SFX/ef_ap ampulla.elu mesh Plane50 node 2 face 0 point -> physique 3 °³ ÀÌ»ó
    SFX/ef_ap ampulla.elu mesh Plane51 node 2 face 0 point -> physique 3 °³ ÀÌ»ó
    SFX/ef_ap ampulla.elu mesh Plane52 node 2 face 0 point -> physique 3 °³ ÀÌ»ó
    SFX/ef_ap ampulla.elu mesh Plane53 node 2 face 0 point -> physique 3 °³ ÀÌ»ó
    SFX/ef_ap ampulla.elu mesh Plane54 node 2 face 0 point -> physique 3 °³ ÀÌ»ó
    SFX/ef_ap ampulla.elu mesh Plane56 node 2 face 0 point -> physique 3 °³ ÀÌ»ó
    SFX/ef_ap ampulla.elu mesh Plane57 node 2 face 0 point -> physique 3 °³ ÀÌ»ó
    SFX/ef_haste ampulla.elu mesh Plane50 node 2 face 0 point -> physique 3 °³ ÀÌ»ó
    SFX/ef_haste ampulla.elu mesh Plane51 node 2 face 0 point -> physique 3 °³ ÀÌ»ó
    SFX/ef_haste ampulla.elu mesh Plane52 node 2 face 0 point -> physique 3 °³ ÀÌ»ó
    SFX/ef_haste ampulla.elu mesh Plane53 node 2 face 0 point -> physique 3 °³ ÀÌ»ó
    SFX/ef_haste ampulla.elu mesh Plane54 node 2 face 0 point -> physique 3 °³ ÀÌ»ó
    SFX/ef_haste ampulla.elu mesh Plane56 node 2 face 0 point -> physique 3 °³ ÀÌ»ó
    SFX/ef_haste ampulla.elu mesh Plane57 node 2 face 0 point -> physique 3 °³ ÀÌ»ó
    Effect manager create success.
    Client create success.
    game interface create success.
    
    -------------------> GameInterface Create : 1.415000 
    
    model/man/man-parts_shunter.elu mesh eq_chest_shunter node 34 face 0 point -> physique 3 °³ ÀÌ»ó
    model/man/man-parts_dryad.elu mesh eq_chest_dryad node 680 face 0 point -> physique 3 °³ ÀÌ»ó
    model/woman/woman-parts_blackdragon.elu mesh eq_legs_blackdragon node 301 face 1 point -> physique 3 °³ ÀÌ»ó
    model/woman/woman-parts_eskimo.elu mesh eq_chest_eskimo node 80 face 1 point -> physique 3 °³ ÀÌ»ó
    Load character.xml success,
    
    -------------------> Character Loading : 2.093000 
    
    
    -------------------> WeaponMesh Loading : 0.237000 
    
    Load weapon.xml success. 
    
    -------------------> Worlditem Loading : 0.015000 
    
    Load zitem info success.
    Load zBuff info success.
    Init world item manager success.
    Init map Descriptor success.
    Init channel rule manager success.
    Init abuse manager success.
    Init chatting filter. success
    
    -------------------> ETC .. : 5.157000 
    
    BspObject open : begin interface/login/login.rs 
    RBspObject::Open : Open_MaterialList
    RBspObject::Open : Open_LightList
    BspObject open object list : begin
    RBspObject::Open_ObjectList : size 13 
    RBspObject::Open_ObjectList : end
    RBspObject::Open : OpenDescription
    RBspObject::OpenRs : file.Open 
    RBspObject::OpenRs : file.Read(&header) 
    RBspObject::OpenRs : file.Read(&nMaterial) 
    RBspObject::OpenRs : Open_Nodes begin 
    RBspObject::OpenRs : Open_Nodes end 
    RBspObject::Open : OpenRs 
    RBspObject::Open : OpenBsp 
    BspObject load lightmap : file.Read(&header)
    BspObject load lightmap nCount = 1
    BspObject load lightmap 0
    BspObject load lightmap : file.Read(&m_nLightmap) done
    BspObject load lightmap : end 
    RBspObject::Open : done
    Load smoke description mesh.
    main : OnCreate() done
    Server Connected
    Login Posted
    Login Successful. 
    Responsed Account Charlist
    model/man/man-parts_shunter.elu mesh eq_chest_shunter node 34 face 0 point -> physique 3 °³ ÀÌ»ó
    Selected character name : ¶«inG (B6 AB 69 6E 47 )  (len = 5)
    Shop Gamble item count : 0
    StageCreated
    Fail to create Bitmap for Initial loading
    Fail to create Bitmap for Initial loading
    CastStageBridgePeer È£Ãâ in Zgame::Create
    game create begin , type = 0
    BspObject open : begin maps/Mansion/Mansion.rs 
    RBspObject::Open : Open_MaterialList
    RBspObject::Open : Open_LightList
    BspObject open object list : begin
    RBspObject::Open_ObjectList : size 10 
    RBspObject::Open_ObjectList : pInfo->pVisualMesh == NULL 
    RBspObject::Open_ObjectList : pInfo->pVisualMesh == NULL 
    RBspObject::Open_ObjectList : pInfo->pVisualMesh == NULL 
    RBspObject::Open_ObjectList : pInfo->pVisualMesh == NULL 
    RBspObject::Open_ObjectList : pInfo->pVisualMesh == NULL 
    RBspObject::Open_ObjectList : pInfo->pVisualMesh == NULL 
    RBspObject::Open_ObjectList : end
    RBspObject::Open : OpenDescription
    RBspObject::OpenRs : file.Open 
    RBspObject::OpenRs : file.Read(&header) 
    RBspObject::OpenRs : file.Read(&nMaterial) 
    RBspObject::OpenRs : Open_Nodes begin 
    RBspObject::OpenRs : Open_Nodes end 
    RBspObject::Open : OpenRs 
    RBspObject::Open : OpenBsp 
    BspObject load lightmap : file.Read(&header)
    BspObject load lightmap nCount = 1
    BspObject load lightmap 0
    BspObject load lightmap : file.Read(&m_nLightmap) done
    BspObject load lightmap : end 
    RBspObject::Open : done
    create game enrvironment.
    game world create success.
    Reload all animation end 
    ---------------------------------setBuffer
    game created ( 00:05:32 )
    Create character : Name=¶«inG Level=99 
    game interface destory begin.
    game destroy begin
    Destroy sound engine()
    game destroy match destroy 
    ------------------------ReleaseBuffer
    game destroyed ( 00:05:53 )
    game interface destroy finished
    StageCreated
    Fail to create Bitmap for Initial loading
    Fail to create Bitmap for Initial loading
    CastStageBridgePeer È£Ãâ in Zgame::Create
    game create begin , type = 10
    BspObject open : begin maps/Hall/Hall.rs 
    RBspObject::Open : Open_MaterialList
    RBspObject::Open : Open_LightList
    BspObject open object list : begin
    RBspObject::Open_ObjectList : size 1 
    RBspObject::Open_ObjectList : end
    RBspObject::Open : OpenDescription
    RBspObject::OpenRs : file.Open 
    RBspObject::OpenRs : file.Read(&header) 
    RBspObject::OpenRs : file.Read(&nMaterial) 
    RBspObject::OpenRs : Open_Nodes begin 
    RBspObject::OpenRs : Open_Nodes end 
    RBspObject::Open : OpenRs 
    RBspObject::Open : OpenBsp 
    BspObject load lightmap : file.Read(&header)
    BspObject load lightmap nCount = 1
    BspObject load lightmap 0
    BspObject load lightmap : file.Read(&m_nLightmap) done
    BspObject load lightmap : end 
    RBspObject::Open : done
    game world create success.
    Reload all animation end 
    ---------------------------------setBuffer
    game created ( 00:05:57 )
    Create character : Name=¶«inG Level=99 
    Destroy gunz
    Destroy sound engine.
    Destroy sound engine. success
    Destroy console.
    Destroy interface begin 
    game interface destory begin.
    game destroy begin
    Destroy sound engine()
    game destroy match destroy 
    ------------------------ReleaseBuffer
    game destroyed ( 00:06:03 )
    game interface destroy finished
    destroy client.
    PeerInfoList Released
    clear looks end.
    Widget map clear end.
    desctroy cursor system end.
    clear IDL resource end.
    Final interface end.
    Destroy game interface done.
    clear looks end.
    Widget map clear end.
    desctroy cursor system end.
    Destroy mesh manager.
    Destroy weapon mesh manager.
    Clear SkillManager.
    Clear QuestItemDescMgr.
    Clear MatchItemDescMgr.
    Clear ChattingFilter.
    Clear ChannelRuleMgr.
    destroy game application done.
    interface finalize.
    game input destroy.
    game gonfiguration destroy.
    Bitmap manager destroy Animation bitmap.
    destroy gunz finish.
    Rframe_destory::closeDisplay
    when i creat room then start to game...
    i can't see my charecter


    who know this errors
    Last edited by hichay; 23-09-12 at 05:17 AM.


  2. #2
    Apprentice duybao12 is offline
    MemberRank
    Sep 2012 Join Date
    19Posts

    Re: New error in 1.5

    uppppppppppppp

  3. #3
    Good Guy George qet123 is offline
    MemberRank
    Apr 2009 Join Date
    DesertLocation
    1,432Posts

    Re: New error in 1.5

    try in normal grade, not 255, 254, 252!

  4. #4
    Proficient Member hichay is offline
    MemberRank
    Oct 2010 Join Date
    174Posts

    Re: New error in 1.5

    Quote Originally Posted by qet123 View Post
    try in normal grade, not 255, 254, 252!
    i was tried on 0 2 255 254 252 but i got same errors

  5. #5
    Apprentice ParaTurk is offline
    MemberRank
    Aug 2012 Join Date
    17Posts

    Re: New error in 1.5


  6. #6
    Proficient Member hichay is offline
    MemberRank
    Oct 2010 Join Date
    174Posts

    Re: New error in 1.5

    It isn't Dead respawn.
    All mode have this errors not only Duel

  7. #7
    Proficient Member hichay is offline
    MemberRank
    Oct 2010 Join Date
    174Posts

    Re: New error in 1.5

    Need help to fix this error

  8. #8
    Intelligent DoucheBag jur13n is offline
    MemberRank
    Jan 2008 Join Date
    Zwolle,Location
    1,946Posts

    Re: New error in 1.5

    Quote Originally Posted by hichay View Post
    Need help to fix this error
    learn to read posts:
    Quote Originally Posted by thajj View Post
    Search for it will open a .cpp I'm not on my laptop atm but I think it's Zmatch.cpp
    but overwrite it with this and your solospawn works:

    edit: Yes Zmatch.cpp replace it with this.

    Code:
    #include "stdafx.h"
    
    #include "ZMatch.h"
    #include "ZGame.h"
    #include <windows.h>
    #include "ZCharacterManager.h"
    #include "ZCharacter.h"
    #include "ZPost.h"
    #include "ZGameInterface.h"
    #include "ZApplication.h"
    #include "ZGameClient.h"
    #include "ZScreenEffectManager.h"
    #include "ZActionDef.h"
    #include "ZWorldItem.h"
    #include "ZApplication.h"
    #include "ZRule.h"
    #include "ZMapDesc.h"
    #include "MMatchGlobal.h"
    #include "ZRuleDuel.h"
    #include "ZRuleDuelTournament.h"
    #include "ZInput.h"
    
    #define READY_COUNT    5
    
    ZMatch::ZMatch() : m_pRule(NULL)
    {
        m_pStageSetting = ZGetGameClient()->GetMatchStageSetting();
        m_nRoundState = MMATCH_ROUNDSTATE_PREPARE;
        m_nLastDeadTime = 0;
        m_nNowTime = 0;
        m_nSoloSpawnTime = -1;
        memset(m_nTeamScore, 0, sizeof(m_nTeamScore));
        memset(m_nTeamKillCount, 0, sizeof(m_nTeamKillCount));
    }
    
    ZMatch::~ZMatch()
    {
    
    }
    
    bool ZMatch::Create()
    {
        m_nNowTime = 0;
        m_nCurrRound = 0;
        memset(m_nTeamScore, 0, sizeof(m_nTeamScore));
        memset(m_nTeamKillCount, 0, sizeof(m_nTeamKillCount));
    
        m_pRule = ZRule::CreateRule(this, GetMatchType());
    
        return true;
    }
    
    void ZMatch::Destroy()
    {
        if (m_pRule)
        {
            delete m_pRule; m_pRule = NULL;
        }
    
    }
    
    void ZMatch::SetRound(int nCurrRound)
    {
        m_nCurrRound = nCurrRound;
    //    memset(m_nTeamKillCount, 0, sizeof(m_nTeamKillCount));
    }
    
    
    void ZMatch::Update(float fDelta)
    {
        m_nNowTime = timeGetTime();
    
        switch (GetRoundState())
        {
        case MMATCH_ROUNDSTATE_PREPARE:
            {
    
            }
            break;
        case MMATCH_ROUNDSTATE_PRE_COUNTDOWN:
            {
            }
            break;
        case MMATCH_ROUNDSTATE_COUNTDOWN:
            {
                if ((m_nNowTime - m_nStartTime) > ((READY_COUNT+1) * 1000))
                {
                    m_nStartTime = m_nNowTime;
                }
            }
            break;
        case MMATCH_ROUNDSTATE_PLAY:
            {
                ProcessRespawn();
            }
            break;
        }
    
        if (m_pRule) m_pRule->Update(fDelta);
    }
    
    
    void ZMatch::ProcessRespawn()
    {
    #ifdef _QUEST
        if (ZGetGameTypeManager()->IsQuestDerived(GetMatchType())) return;
    #endif
        // µ¥¾²¸??¡?? °?¿? ???¸¸? ¹?·? »?¾?³­´?.
        if (!IsWaitForRoundEnd() && ZGetGame()->m_pMyCharacter)
        {
            static bool bLastDead = false;
            if (ZGetGame()->m_pMyCharacter->IsDie())
            {
                if (bLastDead == false) {
                    m_nLastDeadTime = m_nNowTime;    // ???÷ ½?°£
                }
    
                //¹?????÷¸??½???¼® 
                /*ZBuffSummary* pBuffSummary = ZGetGame()->m_pMyCharacter->GetCharacterBuff()->GetBuffSummary();
                int nDelayAfterDying = pBuffSummary->GetRespawnTime(RESPAWN_DELAYTIME_AFTER_DYING);
                */
                int nDelayAfterDying = RESPAWN_DELAYTIME_AFTER_DYING;
    
                m_nSoloSpawnTime = m_nNowTime - m_nLastDeadTime;
    
                if (m_nSoloSpawnTime >= RESPAWN_DELAYTIME_AFTER_DYING_MAX)    // ??¾?¼­ ¾?¹«°?µµ ¾?´©¸£°? ???¸¸? 15???? ¸®½÷??
                {
                    SoloSpawn();
                }
                else if (m_nSoloSpawnTime >= nDelayAfterDying)
                {
                    static bool st_bCapturedActionKey = false;
                    bool bNow = ZIsActionKeyPressed(ZACTION_USE_WEAPON) || ZIsActionKeyPressed(ZACTION_JUMP);
    
                    if ((st_bCapturedActionKey == true) && (bNow == false)) {
                        SoloSpawn();
                    }
    
                    st_bCapturedActionKey = bNow;
                }
    
                
    
    
            }
    
            bLastDead = ZGetGame()->m_pMyCharacter->IsDie();
        }
    
    }
    
    int ZMatch::GetRoundReadyCount(void)
    {
        return ( READY_COUNT - (timeGetTime() - m_nStartTime) / 1000 );
    }
    
    
    void ZMatch::OnDrawGameMessage()
    {
    
    #ifndef _PUBLISH
        // for debug ½?°£ ?¥½?
        float fTime=ZGetGame()->GetTime();
        int nTimeMinute=fTime/60.f;
        fTime=fmod(fTime,60.f);
        int nTimeSecond=fTime;
        fTime=fmod(fTime,1.f);
    
        char szTimeMessage[256] = "";
        sprintf(szTimeMessage, "%d:%02d.%02d",nTimeMinute,nTimeSecond,int(fTime*100.f));
        ZApplication::GetGameInterface()->SetTextWidget("Time", szTimeMessage);
    #endif
    
    #define CENTERMESSAGE    "CenterMessage"
    
        switch (GetRoundState())
        {
        case MMATCH_ROUNDSTATE_PREPARE:
            {
            }
            break;
        case MMATCH_ROUNDSTATE_COUNTDOWN:
            {
    
            }
            break;
        case MMATCH_ROUNDSTATE_PLAY:
            {
    
            }
            break;
        case MMATCH_ROUNDSTATE_FINISH:
            {
    
            }
            break;
        default:
            {
    
            }
            break;
        }
    
    }
    
    
    
    void ZMatch::SoloSpawn()
    {
        if (GetMatchType() == MMATCH_GAMETYPE_DUEL) return;
        if (GetMatchType() == MMATCH_GAMETYPE_DUELTOURNAMENT) return;
    
        if (ZGetGame()->m_pMyCharacter->IsDie())
        {
            rvector pos = rvector(0.0f, 0.0f, 0.0f);
            rvector dir = rvector(0.0f, 1.0f, 0.0f);
    
            ZMapSpawnData* pSpawnData = NULL;
            
            if (IsTeamPlay())
            {
                int nSpawnIndex[2] = { 0, 0 };
                for (int i = 0; i < 2; i++)
                    if (ZGetGame()->m_pMyCharacter->GetTeamID() == MMT_RED + i)
                        pSpawnData = ZGetGame()->GetMapDesc()->GetSpawnManager()->GetTeamData(i, nSpawnIndex[i]);
            }
            else
                pSpawnData = ZGetGame()->GetMapDesc()->GetSpawnManager()->GetSoloRandomData();
            
    
            if (pSpawnData == NULL)
            {
    //            _ASSERT(0);
            }
            else
            {
                if (ZApplication::GetInstance()->GetLaunchMode() == ZApplication::ZLAUNCH_MODE_DEBUG) {
                    if (ZGetGame()->GetSpawnRequested() == false) {
                        ZPostRequestSpawn(ZGetMyUID(), pSpawnData->m_Pos, pSpawnData->m_Dir);
                        ZGetGame()->SetSpawnRequested(true);
                    }
    #ifdef _DEBUG
                    ZPostSpawn(pSpawnData->m_Pos, pSpawnData->m_Dir);
    #endif
                } else {
                    if (ZGetGame()->GetSpawnRequested() == false) {
                        ZPostRequestSpawn(ZGetMyUID(), pSpawnData->m_Pos, pSpawnData->m_Dir);
                        ZGetGame()->SetSpawnRequested(true);
                    }
                }    
            }
            
            m_nSoloSpawnTime = -1;
        }
    }
    
    
    
    void ZMatch::InitCharactersPosition()
    {
        // ?????? °?¿?
        if (IsTeamPlay())
        {
            int nSpawnIndex[ 2] = { 0, 0 };
    
            for (ZCharacterManager::iterator itor = ZGetGame()->m_CharacterManager.begin();
                itor != ZGetGame()->m_CharacterManager.end(); ++itor)
            {
                ZCharacter* pCharacter = (*itor).second;
                for (int i = 0; i < 2; i++)
                {
                    if (pCharacter->GetTeamID() == MMT_RED + i)
                    {
                        ZMapSpawnData* pSpawnData = ZGetGame()->GetMapDesc()->GetSpawnManager()->GetTeamData(i, nSpawnIndex[i]);
                        if (pSpawnData != NULL)
                        {
                            pCharacter->SetPosition(pSpawnData->m_Pos);
                            pCharacter->SetDirection(pSpawnData->m_Dir);
    
                            nSpawnIndex[i]++;
                        }
                    }
                }
            }
    
            return;
        }
    
        // µ?¾?¸?µ? ?? °?¿?
        else if ( ZGetGame()->GetMatch()->GetMatchType() == MMATCH_GAMETYPE_DUEL)
        {
            ZRuleDuel* pDuel = (ZRuleDuel*)ZGetGameInterface()->GetGame()->GetMatch()->GetRule();
            if ( pDuel)
            {
                int nIndex = 2;
                if ( pDuel->QInfo.m_uidChampion == ZGetMyUID())
                    nIndex = 0;
                else if ( pDuel->QInfo.m_uidChallenger == ZGetMyUID())
                    nIndex = 1;
    
                // µ?¾? ??¿? ¸???¸? ¸? ?³?½°? µ?¹??° ?§?¡
                if ( MGetMapDescMgr()->IsMapOnlyDuel( ZGetGameClient()->GetMatchStageSetting()->GetMapIndex()))
                {
                    ZMapSpawnData* pSpawnData = ZGetGame()->GetMapDesc()->GetSpawnManager()->GetData( nIndex);
                    if ( pSpawnData != NULL)
                    {
                        ZGetGame()->m_pMyCharacter->SetPosition( pSpawnData->m_Pos);
                        ZGetGame()->m_pMyCharacter->SetDirection( pSpawnData->m_Dir);
                    }
                }
    
                // µ?¾? ??¿? ¸??? ¾?´?¸? ????°? °°?÷ ¹?½?
                else
                {
                    ZMapSpawnData* pSpawnData = ZGetGame()->GetMapDesc()->GetSpawnManager()->GetTeamData( nIndex, 0);
                    if (pSpawnData != NULL)
                    {
                        ZGetGame()->m_pMyCharacter->SetPosition( pSpawnData->m_Pos);
                        ZGetGame()->m_pMyCharacter->SetDirection( pSpawnData->m_Dir);
                    }
                }
    
                return;
            }
        }
    
        else if ( ZGetGame()->GetMatch()->GetMatchType() == MMATCH_GAMETYPE_DUELTOURNAMENT )
        {
            ZRuleDuelTournament *pDTRule = (ZRuleDuelTournament*)ZGetGameInterface()->GetGame()->GetMatch()->GetRule();
            if (pDTRule)
            {
                int nIndex = 2;
                if (pDTRule->m_DTGameInfo.uidPlayer1 == ZGetMyUID())                nIndex = 0;
                else if (pDTRule->m_DTGameInfo.uidPlayer2 == ZGetMyUID())            nIndex = 1;
    
                // µ?¾? ??¿? ¸???¸? ¸? ?³?½°? µ?¹??° ?§?¡
                if ( MGetMapDescMgr()->IsMapOnlyDuel( ZGetGameClient()->GetMatchStageSetting()->GetMapIndex()))
                {
                    ZMapSpawnData* pSpawnData = ZGetGame()->GetMapDesc()->GetSpawnManager()->GetData(nIndex);
                    if (pSpawnData != NULL)
                    {
                        ZGetGame()->m_pMyCharacter->SetPosition(pSpawnData->m_Pos);
                        ZGetGame()->m_pMyCharacter->SetDirection(pSpawnData->m_Dir);
                    }
                }
    
                // µ?¾? ??¿? ¸??? ¾?´?¸? ????°? °°?÷ ¹?½?
                else
                {
                    ZMapSpawnData* pSpawnData = ZGetGame()->GetMapDesc()->GetSpawnManager()->GetTeamData(nIndex, 0);
                    if (pSpawnData != NULL)
                    {
                        ZGetGame()->m_pMyCharacter->SetPosition(pSpawnData->m_Pos);
                        ZGetGame()->m_pMyCharacter->SetDirection(pSpawnData->m_Dir);
                    }
                }
    
                return;
            }
        }
    
        // ½?·??? °?¿?³× ??µµ??µµ ¾?´?¸? ·£´?
        ZMapSpawnData* pSpawnData = ZGetGame()->GetMapDesc()->GetSpawnManager()->GetSoloRandomData();
        if (pSpawnData != NULL)
        {
            ZGetGame()->m_pMyCharacter->SetPosition(pSpawnData->m_Pos);
            ZGetGame()->m_pMyCharacter->SetDirection(pSpawnData->m_Dir);
        }
    }
    
    void ZMatch::InitCharactersProperties()
    {
        for (ZCharacterManager::iterator itor = ZGetGame()->m_CharacterManager.begin();
            itor != ZGetGame()->m_CharacterManager.end(); ++itor)
        {
            ZCharacter* pCharacter = (*itor).second;
            pCharacter->InitStatus();
            pCharacter->SetVisible(true);
        }
    
    }
    
    void ZMatch::InitRound()
    {
        // ½?°£?» 0?¸·?
        ZGetGame()->InitRound();
    
        InitCharactersPosition();
        InitCharactersProperties();
    
        // ¿?µ?¾????? ??±??­
        ZGetWorldItemManager()->Reset();
    
        // ¸? ?³?½ °???½? ½÷??½??²´?.
        rvector pos = ZGetGame()->m_pMyCharacter->GetPosition();
        rvector dir = ZGetGame()->m_pMyCharacter->m_DirectionLower;
    
        m_nRoundKills = 0;
    
        bool isObserver = false;
    
    if (ZApplication::GetInstance()->GetLaunchMode() == ZApplication::ZLAUNCH_MODE_DEBUG) {
    #ifdef _DEBUG
    ZPostSpawn(pos, dir);
    #endif
    } else {
            if (ZGetGame()->GetSpawnRequested() == false) {
                if (GetMatchType() == MMATCH_GAMETYPE_DUEL)
                {
    //                ZRuleDuel* pDuel = (ZRuleDuel*)GetRule();
    //                if (pDuel->GetQueueIdx(ZGetMyUID()) <= 1){
    //                    ZPostRequestSpawn(ZGetMyUID(), pos, dir);
    //                    g_pGame->SetSpawnRequested(true);
    //                } else isObserver = true;
                    for (ZCharacterManager::iterator itor = ZGetGame()->m_CharacterManager.begin();
                        itor != ZGetGame()->m_CharacterManager.end(); ++itor)
                    {
                        ZCharacter* pCharacter = (*itor).second;
                        pCharacter->ForceDie();
                        pCharacter->SetVisible(false);
                    }
                }
                else if(GetMatchType() == MMATCH_GAMETYPE_DUELTOURNAMENT){
                    for (ZCharacterManager::iterator itor = ZGetGame()->m_CharacterManager.begin();
                        itor != ZGetGame()->m_CharacterManager.end(); ++itor)
                    {
                        ZCharacter* pCharacter = (*itor).second;
                        pCharacter->ForceDie();
                        pCharacter->SetVisible(false);
                    }
                }
                else
                {
                    ZPostRequestSpawn(ZGetMyUID(), pos, dir);
                    ZGetGame()->SetSpawnRequested(true);
                }
            }
        }
    
    //    m_nRoundKills = 0;
    
        // AdminHide ?³¸®
        MMatchObjCache* pObjCache = ZGetGameClient()->FindObjCache(ZGetMyUID());
        if (pObjCache && pObjCache->CheckFlag(MTD_PlayerFlags_AdminHide)) {
            ZGetGameInterface()->GetCombatInterface()->SetObserverMode(true);
        } else {
            // ¿??®¹? ¸?µ?¿´?¸¸? ???¦.
            if (!isObserver)
                ZGetGame()->ReleaseObserver();
            else
            {
                ZGetGameInterface()->GetCombatInterface()->SetObserverMode(true);
                ZGetGame()->ReserveObserver();
                ZGetGame()->m_pMyCharacter->ForceDie();
    
            }
        }
        memset(m_nTeamKillCount, 0, sizeof(m_nTeamKillCount));
    }
    
    
    
    void ZMatch::SetRoundState(MMATCH_ROUNDSTATE nRoundState, int nArg)
    {
        if (m_nRoundState == nRoundState) return;
        m_nRoundState = nRoundState;
    
    #ifdef _LOG_ENABLE_ROUNDSTATE_
        char buf[128];
        switch(ZGetGame()->GetMatch()->GetRoundState())
        {
        case MMATCH_ROUNDSTATE_PREPARE:        sprintf(buf, "RoundState: PREPARE \n"); break;
        case MMATCH_ROUNDSTATE_COUNTDOWN:    sprintf(buf, "RoundState: COUNTDOWN \n"); break;
        case MMATCH_ROUNDSTATE_PLAY:        sprintf(buf, "RoundState: PLAY \n"); break;
        case MMATCH_ROUNDSTATE_FINISH:        sprintf(buf, "RoundState: FINISH \n"); break;
        case MMATCH_ROUNDSTATE_EXIT:        sprintf(buf, "RoundState: EXIT \n"); break;
        case MMATCH_ROUNDSTATE_FREE:        sprintf(buf, "RoundState: FREE \n"); break;
        case MMATCH_ROUNDSTATE_FAILED:        sprintf(buf, "RoundState: FAILED \n"); break;
        case MMATCH_ROUNDSTATE_PRE_COUNTDOWN: sprintf(buf, "RoundState: PRE_COUNTDOWN \n"); break;
        }
        OutputDebugString(buf);
    #endif
    
        //# ¾??¸·?´? ?? switch ³»÷?¿¡ ·?¿¡ µ?¸¥ if else if else¸¦ ??°¡???? ¾?´?°? ??°?½?´?´?.
        //# ¶?¿?µ?»??? ÷¯?­½? ·?¿¡ µ?¶? ??¾??? ???÷ ZRule***??¿¡ ³?´? °??? ??°?½?´?´?. => virtual ZRule::OnSetRoundState()
    
        switch(m_nRoundState) 
        {
    
        case MMATCH_ROUNDSTATE_PREPARE: 
            {
    
            }
            break;
        case MMATCH_ROUNDSTATE_PRE_COUNTDOWN:
            {
            }
            break;
        case MMATCH_ROUNDSTATE_COUNTDOWN : 
            {
                OutputDebugString("MMATCH_ROUNDSTATE_COUNTDOWN>> InitRound BEGIN \n");
                InitRound();
                OutputDebugString("MMATCH_ROUNDSTATE_COUNTDOWN>> InitRound END \n");
            }
            break;
        case MMATCH_ROUNDSTATE_PLAY:
            {
                if (!IsTeamPlay())
                {
    
                }
            }
            break;
        case MMATCH_ROUNDSTATE_FINISH:
            {
                ZGetGame()->FlushObserverCommands();
    
                if (GetMatchType() == MMATCH_GAMETYPE_DUEL)
                {                
                    for (ZCharacterManager::iterator itor = ZGetGame()->m_CharacterManager.begin();
                        itor != ZGetGame()->m_CharacterManager.end(); ++itor)
                    {
                        ZCharacter* pCharacter = (*itor).second;
                        if (pCharacter->GetKils() >= GetRoundCount())
                        {
                            ZGetGameInterface()->FinishGame();
                            break;
                        }
                    }    
                }
                else if(GetMatchType() == MMATCH_GAMETYPE_DUELTOURNAMENT)
                {
                    //
                }
                else
                {
                    if (m_nCurrRound + 1 >= GetRoundCount())
                    {
                        ZGetGameInterface()->FinishGame();
                    }        
                }
    
                if (IsTeamPlay())
                {
                    if (nArg == MMATCH_ROUNDRESULT_RED_ALL_OUT )
                    {
                        if( m_nTeamScore[MMT_BLUE] < m_nTeamScore[MMT_RED] )
                            m_nTeamScore[MMT_BLUE] = m_nTeamScore[MMT_RED] = 0;
                        else
                            m_nTeamScore[MMT_BLUE]++;
                    }
                    else if( nArg ==  MMATCH_ROUNDRESULT_BLUE_ALL_OUT )
                    {
                        if( m_nTeamScore[MMT_RED] < m_nTeamScore[MMT_BLUE] )
                            m_nTeamScore[MMT_RED] =    m_nTeamScore[MMT_BLUE] = 0;
                        else
                            m_nTeamScore[MMT_RED]++;
                    }
                    else if (nArg == MMATCH_ROUNDRESULT_DRAW)
                    {
                        // Do nothing...
                    } 
                    else {
                        MMatchTeam nTeamWon = (nArg == MMATCH_ROUNDRESULT_REDWON ? MMT_RED : MMT_BLUE);
                        if (nTeamWon == MMT_RED)
                            m_nTeamScore[MMT_RED]++;
                        else if (nTeamWon == MMT_BLUE)
                            m_nTeamScore[MMT_BLUE]++;
                    }
                }
            }
            break;
        case MMATCH_ROUNDSTATE_EXIT:
            {
                
            }
            break;
        case MMATCH_ROUNDSTATE_FREE:
            {
    
            }
            break;
        };
    
        m_pRule->OnSetRoundState(m_nRoundState);
    }
    
    const char* ZMatch::GetTeamName(int nTeamID)
    {
        switch (nTeamID)
        {
        case MMT_SPECTATOR:
            return MMATCH_SPECTATOR_STR;
        case MMT_RED:
            return MMATCH_TEAM1_NAME_STR;
        case MMT_BLUE:
            return MMATCH_TEAM2_NAME_STR;
        default:
            return "";
        }
        return "";
    }
    
    
    int ZMatch::GetRoundCount()
    {
    //    if (IsWaitForRoundEnd())
            return m_pStageSetting->GetStageSetting()->nRoundMax;
    
        return 1;
    }
    
    
    void ZMatch::GetTeamAliveCount(int* pnRedTeam, int* pnBlueTeam)
    {
        int nRedTeam = 0, nBlueTeam = 0;
        if (IsTeamPlay())
        {
            for (ZCharacterManager::iterator itor = ZGetGame()->m_CharacterManager.begin();
                itor != ZGetGame()->m_CharacterManager.end(); ++itor)
            {
                ZCharacter* pCharacter = (*itor).second;
                if (!pCharacter->IsDie())
                {
                    if (pCharacter->GetTeamID() == 0)
                    {
                        nRedTeam++;
                    }
                    else
                    {
                        nBlueTeam++;
                    }
                }
            }
        }
    
        *pnRedTeam = nRedTeam;
        *pnBlueTeam = nBlueTeam;
    }
    
    void ZMatch::RespawnSolo()
    {
        if ((!IsWaitForRoundEnd()) && (ZGetGame()->m_pMyCharacter->IsDie()))
        {
            SoloSpawn();
        }
    }
    
    void ZMatch::OnForcedEntry(ZCharacter* pCharacter)
    {
        if (pCharacter == NULL)
        {
            _ASSERT(0); return;
        }
        // ³­???? ??·¹??¾?°¡ ³× ??½??? °?¿?
        if (pCharacter == ZGetGame()->m_pMyCharacter)
        {
            // AdminHide ?³¸®
            MMatchObjCache* pObjCache = ZGetGameClient()->FindObjCache(ZGetMyUID());
            if (pObjCache && pObjCache->CheckFlag(MTD_PlayerFlags_AdminHide)) {
                ZGetGameInterface()->GetCombatInterface()->SetObserverMode(true);
            } else {
                // ????·¹??¸? ½÷????????
                if (IsWaitForRoundEnd()/* && ZGetGame()->GetMatch()->GetMatchType() != MMATCH_GAMETYPE_DUEL*/)
                {
                    pCharacter->SetVisible(false);
                    pCharacter->ForceDie();
                    ZGetCombatInterface()->SetObserverMode(true);
                }    
                else    // ¼?·???°?¿?´? ¹?·? ½÷??
                {
                    InitRound();
                }
            }
        }
        else
        {
            // ????·¹??¿¡ ´?¸¥ ??·¹??¾?°¡ ³­????¸? ´??½??÷??? ??????¾? ??±?¶§¹®¿¡ ?³¸¯?? ÷¸¿©???? ¾??½
            // ´? FREE»????? ¶§¿¡´? ÷¸¿©??´?
            if (IsWaitForRoundEnd() && (GetRoundState() != MMATCH_ROUNDSTATE_FREE))
            {
                if (pCharacter != NULL)
                {
                    pCharacter->SetVisible(false);
                }
                pCharacter->ForceDie();
            }
        }
    }
    
    int ZMatch::GetRemainedSpawnTime()
    {
        int nTimeSec = -1;
    
        if (GetRoundState() == MMATCH_ROUNDSTATE_PLAY)
        {
            if (!IsWaitForRoundEnd())
            {
                if (ZGetGame()->m_pMyCharacter->IsDie())
                {
                    if (m_nSoloSpawnTime < 0) return -1;
    
                    //¹?????÷¸??½???¼® 
                    /*ZBuffSummary* pBuffSummary = ZGetGame()->m_pMyCharacter->GetCharacterBuff()->GetBuffSummary();
                    int nDelayAfterDying = pBuffSummary->GetRespawnTime(RESPAWN_DELAYTIME_AFTER_DYING);*/
                    int nDelayAfterDying = RESPAWN_DELAYTIME_AFTER_DYING;
    
                    int nElapsedTime = m_nSoloSpawnTime;
                    if (nElapsedTime > nDelayAfterDying) 
                        nElapsedTime = nDelayAfterDying;
    
                    nTimeSec = (((nDelayAfterDying - nElapsedTime)+999) / 1000);
                }
            }
        }
    
        return nTimeSec;
    }
    
    
    void ZMatch::SetRoundStartTime( void)
    {
        m_dwStartTime = timeGetTime();
    }
    
    DWORD ZMatch::GetRemaindTime( void)
    {
        return ( timeGetTime() - m_dwStartTime);
    }
    
    
    bool ZMatch::OnCommand(MCommand* pCommand)
    {
        if (m_pRule) return m_pRule->OnCommand(pCommand);
        return false;
    }
    
    void ZMatch::OnResponseRuleInfo(MTD_RuleInfo* pInfo)
    {
        if (pInfo->nRuleType != GetMatchType()) return;
    
        if (m_pRule)
        {
            m_pRule->OnResponseRuleInfo(pInfo);
        }
    }

  9. #9
    Proficient Member hichay is offline
    MemberRank
    Oct 2010 Join Date
    174Posts

    Re: New error in 1.5

    Quote Originally Posted by jur13n View Post
    learn to read posts:
    hmm it isn't spawn... when i creat room then strat. i can't see my char. can't walk can't shot... can't do anything
    and i was tried with solospawn

  10. #10
    Intelligent DoucheBag jur13n is offline
    MemberRank
    Jan 2008 Join Date
    Zwolle,Location
    1,946Posts

    Re: New error in 1.5

    Quote Originally Posted by hichay View Post
    hmm it isn't spawn... when i creat room then strat. i can't see my char. can't walk can't shot... can't do anything
    and i was tried with solospawn
    redownload source and start all over, you screwed up somewhere

  11. #11
    Proficient Member hichay is offline
    MemberRank
    Oct 2010 Join Date
    174Posts

    Re: New error in 1.5

    i was redownload dawson source... rebuild and still get this erros...

  12. #12
    Proficient Member hichay is offline
    MemberRank
    Oct 2010 Join Date
    174Posts

    Re: New error in 1.5

    reup!!. need help

  13. #13
    Intelligent DoucheBag jur13n is offline
    MemberRank
    Jan 2008 Join Date
    Zwolle,Location
    1,946Posts

    Re: New error in 1.5

    hint: Name=¶«inG Level=99

  14. #14
    Proficient Member hichay is offline
    MemberRank
    Oct 2010 Join Date
    174Posts

    Re: New error in 1.5

    Quote Originally Posted by jur13n View Post
    hint: Name=¶«inG Level=99
    What that mean??.i can't understand?...
    so that i can't use special word??

  15. #15
    Gregon13 OldSchoolGZ is offline
    MemberRank
    Jan 2012 Join Date
    CanadaLocation
    244Posts

    Re: New error in 1.5

    if it's not the source it's your client make sure your using proper spawn.xmls for your maps

  16. #16
    Proficient Member hichay is offline
    MemberRank
    Oct 2010 Join Date
    174Posts

    Re: New error in 1.5

    Quote Originally Posted by OldSchoolGZ View Post
    if it's not the source it's your client make sure your using proper spawn.xmls for your maps
    ok... let's me try. but i use Phoenix Client... so that idk it's true when u say spwan.xml
    or can u upload for me All Map in Phoenix Client

  17. #17
    Gregon13 OldSchoolGZ is offline
    MemberRank
    Jan 2012 Join Date
    CanadaLocation
    244Posts

    Re: New error in 1.5

    Quote Originally Posted by hichay View Post
    ok... let's me try. but i use Phoenix Client... so that idk it's true when u say spwan.xml
    or can u upload for me All Map in Phoenix Client
    if everythings fine in the source it's either the spawn.xml or something else client sided

  18. #18
    Proficient Member hichay is offline
    MemberRank
    Oct 2010 Join Date
    174Posts

    Re: New error in 1.5

    ok...

  19. #19
    Gregon13 OldSchoolGZ is offline
    MemberRank
    Jan 2012 Join Date
    CanadaLocation
    244Posts

    Re: New error in 1.5

    Quote Originally Posted by hichay View Post
    ok...
    I'm too lazy to upload stuff you should already have sorry

  20. #20
    Gunz General Develop Gun[Lengend] is offline
    MemberRank
    Jan 2010 Join Date
    Gunz Viet NamLocation
    312Posts

    Re: New error in 1.5

    I think error not from source, and you can get custom client from another gunz like 2it or lifegunz.
    It's working fine

  21. #21
    Proficient Member hichay is offline
    MemberRank
    Oct 2010 Join Date
    174Posts

    Re: New error in 1.5

    i know where the error begin... it's system.mrs Phoenix client have 255kb but other Client such as Life Gunz only 115 or more but less than 200kb...so who can up for me

  22. #22
    Gregon13 OldSchoolGZ is offline
    MemberRank
    Jan 2012 Join Date
    CanadaLocation
    244Posts

    Re: New error in 1.5

    Quote Originally Posted by hichay View Post
    i know where the error begin... it's system.mrs Phoenix client have 255kb but other Client such as Life Gunz only 115 or more but less than 200kb...so who can up for me
    mines over 200kb and works fine

  23. #23
    Proficient Member hichay is offline
    MemberRank
    Oct 2010 Join Date
    174Posts

    Re: New error in 1.5

    .... if u say that... idk where the error begin...

  24. #24
    Gregon13 OldSchoolGZ is offline
    MemberRank
    Jan 2012 Join Date
    CanadaLocation
    244Posts

    Re: New error in 1.5

    Quote Originally Posted by hichay View Post
    .... if u say that... idk where the error begin...
    untitled3.png

    What Build do you builld in?

  25. #25
    Proficient Member hichay is offline
    MemberRank
    Oct 2010 Join Date
    174Posts

    Re: New error in 1.5

    Quote Originally Posted by OldSchoolGZ View Post
    untitled3.png

    What Build do you builld in?
    i use Korea_Release_Publish and i use ur source...
    hmm can u upload ur database ??



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