re: [Release] IGCN Season 9.5 (src-x9.5 9.5.1.15) SRC (April/2016)
Quote:
Originally Posted by
lordizinho87
Download full file from here! => http://forum.ragezone.com/f508/libra...urces-1147240/
re: [Release] IGCN Season 9.5 (src-x9.5 9.5.1.15) SRC (April/2016)
Quote:
Originally Posted by
or30n
Bug: After collecting 5 symbol of kundun and create lost map, one symbol of kundun
0/5 keeps one box and cant move and cant sell!
Here the GS error:
https://imgur.com/zsRZRwB
If i put on other one some time it stares off but some time no.
Regular server sources don't have that bug.
You must ask who make the files to fix it.
re: [Release] IGCN Season 9.5 (src-x9.5 9.5.1.15) SRC (April/2016)
Hi bros,
I want to change the name of skills. How can I do
I try to edit the skill.bmd in client/data/local
but it's unsuccessful :((
https://files.fm/u/cxhrvgjr#/view/changename.png
can you help me
Thanks,
--Taly
re: [Release] IGCN Season 9.5 (src-x9.5 9.5.1.15) SRC (April/2016)
Quote:
Originally Posted by
DaoVanTrong
Thanks, now is ready!!!
"ItemBags" edit...
Someone know where can exchange function
Luck: 0 ~ no Luck, -1 ~ Random (50/50% chance), 1 ~ with Luck
for -1 ~ Random (75/25% chance) ???
re: [Release] IGCN Season 9.5 (src-x9.5 9.5.1.15) SRC (April/2016)
Code:
void Camera::Position()
{
if (!this->IsActive)
{
return;
}
// ----
if (this->InMove)
{
if (this->TempCursorY < pCursorY)
{
if (*(float*)oCam_RotY < -45)
{
SetDouble((LPVOID)oCam_PosZ, *(double*)oCam_PosZ - 44);
SetFloat((LPVOID)oCam_RotY, *(float*)oCam_RotY + (double)2.42);
}
}
else if (this->TempCursorY > pCursorY)
{
if (*(float*)oCam_RotY > -90)
{
SetDouble((LPVOID)oCam_PosZ, *(double*)oCam_PosZ + 44);
SetFloat((LPVOID)oCam_RotY, *(float*)oCam_RotY - (double)2.42);
}
}
// ----
this->TempCursorY = pCursorY;
}
}
3DCameraThere is a problem with turning up and down. How to fix it?
re: [Release] IGCN Season 9.5 (src-x9.5 9.5.1.15) SRC (April/2016)
Quote:
Originally Posted by
ADMTec
so if it is possible you could share the code to fix the bug that crashes the DataServer ?? % n,% s,% d when used in frindsystem and cashshop gift.
This is not even close to a great solution, but it avoid the crashes, as intended. The Friend System is not crashing when % sign is typed. Can you be more specific?
StdAfx.h
Code:
#include <boost/algorithm/string/replace.hpp>
DSprotocol.cpp
Code:
void CDataServerProtocol::ReqInGameShopItemGift(short aIndex, ISHOP_ITEM_GIFT *aRecv)
{
std::string strMessage;
...
strMessage = aRecv->Message;
boost::replace_all(strMessage, "%", "%%");
this->m_ItemShopDB.ExecQuery("EXEC WZ_IBS_AddGift '%s', %d, %d, %d, %d, '%s', '%s'", aRecv->TargetName, aRecv->ID1, aRecv->ID2, aRecv->ID3, 2, aRecv->Name, strMessage.c_str());
...
}
void CDataServerProtocol::ReqInGameShopPackageGift(short aIndex, LPBYTE aRecv)
{
std::string strMessage;
...
strMessage = lpMsg->Message;
boost::replace_all(strMessage, "%", "%%");
for(int i=0;i<lpMsg->Count;i++)
{
lpItem = (ISHOP_ITEM_PACKAGE *)(aRecv + sizeof(ISHOP_ITEM_GIFT_PACKAGE) + i * sizeof(ISHOP_ITEM_PACKAGE));
this->m_ItemShopDB.ExecQuery("EXEC WZ_IBS_AddGift '%s', %d, %d, %d, %d, '%s', '%s'",
lpMsg->TargetName, lpItem->ID1, lpItem->ID2, lpItem->ID3,
2, lpMsg->Name, strMessage.c_str());
...
}
-- Edit --
Friend System uses Binary storage, so it is not affected by % sign.
Code:
wsprintf(szMsg, "UPDATE T_FriendMail SET Subject=? where MemoIndex=%d AND GUID=%d", memo_index, guid);
this->m_MailDB.SetAsBinary(szMsg, (LPBYTE)lpMemoSendHdr->Subject, 60);
...
wsprintf(szMsg, "UPDATE T_FriendMail SET Memo=? where MemoIndex=%d AND GUID=%d", memo_index, guid);
this->m_MailDB.SetAsBinary(szMsg, (LPBYTE)sMemo, memo_size);
[]'s
re: [Release] IGCN Season 9.5 (src-x9.5 9.5.1.15) SRC (April/2016)
Small corrections to DS Final
Quote:
In :
void CDevilSquareFinal::Proc_DSFState_Ready(int nCurTime)
change
PHeadSetB((LPBYTE)&pMsg, 0x86, sizeof(pMsg));
to
PHeadSetB((LPBYTE)&pMsg, 0x92, sizeof(pMsg));
and
Quote:
In:
void GameProtocol::CGReqDSFEnter(int iIndex)
find
BOOL bGoFinal = g_DevilSquareFinal.IsGoFinalParty(szUserName1, szUserName2, wServerCode1, wServerCode2);
if (bGoFinal == FALSE)
{
pMsg.btResult = 18;
memcpy(pMsg.Name, gObj[iIndex].Name, sizeof(pMsg.Name));
IOCP.DataSend(iIndex, (LPBYTE)&pMsg, pMsg.h.size);
return;
}
change
pMsg.btResult = 19; <= to get correct text in client
Later i will post other fixes...
re: [Release] IGCN Season 9.5 (src-x9.5 9.5.1.15) SRC (April/2016)
Quote:
Originally Posted by
muzic25
Small correction to DS Final
What is this for?
re: [Release] IGCN Season 9.5 (src-x9.5 9.5.1.15) SRC (April/2016)
Quote:
Originally Posted by
Young
What is this for?
Protocol correction :) Wrong packet send at 20 seconds before start the event
re: [Release] IGCN Season 9.5 (src-x9.5 9.5.1.15) SRC (April/2016)
The customer does not save the user name, how to fix so everyone!
re: [Release] IGCN Season 9.5 (src-x9.5 9.5.1.15) SRC (April/2016)
Level 3 Wing - 100% combination chance bug (purposely?) :glare:
ChaosBox.cpp
Code:
BOOL CMixSystem::AdvancedWingMix(LPOBJ lpObj)
{
...
// Comment out or remove the line below
//lpObj->ChaosSuccessRate = 100;
...
}
re: [Release] IGCN Season 9.5 (src-x9.5 9.5.1.15) SRC (April/2016)
Fix for ANSI Code Page 1252 (Server + Client)
Server ProhibitedSymbols.cpp:
Replace all CP_UTF8 macros to CP_ACP
Client ServerInfo.cpp:
Code:
m_Charset = GetPrivateProfileIntA("Gameplay", "CodePage", 1252, filedec);
Ps.: Convert all files that cointain special characters (like ã, ç, ó) to ANSI. In Notepad++: Encoding -> Convert to ANSI.
re: [Release] IGCN Season 9.5 (src-x9.5 9.5.1.15) SRC (April/2016)
Quote:
Originally Posted by
solarismu
Reverse the main, get the algorithm -> dec the ozg to gfx-> decompile gfx -> edit the flash file -> enc the edited gfx to new ozg -> that's it.
Hello SolarisMu, I would like to know how you do? Is it a script that you add in the IGC.dll? Pardon my ignorance :( Could you make it easier? That I have been trying for a long time to work with MacroMain.ozg
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re: [Release] IGCN Season 9.5 (src-x9.5 9.5.1.15) SRC (April/2016)
Quote:
Originally Posted by
cega13
Hello SolarisMu, I would like to know how you do? Is it a script that you add in the IGC.dll? Pardon my ignorance :( Could you make it easier? That I have been trying for a long time to work with MacroMain.ozg
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I don't think editing ozg/gfx files is a simple task can be done by a small/easy script.
If you want to know about that, I suggest you google about gfx scaleform, or a topic in LOL forum (as I remember) fairly clear about how to edit LOL UI (it's similar to Mu UI).
Btw, what're you gonna do with MacroMain(Auto-Z UI)?
re: [Release] IGCN Season 9.5 (src-x9.5 9.5.1.15) SRC (April/2016)
Quote:
Originally Posted by
solarismu
I don't think editing ozg/gfx files is a simple task can be done by a small/easy script.
If you want to know about that, I suggest you google about gfx scaleform, or a topic in LOL forum (as I remember) fairly clear about how to edit LOL UI (it's similar to Mu UI).
Btw, what're you gonna do with MacroMain(Auto-Z UI)?
To modify the interface and see what can be done with those files .OZG I found an algorithm to unzip http://forum.ragezone.com/f508/decry...layer-1124869/, could you help me implement it?
I also want to modify the .OZG and .OZD files
From what I understood, you have to embed it in the IGC.dll, I already did it but it did not work :( Excuse my ignorance.
Another thing, I would like to know how I can modify the level that is shown when you press the letter "C", the MasterLv + Level always appears and I want only the normal Level to appear until it reaches the level 400 that would be added to everything.
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