re: [Release] zTeam Season 8 Episode 2 (Source)
Quote:
Originally Posted by
awesomo
Any possibilities on changing the rates of Chaos Goblin?
Which ones exactly?
re: [Release] zTeam Season 8 Episode 2 (Source)
Quote:
Originally Posted by
Omaruu
Now about little bug fix or maybe some will call it custom option.
Since there is problem by switching so fast vaults(with /vault command).
To avoid dupe items and avoid other bugs etc.
Now I'm offering you another solution about this problem.
Open GameServer/Source/CommandManager.cpp:
Find:
Code:
case Command::MultiVault:
{
int iVaultNumber = this->GetTokenNumber();
if (iVaultNumber > 5 || iVaultNumber < 0)
{
GCServerMsgStringSend("Warehouse range: 0-5", lpUser->m_Index,1);
return;
}
Under it
Add:
Code:
if(g_bVaultFloodProtect == 1)
{
if(lpUser->m_dwVaultTickCount != 0)
{
if ( 1000 * g_bVaultFloodProtectTime >= GetTickCount() - lpUser->m_dwVaultTickCount )
{
MsgOutput(lpUser->m_Index, "Please wait N seconds before change vault.");
return;
}
}
}
lpUser->m_dwVaultTickCount = GetTickCount();
Open GameServer/Source/GameMain.cpp:
Find:
Code:
int g_MonsterLuckItemRollRate;
int g_MonsterSkillItemRollRate;
int g_MonsterOptionItemRollRate;
int g_MonsterExcellentItemRollRate;
1. Add after them:
Code:
int g_bVaultFloodProtect = 1;
int g_bVaultFloodProtectTime = 15;
Find:
Code:
GetPrivateProfileString("GameServerInfo", "CastleDeepEvent", "0", szTemp, 5, gDirPath.GetNewPath(FILE_SERVER_COMMON));
g_bDoCastleDeepEvent = atoi(szTemp);
g_CastleDeepEvent.Load(gDirPath.GetNewPath(FILE_EVENT_CASTLEDEEP));
g_CastleDeepEvent.EnableEvent(g_bDoCastleDeepEvent);
2. Add after them:
Code:
g_bVaultFloodProtect = GetPrivateProfileInt("GameServerInfo", "IsVaultFloodProtect", 1, gDirPath.GetNewPath(FILE_SERVER_COMMON));
g_bVaultFloodProtectTime = GetPrivateProfileInt("GameServerInfo", "VaultFloodProtectTime", 5, gDirPath.GetNewPath(FILE_SERVER_COMMON));
if(g_bVaultFloodProtectTime < 1)
{
g_bVaultFloodProtectTime = 1;
}
if(g_bVaultFloodProtectTime > 35000)
{
g_bVaultFloodProtectTime = 35000;
}
Open GameServer/Source/user.h:
Find:
Code:
#ifdef __NOVUS__
WORD m_ExPointPvP;
WORD m_ExPointEvent;
WORD m_ExPointGens;
DWORD m_SummonTick;
int m_SummonIndex;
BYTE m_SummonID;
#endif
#endif
Add after them:
Code:
DWORD m_dwVaultTickCount;
This should be
Added before those ones:
Code:
//#ifdef STREAM
DWORD m_Credits;
//#endif
//#if( ENABLE_CUSTOM_HARDCORE == 1 )
short m_HardcoreLife;
//#endif
Open GameServer/Source/GameMain.h:
Find:
Code:
#if (GS_CASTLE==1)
extern BOOL gIsDropSetItemInCastleHuntZone;
extern int gSetItemInCastleHuntZoneDropRate;
extern int gSetItemInCastleHuntZoneDropLevel;
extern BOOL g_bDoCastleDeepEvent;
#endif
Add after them:
Code:
extern int g_bVaultFloodProtect;
extern int g_bVaultFloodProtectTime;
And in the end open and
Add new lines to: Data/CommonServer.cfg:
IsVaultFloodProtect 1
VaultFloodProtectTime 30
this fix is completely fine in compiling but its not working on GAME? i am using the sources of michi28.
any fix @Omaruu ?
re: [Release] zTeam Season 8 Episode 2 (Source)
Quote:
Originally Posted by
natzugen
do you even read before spaming the same thing?
If u read well you will see that im not asking source file im asking server files brother, which is already packed i dont know how to edit source i just need which is done.
re: [Release] zTeam Season 8 Episode 2 (Source)
Quote:
Originally Posted by
ahmetoz27
If u read well you will see that im not asking source file im asking server files brother, which is already packed i dont know how to edit source i just need which is done.
Youre on the wrong thread thwn. This thread is for SOURCE development.....if you want an ALL-DONE pack go use pz's one.
re: [Release] zTeam Season 8 Episode 2 (Source)
re: [Release] zTeam Season 8 Episode 2 (Source)
I have problems with the source of compiled michi. I have a server where users connect over 50, but spending a couple of hours the gameserver is saturated and consumes all the cpu. Generating the server to malfunction. Help me please!!!
https://forum.ragezone.com/cache.php...897b4a0c2o.jpg
re: [Release] zTeam Season 8 Episode 2 (Source)
Someone plzzz help
I'm trying to encrypt the common.z so that no one can see my ip. but I can not, does anyone know how can I do this?
by the way, I've tried to use MoleBox but the main stops working!
PLIZZ HELP D:
https://forum.ragezone.com/cache.php...m%2Fbg1dso.jpg
re: [Release] zTeam Season 8 Episode 2 (Source)
Quote:
Originally Posted by
ficitecarse
Someone plzzz help
I'm trying to encrypt the common.z so that no one can see my ip. but I can not, does anyone know how can I do this?
by the way, I've tried to use MoleBox but the main stops working!
PLIZZ HELP D:
https://forum.ragezone.com/cache.php...m%2Fbg1dso.jpg
try using aspack or themida
re: [Release] zTeam Season 8 Episode 2 (Source)
Quote:
Originally Posted by
ficitecarse
Someone plzzz help
I'm trying to encrypt the common.z so that no one can see my ip. but I can not, does anyone know how can I do this?
by the way, I've tried to use MoleBox but the main stops working!
PLIZZ HELP D:
https://forum.ragezone.com/cache.php...m%2Fbg1dso.jpg
Enigma Protector is working for sure.
And MoleBox yes is not working.
re: [Release] zTeam Season 8 Episode 2 (Source)
Quote:
Originally Posted by
Omaruu
Enigma Protector is working for sure.
And MoleBox yes is not working.
Enigma Protector only protect PE files ( win32 executable files )
re: [Release] zTeam Season 8 Episode 2 (Source)
aspack and themida not working in common.z :$:
- - - Updated - - -
Enigma protector is not working :/
re: [Release] zTeam Season 8 Episode 2 (Source)
Did any one notice that when you use ale with dark wizard game say Speed hack found especialy its happening when u use some buff and ale and ring then its says speed hack found
re: [Release] zTeam Season 8 Episode 2 (Source)
Quote:
Originally Posted by
ahmetoz27
Did any one notice that when you use ale with dark wizard game say Speed hack found especialy its happening when u use some buff and ale and ring then its says speed hack found
It's old bug we know about it same happens with Fenrirs and etc this can happen on DW even without staff and attacking but not always idk what the hell triggers it.
re: [Release] zTeam Season 8 Episode 2 (Source)
Quote:
Originally Posted by
xVipper
dead is?
this is a source development thread, probably noone is gonna give you a full repack of this, check the entire thread and build your own
re: [Release] zTeam Season 8 Episode 2 (Source)
Quote:
Originally Posted by
SmileYzn
Hi folks, how i can adjust skybox at client?
https://forum.ragezone.com/cache.php...%2FM6eNwdY.png
Ps. I used this code at my zClient
Code:
#pragma once
#include <gl\gl.h>
#include <gl\glu.h>
#include <tlhelp32.h>
#include "glaux.h"
#pragma comment(lib,"OpenGL32.lib")
#pragma comment(lib,"GLu32.lib")
#pragma comment(lib,"GLaux.lib")
#pragma comment(lib,"ADVAPI32.lib")
#pragma comment(lib,"Gdi32.lib")
#pragma comment(lib,"winmm.lib")
#pragma comment(lib,"User32.lib")
#define SKY_NULL_BMP ".\\Data\\Custom\\Sky\\Null.bmp"
#define SKY_BACK_BMP ".\\Data\\Custom\\Sky\\World%d\\Back.bmp"
#define SKY_BOTTOM_BMP ".\\Data\\Custom\\Sky\\World%d\\Bottom.bmp"
#define SKY_FRONT_BMP ".\\Data\\Custom\\Sky\\World%d\\Front.bmp"
#define SKY_LEFT_BMP ".\\Data\\Custom\\Sky\\World%d\\Left.bmp"
#define SKY_RIGHT_BMP ".\\Data\\Custom\\Sky\\World%d\\Right.bmp"
#define SKY_TOP_BMP ".\\Data\\Custom\\Sky\\World%d\\Top.bmp"
class cSkyBox
{
public:
cSkyBox();
virtual ~cSkyBox();
bool bDisplayInitialized;
struct FRGB
{
float R,G,B;
};
FRGB SkyColor;
unsigned int uTextures[32][6];
void Load();
void ChangeSky();
void GetCamCoords(double* x_cam,double* y_cam,double* z_cam);
void InitDisplay();
bool CanDrawSky();
static void Display();
};
extern cSkyBox gSkyBox;
Code:
#include "StdAfx.h"
#include "SkyBox.h"
#include "ToolKit.h"
#include "Main.h"
#include "Import.h"
typedef int(*TSkyHook)();
TSkyHook SkyHook = (TSkyHook) 0x0;
typedef int(*TBlend)(int);
TBlend Blend = (TBlend) 0x0;
typedef int(*TUnBlend)();
TUnBlend UnBlend = (TUnBlend) 0x0;
cSkyBox gSkyBox;
cSkyBox::cSkyBox()
{
bDisplayInitialized = false;
}
cSkyBox::~cSkyBox()
{
/**/
}
void cSkyBox::ChangeSky()
{
SYSTEMTIME sm;
GetLocalTime(&sm);
int hourstate = sm.wHour % 2;
float minutestate = (float)sm.wMinute / 60.0f;
if(hourstate == 0)
{
SkyColor.R = minutestate;
SkyColor.G = minutestate;
SkyColor.B = minutestate;
}
else
{
SkyColor.R = 1.0f - minutestate;
SkyColor.G = 1.0f - minutestate;
SkyColor.B = 1.0f - minutestate;
}
}
void cSkyBox::GetCamCoords(double* x_cam, double* y_cam, double* z_cam)
{
double m[16];
glGetDoublev(GL_MODELVIEW_MATRIX,m);
*x_cam = -m[12] * m[0] - m[13] * m[1] - m[14] * m[2];
*y_cam = -m[12] * m[4] - m[13] * m[5] - m[14] * m[6];
*z_cam = -m[12] * m[8] - m[13] * m[9] - m[14] * m[10];
}
void CALLBACK SkyTimerProc(HWND hwnd,UINT uMsg,UINT_PTR idEvent,DWORD dwTime)
{
gSkyBox.ChangeSky();
}
void cSkyBox::InitDisplay()
{
SetTimer(pGameWindow,3,60000,(TIMERPROC)int(1));
{
char texturepath[256];
sprintf_s(texturepath,"%s",SKY_NULL_BMP);
if(!gToolKit.FileExists(texturepath))
{
MessageBox(0,"Impossivel encontrar Null.bmp","Erro SkyBox",MB_OK | MB_ICONERROR);
ExitProcess(0);
}
AUX_RGBImageRec* images[64][6];
AUX_RGBImageRec* blankimage = auxDIBImageLoad(texturepath);
try
{
for(int i=0 ; i < 60;i++)
{
for(int j=0; j < 6; j++)
{
images[i][j] = blankimage;
}
sprintf_s(texturepath,SKY_BACK_BMP,i+1);
if(gToolKit.FileExists(texturepath))
{
images[i][0] = auxDIBImageLoad(texturepath);
}
sprintf_s(texturepath,SKY_BOTTOM_BMP,i+1);
if(gToolKit.FileExists(texturepath))
{
images[i][1] = auxDIBImageLoad(texturepath);
}
sprintf_s(texturepath,SKY_FRONT_BMP,i+1);
if(gToolKit.FileExists(texturepath))
{
images[i][2] = auxDIBImageLoad(texturepath);
}
sprintf_s(texturepath,SKY_LEFT_BMP,i+1);
if(gToolKit.FileExists(texturepath))
{
images[i][3] = auxDIBImageLoad(texturepath);
}
sprintf_s(texturepath,SKY_RIGHT_BMP,i+1);
if(gToolKit.FileExists(texturepath))
{
images[i][4] = auxDIBImageLoad(texturepath);
}
sprintf_s(texturepath,SKY_TOP_BMP,i+1);
if(gToolKit.FileExists(texturepath))
{
images[i][5] = auxDIBImageLoad(texturepath);
}
}
}
catch(...)
{
/* NOPE */
}
for(int i = 0;i < 60;i++)
{
for(int j = 0;j < 6;j++)
{
glGenTextures(1,&this->uTextures[i][j]);
glBindTexture(GL_TEXTURE_2D,this->uTextures[i][j]);
glPixelStorei(GL_UNPACK_ALIGNMENT,1);
glTexImage2D(GL_TEXTURE_2D,0,3,images[i][j]->sizeX,images[i][j]->sizeY,0,GL_RGB,GL_UNSIGNED_BYTE,images[i][j]->data);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
}
}
SkyColor.R = 1.0f;
SkyColor.G = 1.0f;
SkyColor.B = 1.0f;
if(1)
{
SetTimer(pGameWindow,2,5000,(TIMERPROC)SkyTimerProc);
ChangeSky();
}
}
this->bDisplayInitialized = true;
}
bool cSkyBox::CanDrawSky()
{
char texturepath[64];
sprintf_s(texturepath,SKY_TOP_BMP,(pMapNumber + 1));
if(gToolKit.FileExists(texturepath))
{
return true;
}
return false;
}
void cSkyBox::Display()
{
SkyHook();
if(pPlayerState == GameProcess)
{
if(!gSkyBox.bDisplayInitialized)
{
gSkyBox.InitDisplay();
}
if(1 && gSkyBox.CanDrawSky())
{
double x_cam, y_cam, z_cam;
gSkyBox.GetCamCoords(&x_cam,&y_cam,&z_cam);
Blend(1);
glColor3d(gSkyBox.SkyColor.R,gSkyBox.SkyColor.G,gSkyBox.SkyColor.B);
glBindTexture(GL_TEXTURE_2D,gSkyBox.uTextures[pMapNumber][5]);
glBegin(GL_QUADS);
//TOP
glTexCoord2f(1.0f, 0.0f); glVertex3d(x_cam-1900, y_cam+1900, 1500);
glTexCoord2f(0.0f, 0.0f); glVertex3d(x_cam+1900, y_cam+1900, 1500);
glTexCoord2f(0.0f, 1.0f); glVertex3d(x_cam+1900, y_cam-1900, 1500);
glTexCoord2f(1.0f, 1.0f); glVertex3d(x_cam-1900, y_cam-1900, 1500);
glEnd();
glBindTexture(GL_TEXTURE_2D,gSkyBox.uTextures[pMapNumber][1]);
glBegin(GL_QUADS);
//BOTTOM
glTexCoord2f(1.0f, 1.0f); glVertex3d(x_cam-1900, y_cam+1900, 0);
glTexCoord2f(0.0f, 1.0f); glVertex3d(x_cam+1900, y_cam+1900, 0);
glTexCoord2f(0.0f, 0.0f); glVertex3d(x_cam+1900, y_cam-1900, 0);
glTexCoord2f(1.0f, 0.0f); glVertex3d(x_cam-1900, y_cam-1900, 0);
glEnd();
glBindTexture(GL_TEXTURE_2D,gSkyBox.uTextures[pMapNumber][2]);
glBegin(GL_QUADS);
//FRONT
glTexCoord2f(1.0f, 1.0f); glVertex3d(x_cam-1900, y_cam+1900, 1500);
glTexCoord2f(0.0f, 1.0f); glVertex3d(x_cam+1900, y_cam+1900, 1500);
glTexCoord2f(0.0f, 0.0f); glVertex3d(x_cam+1900, y_cam+1900, 0);
glTexCoord2f(1.0f, 0.0f); glVertex3d(x_cam-1900, y_cam+1900, 0);
glEnd();
glBindTexture(GL_TEXTURE_2D,gSkyBox.uTextures[pMapNumber][0]);
glBegin(GL_QUADS);
//BACK
glTexCoord2f(0.0f, 1.0f); glVertex3d(x_cam-1900, y_cam-1900, 1500);
glTexCoord2f(1.0f, 1.0f); glVertex3d(x_cam+1900, y_cam-1900, 1500);
glTexCoord2f(1.0f, 0.0f); glVertex3d(x_cam+1900, y_cam-1900, 0);
glTexCoord2f(0.0f, 0.0f); glVertex3d(x_cam-1900, y_cam-1900, 0);
glEnd();
glBindTexture(GL_TEXTURE_2D,gSkyBox.uTextures[pMapNumber][3]);
glBegin(GL_QUADS);
//LEFT
glTexCoord2f(1.0f, 1.0f); glVertex3d(x_cam-1900, y_cam-1900, 1500);
glTexCoord2f(0.0f, 1.0f); glVertex3d(x_cam-1900, y_cam+1900, 1500);
glTexCoord2f(0.0f, 0.0f); glVertex3d(x_cam-1900, y_cam+1900, 0);
glTexCoord2f(1.0f, 0.0f); glVertex3d(x_cam-1900, y_cam-1900, 0);
glEnd();
glBindTexture(GL_TEXTURE_2D,gSkyBox.uTextures[pMapNumber][4]);
glBegin(GL_QUADS);
//RIGHT
glTexCoord2f(0.0f, 1.0f); glVertex3d(x_cam+1900, y_cam-1900, 1500);
glTexCoord2f(1.0f, 1.0f); glVertex3d(x_cam+1900, y_cam+1900, 1500);
glTexCoord2f(1.0f, 0.0f); glVertex3d(x_cam+1900, y_cam+1900, 0);
glTexCoord2f(0.0f, 0.0f); glVertex3d(x_cam+1900, y_cam-1900, 0);
glEnd();
UnBlend();
}
}
}
void cSkyBox::Load()
{
gToolKit.HookOffset((DWORD)&this->Display,0x0,ASM::CALL);
}
you share #include "ToolKit.h"