PristonTale Source Code (2012)

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  1. #1
    Novice ZynesteEvil is offline
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    PristonTale Source Code (2012)

    I have bundled the total release into 3 pieces:

    • Source.7z - Compilable source code (requires VS 2002 (Pre-2003 version), which is not included. PM if you are desperate.)
    • Field.7z - Extracted from Source.7z to make it smaller.
    • char.7z - Extracted from Source.7z to make it smaller.


    Download:
    Code:
    https://mega.co.nz/#F!9UxBFIzL!y4heu6QETmcbPUoc4bDoxw
    Credits:
    • Everyone still developing in this section.
    • SubaGames for allowing access using monami


    Multiple tools released on ragezone are also used by official servers.
    I hope you guys can catch up with officials and improve this ugly codebase as a team.

    Client & server source code for all publishers share the same codebase. Define appropriate preprocessor definitions. Although the source will need a lot of fixing to get it up and running. You will have to adjust the database scripts found in this place, as they are outdated.
    Code:
    #ifdef _W_SERVER
    
    
    #include "mini_dump.h"
    Mini_Dump CMiniDump;
    
    
    #endif
    
    
    
    
    INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE hPreInst, LPSTR lpCmdLine,INT nCmdShow)
    {
    
    
    	//------------------------------------< _ignore_xtrap_
    	#ifdef _LANGUAGE_VEITNAM
    	#ifdef _XTRAP_GUARD_4_CLIENT
    	{
    		#pragma comment(lib,".\\XTrapSrcD5\\Launcher\\XTrap4Launcher_mt.lib")
    		#pragma comment( lib, "Urlmon.lib")
    		#pragma comment( lib, "Wininet.lib")
    	    XTrap_L_Patch(XTRAP_CONFIG_ARG, NULL, 60);
    	}
    	#endif
    	#endif
    	//------------------------------------  _ignore_xtrap_ >
    
    
    
    
    	MAKELOG(" ------------ WINMAIN ---------------- ");
    	MSG msg;
    	WNDCLASS wndclass;
    	hinst = hInst;
    	int	sx,sy;
    
    .....
    
    	lstrcpy( szCmdLine , lpCmdLine );
    //	HoCommandLineDecoder();		//ÇØ¿Ü ºí·°(Handes °ü·Ã)
    
    
    	initSinCos();		//»ï°¢ÇÔŒö ÃʱâÈ­
    	//±âº» Œ³Á€ ºÒ·¯¿È
    	//if ( smConfigDecode( "default.ini"  )==FALSE ) return FALSE;
    	smConfigDecode( "hotuk.ini"  );
    	ReadShotcutMessage( "ShortCut.ini" );		//ŽÜÃà žÞŒŒÁö ÀÐŸî ¿À±â
    	DecodeCmdLine( lpCmdLine );
    
    
    
    
    
    
    	//SetCurrentDirectory( "E:\\UpdateTest" );
    
    
    	//Å©ž®ÆŒÄ® ŒœŒÇ ÃʱâÈ­
    	InitializeCriticalSection( &cSection );
    	InitializeCriticalSection( &cDrawSection );
    	InitializeCriticalSection( &cSection_Main );
    	
    
    
    	srand( GetCurrentTime() );		//·£Žý ÃʱâÈ­
    
    
    #ifdef _W_SERVER
    	if ( smConfig.WinMode<0 ) {
    		return ServerWinMain( hInst,  hPreInst, lpCmdLine, nCmdShow);
    	}
    #endif
    
    ....
    Last edited by ZynesteEvil; 10-03-15 at 10:20 PM. Reason: sample


  2. #2
    Professional Aussie SunnyZ is online now
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    Re: PristonTale Source Code (2012)

    No way.....

    This is like the holy grail!



    Thank you who ever you are!


    Edit.

    OMFG. Legit ASE and ini files for all maps, monsters, chars, costumes.

    Good LORD!
    Last edited by SunnyZ; 10-03-15 at 10:48 PM.

  3. #3
    Member Vovozozo is offline
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    Re: PristonTale Source Code (2012)

    Thank you very much! Really good release. Do you have access to a newer version of subagames server, which can help us a lot in study to improve the PT community! Also the application not any source.
    Last edited by Vovozozo; 10-03-15 at 10:53 PM. Reason: update

  4. #4
    Novice ZynesteEvil is offline
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    Re: PristonTale Source Code (2012)

    Added some bonus files.

  5. #5
    Member Vovozozo is offline
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    Re: PristonTale Source Code (2012)

    Quote Originally Posted by ZynesteEvil View Post
    Added some bonus files.
    Thank you so much but you have version 3165 maybe?

    - - - Updated - - -

    Thank you so much but you have version 3165 or higher`?

    - - - Updated - - -

    One more release from ZynesteEvil

    https://mega.co.nz/#F!dYJSDIbY!WcVbouDa03_5zGwIqQRcCA

    VS2002
    Last edited by Vovozozo; 10-03-15 at 11:39 PM.

  6. #6
    Enthusiast Joey Pagano is offline
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    Re: PristonTale Source Code (2012)

    this is heaven, if i could bow i would. /bow

  7. #7
    Apprentice Patrickdesh is offline
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    Re: PristonTale Source Code (2012)

    I love you, I am shaking for happiness.


  8. #8
    Fuck. SheenBR is offline
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    Re: PristonTale Source Code (2012)

    This is just awesome. I will make this pinned. Now we can all stop this selling bulls**t and evolve as community...

    Even though you should have more goldies hidden.... this is just awesome.

  9. #9

    Re: PristonTale Source Code (2012)

    Thanks for the release.


    the ept server 3162 it opens and then closes, would anything missing?
    or some specific configuration

  10. #10
    Valued Member drz is offline
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    Re: PristonTale Source Code (2012)

    WoW. Nice release. Thank you!!!

    But this code is very bad structured. Now i know, why they got so many problems...
    is anyone able to run this? I just see a fullscreen window and a loading screen, if i complie and run the runmap3d.exe...

  11. #11

    Re: PristonTale Source Code (2012)

    I am trying to compile and several mistakes, I'm using VS2002 but without success

    -----Edit-----
    now I can already build, but can not connect to the server, changed the doors, but I think lack packages
    Quote Originally Posted by drz View Post
    WoW. Nice release. Thank you!!!

    But this code is very bad structured. Now i know, why they got so many problems...
    is anyone able to run this? I just see a fullscreen window and a loading screen, if i complie and run the runmap3d.exe...
    Last edited by brunomomesso; 11-03-15 at 07:10 PM.

  12. #12
    Fuck. SheenBR is offline
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    Re: PristonTale Source Code (2012)

    I wouldnt use this source unless to facilitate the understanding of assembly code or to create my own game engine or server. This code is very bad structured that's why yedang have so many hack problems with pt1.

  13. #13
    Novice ZynesteEvil is offline
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    Re: PristonTale Source Code (2012)

    Japanese build is set as default one.
    runmap3d.sln => clean & build.


    To make an english build you will have to do some more things.


    language.h
    modify lines
    Code:
    //#define _LANGUAGE_JAPANESE
    //#define _LANGUAGE_JAPANESE_FIELDLEVEL
    ..
    #define _LANGUAGE_ENGLISH
    #define _LANGUAGE_ENGLISH_FIELDLEVEL

    copy Japanese\J_Set_EventSpawn.h to English\E_Set_EventSpawn.h
    perform translations...


    copy from Japanese\J_ServerMsg.h line 119 and translate
    to English\E_ServerMsg.h line 244
    Code:
    char *szMiniMorif = "ミニモリプ";
    char *szWantedMorif = "ブラックモリプ";

    copy from Japanese\J_ServerMsg.h (eof) and translate
    to English\E_ServerMsg.h (eof)
    Code:
    ////////////////////////////////////////////////////////////////////////
    
    
    ////////BlessCastleMonster_20100526
    char *szMon_FireCrystal = "ファイアクリスタル";  
    char *szMon_LightningCrystal = "ライトニングクリスタル";
    char *szMon_IceCrystal = "アイスクリスタル";
    char *szMon_TowerCrystal = "タワークリスタル";
    char *szMon_Castledoor = "城門";
    
    
    char *szMon_Curse_Soldier_A = "呪われた民兵";
    char *szMon_Curse_Soldier_B = "呪われた警備兵";
    char *szMon_Curse_Soldier_C = "呪われた守護兵";
    char *szMon_Castledoor_Soldier = "城門守護兵";
    
    
    char *szEvent_HopeMsg_StateInit = "レッドストーンの再配布をお願いします。";
    char *StateInitEvent1 = "クリス:用意したレッドストーンは全て交換されてしまった。";
    char *StateInitEvent2 = "クリス:君はもう貰ってる。もっと欲しければアイテムショップに行ってみなさい。";
    char *StateInitEvent3 = "レッドストーン";
    char *StateInitEvent4 = "クリス:リカルテンは素晴らしい町でしょ?アイテム配給所にアイテムを送りましたよ!";

    copy from Japanese\J_ServerMsg.h line 272 and translate
    to English\E_ServerMsg.h line 243(above earlier code)
    Code:
    // Chichen_Day
    #define PAPACHICHEN_CHAT_MAX        7
    char *szPaPaChichenChatMsg[PAPACHICHEN_CHAT_MAX] = {
        "涼しくなってきたな。いっぱい食べないと!",
        "お前がうちの子を殴ったのか?",
        "鋭利なくちばしでお前をつついてやる!",
        "涼しくなるとなぜか仲間が減ってしまうんだ…",
        "バタバタ~私のキックの味わってみろ~",
        "フライドチキンと味付けチキンどっちがいい?",
        "なんといってもこれからは水炊きが最高!"
    };
    
    
    
    
    #define PAPACHICHEN_CHAT_DROP_MAX        5
    char *szPaPaChichenChatDropMsg[PAPACHICHEN_CHAT_DROP_MAX] = {
        "信じられない~私がやられるなんて。。",
        "私を殴っても心は痛まないの?",
        "クオオオオオオ!",
        "信じられない!お前の名前を覚えてやる。",
        "次にはお前にやられない。きっとだぞ!"
    };

    modify English\E_HoTextFile.h
    Code:
    char *HoTextLoginMessage[20] = ....
    ...
                    "Return value is 7",
                    "Return value is 9"
                    };

    modify in HoBaram\HoLogin.cpp line 3740
    Code:
                    }
                }
    #endif
    //// KYLE ///// 일본어IME /////////////////////////////////////////////////////////////////////////////End////
    into
    Code:
                    }
    #endif
                }
    //// KYLE ///// 일본어IME /////////////////////////////////////////////////////////////////////////////End////

    copy from Japanese\J_sinMsg.h and translate
    to English\E_sinMsg.h anywhere
    Code:
    //ケレタ鄙・- シレ クニソタア・
    char *WatermelonItem    = "7個のスイカを"; // シレ 7ーウ
    //ケレタ鄙・- ネ」ケレ クニソタア・
    char *PumpkinItem = "7個のかぼちゃを"; // ネ」ケレ 7ーウ
    //ケレタ鄙・- ケ翩マエテタヌ シメソ・タフコ・ニョ
    char *StarItem = "7個の星のかけら"; // コー 7ーウ
    //タ蠎ー - ケ゚キサナクタホ テハトンクエ クニソタ
    char *ValentineItem = "7個のチョコレート "; // ケ゚キサナクタホ テハトンクエ 7ーウ
    //ケレタ鄙・- ア箍」ククキ・
    char *PristonAlphabetItem = "7個の アルファベットを";
    char *CandydaysItem = "7個のキャンディを";
    char *ExpireItem = "期間満了";
    ...
    char *MagicalGreenEmeraldItem = "7個のエメラルドを";    
    char *MagicalGreenJadeItem = "7個のヒスイを";        
    
    
    char *TearOfKaraItem    ="7個のカラの涙を"; //- Here (^_^)
    
    
    char *FindinvestigatorItem = " ";  //- Here (^_^)
    char *FindinvestigatorNineItem = "ナインペンダント";  //- Here (^_^)
    char *FindinvestigatorTaleItem = "テイルペンダント";  //- Here (^_^)
    ...
    char *BillingMagicForceName = "マジックフォース";
    char *MagicForceName = "マジック";
    ...
     char *InventoryFull = "インベントリ 空間不足";
    char *InvenSpaceSecure = "空間を確保してください";
    ...
    // ケレタ鄙・- コホスコナヘ セニタフナロ 
    // セニタフナロ チ、コク グステチ・
    char *BoosterItemInfo[] ={
        {"一定時間、生命力を\r"},  
        {"一定時間、気力を\r"},
        {"一定時間、体力を\r"},
        0,
    };
    char *BoosterItemInfo2[] ={
        {"15%上昇させる\r"},
        {"15%上昇させる\r"},
        {"15%上昇させる\r"},
        0,
    };

    runmap3d.sln => clean & build... Now it builds the English version.
    Although some arrays may be missing some elements, etc, this is up for you guys to fix.
    It may even be more stable to start and modify / translate the Japanese base to your needs.

  14. #14
    Valued Member drz is offline
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    Re: PristonTale Source Code (2012)

    Hello, i try to run the Source in client mode and notice that some files are missing. Currently i stcuk on the login screen. All model files are missing in StartImage/Opening. Thats why i zip the StartImageFolder from RebornPT.

    http://31.214.242.230/private/drzi/StartImage.rar

    I still miss the Effect\Particle\script\Bam.part. Cannot find it on my PC. Unfortunately this source does not handle missing files and just crash in this case. Maybe someone get this file from older client.

    sorry for bad english

  15. #15

    Re: PristonTale Source Code (2012)

    I'm looking for that file "Effect \ Particle \ script \ Bam.part" because I have some customers since 2008 on my PC, but none of them have

    Quote Originally Posted by drz View Post
    Hello, i try to run the Source in client mode and notice that some files are missing. Currently i stcuk on the login screen. All model files are missing in StartImage/Opening. Thats why i zip the StartImageFolder from RebornPT.

    http://31.214.242.230/private/drzi/StartImage.rar

    I still miss the Effect\Particle\script\Bam.part. Cannot find it on my PC. Unfortunately this source does not handle missing files and just crash in this case. Maybe someone get this file from older client.

    sorry for bad english
    - - - Updated - - -

    I could build the game and server successfully,
    now when soon as a player or GM I take dc 4

    - - - Updated - - -

    14:11:50 - ID:( teste ) / Name:( Bruno ) / IP ( 127.0.0.1 ) Hacking Alert ( 101 )



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