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Scaleform 3.3 is works
real
Yes… different VS version but same toolset version. Dont make me laugh )
Why so arrogant?
That's why the MU community doesn't "go forward".
Some people barely know how to compile something. Keep that kind of comments to yourself, man, it doesn't add up to anything.
in main I use vs2008 + src Louis upd13 s6 and s4 also works
void RenderCircle(int Type,vec3_t ObjectPosition,float ScaleBottom,float ScaleTop,float Height,float Rotation,float LightTop,float TextureV)
{
BindTexture(Type);
vec3_t Light[4];
Vector(1.f,1.f,1.f,Light[0]);
Vector(1.f,1.f,1.f,Light[1]);
Vector(LightTop,LightTop,LightTop,Light[2]);
Vector(LightTop,LightTop,LightTop,Light[3]);
float Num = 12.f;
for(float x=0.f;x<Num;x+=1.f)
{
float UV[4][2];
TEXCOORD(UV[0],(x )*(1.f/Num),1.f);
TEXCOORD(UV[1],(x+1.f)*(1.f/Num),1.f);
TEXCOORD(UV[2],(x+1.f)*(1.f/Num),0.f);
TEXCOORD(UV[3],(x )*(1.f/Num),0.f);
vec3_t Angle;
float Matrix1[3][4];
float Matrix2[3][4];
Angle[0] = 0.f;
Angle[1] = 0.f;
Angle[2] = (x )*30.f+Rotation;
AngleIMatrix(Angle,Matrix1);
Angle[2] = (x+1.f)*30.f+Rotation;
AngleIMatrix(Angle,Matrix2);
vec3_t p,Position[4];
Vector(0.f,ScaleBottom,0.f,p);
VectorRotate(p,Matrix1,Position[0]);
VectorAdd(ObjectPosition,Position[0],Position[0]);
Vector(0.f,ScaleBottom,0.f,p);
VectorRotate(p,Matrix2,Position[1]);
VectorAdd(ObjectPosition,Position[1],Position[1]);
Vector(0.f,ScaleTop,Height,p);
VectorRotate(p,Matrix2,Position[2]);
VectorAdd(ObjectPosition,Position[2],Position[2]);
Vector(0.f,ScaleTop,Height,p);
VectorRotate(p,Matrix1,Position[3]);
VectorAdd(ObjectPosition,Position[3],Position[3]);
glBegin(GL_QUADS);
[COLOR=#ff8c00][B]for(int i=0;i<4;i++)[/B][/COLOR]
{
glTexCoord2f(UV[i][0],UV[i][1]+TextureV);
glColor3fv(Light[i]);
[COLOR=#ff8c00][B]glVertex3fv(Position[i][/B][/COLOR]);
}
glEnd();
}
}
So all effects in game using this function? Like eat all memory and gpu/cpu shinny +7 and above glow?Good... It's time to begin (again). Well you want to know why MU is an old game and what causes so many problems? it's basically because of this:
ZzzEffectMagicSkill.cpp file:
Code:void RenderCircle(int Type,vec3_t ObjectPosition,float ScaleBottom,float ScaleTop,float Height,float Rotation,float LightTop,float TextureV) { BindTexture(Type); vec3_t Light[4]; Vector(1.f,1.f,1.f,Light[0]); Vector(1.f,1.f,1.f,Light[1]); Vector(LightTop,LightTop,LightTop,Light[2]); Vector(LightTop,LightTop,LightTop,Light[3]); float Num = 12.f; for(float x=0.f;x<Num;x+=1.f) { float UV[4][2]; TEXCOORD(UV[0],(x )*(1.f/Num),1.f); TEXCOORD(UV[1],(x+1.f)*(1.f/Num),1.f); TEXCOORD(UV[2],(x+1.f)*(1.f/Num),0.f); TEXCOORD(UV[3],(x )*(1.f/Num),0.f); vec3_t Angle; float Matrix1[3][4]; float Matrix2[3][4]; Angle[0] = 0.f; Angle[1] = 0.f; Angle[2] = (x )*30.f+Rotation; AngleIMatrix(Angle,Matrix1); Angle[2] = (x+1.f)*30.f+Rotation; AngleIMatrix(Angle,Matrix2); vec3_t p,Position[4]; Vector(0.f,ScaleBottom,0.f,p); VectorRotate(p,Matrix1,Position[0]); VectorAdd(ObjectPosition,Position[0],Position[0]); Vector(0.f,ScaleBottom,0.f,p); VectorRotate(p,Matrix2,Position[1]); VectorAdd(ObjectPosition,Position[1],Position[1]); Vector(0.f,ScaleTop,Height,p); VectorRotate(p,Matrix2,Position[2]); VectorAdd(ObjectPosition,Position[2],Position[2]); Vector(0.f,ScaleTop,Height,p); VectorRotate(p,Matrix1,Position[3]); VectorAdd(ObjectPosition,Position[3],Position[3]); glBegin(GL_QUADS); [COLOR=#ff8c00][B]for(int i=0;i<4;i++)[/B][/COLOR] { glTexCoord2f(UV[i][0],UV[i][1]+TextureV); glColor3fv(Light[i]); [COLOR=#ff8c00][B]glVertex3fv(Position[i][/B][/COLOR]); } glEnd(); } }
I see 1 very indiscriminate use of many calls in a row in many functions to the function: glVertex3fv, do you want to fix the client? look for newer alternatives.
So all effects in game using this function? Like eat all memory and gpu/cpu shinny +7 and above glow?
and...?I never say this hahaha my words: "I see 1 very indiscriminate use of many calls in a row in many functions to the function: glVertex3fv, do you want to fix the client? look for newer alternatives."
and...?
You deserve this arrogance, days ago you didn't even believe that it (the source code) existed.
And?
I don't laugh at anyone trying to learn, it's two completely different things.
The client source was practically a hoax inside the MU Online community (you must know it), it was 20 years of waiting for it. It is literally the most important thing that has ever happened since Deathway's realese.
Edit: and as I said drakelv (IGCN) appeared here looking for people to update the client to S16 (and Louis on TUSERVERMU). Not even the big developers believed that it actually existed, that's not being arrogant, it's being realistic, because as I said, 20 years of waiting (LOL).
ops. Lecher warning! Mr.Hit and run! U come and write a crap. where u was when MU-community need something??!! ah, u just leach and run, right!
If u haved sources u would never share it and thats why MU-community is poop, Its poop cuz of people like u!
U should quit and never post again in this topic. . What a shame.
My2Cent. for people who cry why does MU-community is poop. A great example is dude above!