[Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

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  1. #151
    Darkness Member Kiosani is offline
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Good... yesterday some persons makes me some question about my effects on added to: "Sparky Pet" :P then... here I leave the most important code

    https://pastebin.com/gxVQyR3K

    PS: Sorry this is NOT my complete custom class added (I think that all people here, knows how to make to code directly his own shits on src, but if this is not his case... can copy me, I... don't have problems with this).
    Last edited by Kiosani; 19-08-21 at 07:03 PM.

  2. #152
    Apprentice zbzalex is offline
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    sad Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Quote Originally Posted by Kiosani View Post
    Good... yesterday some persons makes me some question about my effects on added to: "Sparky Pet" :P then... here I leave the most important code

    https://pastebin.com/gxVQyR3K

    PS: Sorry this is NOT my complete custom class added (I think that all people here, knows how to make to code directly his own shits on src, but if this is not his case... can copy me, I... don't have problems with this).
    omg..

    //
    default: break;

  3. #153
    CAARL, THAT KILLS PEOPLE! SmallHabit is offline
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Quote Originally Posted by Kiosani View Post
    Good... yesterday some persons makes me some question about my effects on added to: "Sparky Pet" :P then... here I leave the most important code

    https://pastebin.com/gxVQyR3K

    PS: Sorry this is NOT my complete custom class added (I think that all people here, knows how to make to code directly his own shits on src, but if this is not his case... can copy me, I... don't have problems with this).
    Why on earth you use this arrays?

    Code:
    int BoneID01[15]={1,2,3,4,5,6,7,8,9,10,11,12,13,14,15};
    int BoneID02[10]={1,2,3,4,5,6,7,8,9,10};
    If you just need indexes from 1 to 15, just use x, it's already defined in a loop:
    Code:
    BoneTransform[BoneID01[x + 1]]

  4. #154
    Darkness Member Kiosani is offline
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Quote Originally Posted by SmallHabit View Post
    Why on earth you use this arrays?

    Code:
    int BoneID01[15]={1,2,3,4,5,6,7,8,9,10,11,12,13,14,15};
    int BoneID02[10]={1,2,3,4,5,6,7,8,9,10};
    If you just need indexes from 1 to 15, just use x, it's already defined in a loop:
    Code:
    BoneTransform[BoneID01[x + 1]]
    Spanish:

    Sí, lo siento (mi error)... En este caso... No es necesario... Por favor, cambie lo que necesite. :) solo es necesario (tal vez) cuando haces una transformación de matriz ósea más compleja... me refiero, por ejemplo, cuando tienes un "esqueleto" más complejo en tu modelo... quiero decir... cuando necesitas crear 1 nueva matriz o una matriz de ID de huesos en los casos en que debe transformar conjuntos de huesos que no forman una secuencia de números de BoneID...

    PD: Es muy divertido Jugar con el código...

    English:

    Yes, sorry (my mistake)... In this case... No need... Please, change whatever you need. :) only needed (maybe) when you do a more complex bone matrix transformation... I mean for example when you have a more complex "skeleton" in your model... I mean... when need to create 1 new matrix or array of bone IDs in cases where you must transform sets of bones that do not form a sequence of BoneID numbers...

    PS: It's so much fun playing around with the code...

    Last edited by Kiosani; 20-08-21 at 03:45 PM.

  5. #155
    NN - Nord & Noob mauka is offline
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Quote Originally Posted by Kiosani View Post
    Good... yesterday some persons
    whats the point of
    if(rand()%2 == 0)
    ?

  6. #156
    Darkness Member Kiosani is offline
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Quote Originally Posted by mauka View Post
    whats the point of
    ?
    You can think on these how a ticker count/delay adder to the Effect man... At the same time: "generate random orders" to show/hide Smoke Lights on Effect and etc... Since Webzen uses this on Unicorn Pet Original Effects. But they have added a: "CompTime Control type" and etc shits on: W_PetActionCollecterUnicorn.cpp or something

  7. #157
    Apprentice Sterwines is offline
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    @Kiosani man

    english: a question i am using muemu s6 kor protocol and i am compiling the original main kor real server, and the character makes the animation of attacking but it does not do any damage. I have already checked all the protocols and apparently they are fine.

    spanish: una pregunta estoy usando muemu s6 protocolo kor y estoy compilando el main kor original real server, y el personaje hace la animacion de atacar pero no hace nada de daño ya revise todos los protocolos y al parecer estan bien.

  8. #158
    Account Upgraded | Title Enabled! ftewegw1 is offline
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Quote Originally Posted by Kiosani View Post
    English:

    Anyway... I think that source codes are only source codes... it doesn't matter if they are from Client Season 6.3 or not, even if they have how to upgrade InGameShop libraries, they still need to know how to fix many errors in the code, for example:

    Spanish:

    De todos modos... creo que los códigos fuente son solo códigos fuente... no importa si son de Cliente Season 6.3 o no, incluso si tienen cómo actualizar las bibliotecas de InGameShop, todavía necesitan saber cómo arreglar muchos errores en el código, por ejemplo:

    on ZzzInventory.cpp file (function: RenderItemName):

    Code:
    #ifdef NEM_FIX_ITEM_NAME_BUG_CALCULATION
        else if(o->Type == MODEL_HELPER+49)
        {
            glColor3f ( 1.f, 0.8f, 0.1f );
            sprintf(Name, ItemAttribute[ITEM_HELPER+49].Name);
        }
        else if(o->Type == MODEL_HELPER+50)
        {
            glColor3f ( 1.f, 0.8f, 0.1f );
            sprintf(Name, ItemAttribute[ITEM_HELPER+50].Name);
        }
        else if(o->Type == MODEL_HELPER+51)
        {
            glColor3f ( 1.f, 0.8f, 0.1f );
            sprintf(Name, ItemAttribute[ITEM_HELPER+51].Name);
        }
    #else // !NEM_FIX_ITEM_NAME_BUG_CALCULATION
        else if(o->Type == ITEM_HELPER+49)
        {
            glColor3f ( 1.f, 0.8f, 0.1f );
            sprintf(Name, ItemAttribute[ITEM_HELPER+49].Name);
        }
        else if(o->Type == ITEM_HELPER+50)
        {
            glColor3f ( 1.f, 0.8f, 0.1f );
            sprintf(Name, ItemAttribute[ITEM_HELPER+50].Name);
        }
        else if(o->Type == ITEM_HELPER+51)
        {
            glColor3f ( 1.f, 0.8f, 0.1f );
            sprintf(Name, ItemAttribute[ITEM_HELPER+51].Name);
        }
    #endif // NEM_FIX_ITEM_NAME_BUG_CALCULATION
    #define NEM_FIX_ITEM_NAME_BUG_CALCULATION // Fix ITEM_HELPER by: MODEL_HELPER (Storm of Crow Boots) (21.08.17)

    Small Explain of this Bug:

    All fuckin* Items on the: "Map Floor". or at least on the: "Actual Viewport Scene"... they must use the: "ITEM_OFFSET_IN_ARRAY" calculation... I mean:

    #define ItemId(x,y) ((x*512)+y) and: #define ObjectId(x,y) ((x*512)+y+1058) is not the same... then: "else if(o->Type == MODEL_HELPER+49)" and: "else if(o->Type == ITEM_HELPER+49)" are NOT the same... :D

    Old Scroll ItemId: ITEM_HELPER+49 = ((13*512)+49) = 6705 (in HEX: 0x1A31), but this is ONLY: ObjectId of: "Storm of Crow Boots" look this:
    Storm Crow Boots ObjectId: MODEL_BOOTS+15 = ((11*512)+15+1058) = 6705 (in HEX: 0x1A31) :D

    Ofcourse: "1058" value depends of your: "enum position Field", because is: "Dynamical", if you add something in the: "Before-Position"... then this number will be: "Changed" or: "Displaced", when you: "Compile" your own: "main.exe".
    but on: "Original source"... 1058 is: ITEM_OFFSET_IN_ARRAY.

    then... (without Fix):



    and... (with Fix):



    English:

    PS: You don't have to be thankful... this is a piece of cake for me. being honest... this Game is full of direct factory errors, what I show you this time is only a small example. OLD SCHOOL RULES!

    PD 2: My Intention is continue (fixing and modifying) this shi* to make a good and new client, I work of: Season 4.6 (because is my favourite Season), I only code for fun this Game:

    Spanish:

    PD: No tienen que estar agradecidos... esto es pan comido para mí. siendo honesto... este Juego está lleno de errores directos de fábrica, lo que les muestro esta vez es solo un pequeño ejemplo. ¡LA VIEJA ESCUELA MANDA!

    PD 2: Mi intención es continuar (arreglando y modificando) esta mierd* para hacer un buen y nuevo cliente, trabajo en: Temporada 4.6 (porque es mi Temporada favorita), solo codifico por diversión este Juego:




    Offtopic:

    PS 3: Wow sobieh is back ! o_O!

    This is not a bug.

  9. #159
    Proficient Member Sam3000 is offline
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Quote Originally Posted by ftewegw1 View Post
    This is not a bug.
    More information please

  10. #160
    Enthusiast MaxSpeed is offline
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    build error in select "Blue Real Server Release", how to fix error this ?
    1>LINK : fatal error C1900: Il mismatch between 'P1' version '20080116' and 'P2' version '20070207'
    1>LINK : fatal error LNK1257: code generation failed

  11. #161
    Member ispyder is offline
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Quote Originally Posted by MaxSpeed View Post
    build error in select "Blue Real Server Release", how to fix error this ?

    Install:

    - Visual Studio 2008 - To have Platform Toolset: v90

    - Visual Studio 2008 Service Pack 1 - To fix the error:
    1>LINK : fatal error C1900: Il mismatch between 'P1' version '20080116' and 'P2' version '20070207'
    1>LINK : fatal error LNK1257: code generation failed
    - Visual Studio 2010 - To be able to see Platform Toolset: v90 in Visual Studio 2019 (This Visual Studio version behaves like a "bridge")

    - Visual Studio 2019 - To have the latest IDE

    To compile with Platform Toolset v140 update the libraries with the ones provided by @YolaxD here:
    - https://forum.ragezone.com/f508/deve...ml#post9092214
    - https://mega.nz/file/9wg02C6J#Cb1QKE...014uqmJhdMbrQw
    - Attachment 170185
    Last edited by ispyder; 22-08-21 at 06:31 PM.

  12. #162
    Darkness Member Kiosani is offline
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    English:

    Well if I have to be honest with all users of this forum... I really don't understand why the hell many people desperately try to copy all game content to: Webzen? The Webzen Corp. has copy the contents in game added (for years)... to many other franchises in the world.

    I ask you to please (all the users present)... that: "Please", don't allow me to lie...

    My proofs:

    Spanish:

    Bueno, si tengo que ser honesto con todos los usuarios de este foro... Realmente no entiendo por qué diablos muchas personas intentan desesperada mente copiar todo el contenido del juego a: ¿Webzen? La Webzen Corp. ha copiado el contenido del juego agregado (durante años)... a muchas otras franquicias en el mundo.

    Les pido por favor (a todos los usuarios presentes)... que: "Por favor", no me permitan mentir...

    Mis Pruebas:





    English:

    PS: The conclusion is obvious... if Webzen Korea, had no problems in: "Stealing" content from: "Star Wars"... then none of us should have: "Problems" if we stole content from them.

    Spanish:

    PD: La conclusión es obvia... si Webzen Korea, no tuvo problemas en: "Robar" contenido de: "Star Wars"... entonces ninguno de nosotros debería tener: "Problemas" si les robamos contenido.

  13. #163
    Darkness Member Kiosani is offline
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Hey look my fuckin* New added NPC to the Game :V


  14. #164
    Enthusiast hawk01 is offline
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    cool Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    very nice, thank so much for release

  15. #165
    Novice sdykae is offline
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Quote Originally Posted by ashlay View Post
    Nice to finally see this source released.
    if anyone still having troubles to compile it here you go fixed include paths and organized a bit for compiling you can use vs2008sp1
    https://www.mediafire.com/file/kes40...9/Main.7z/file

    For the server and client pack I'm using this https://forum.ragezone.com/f197/muse...l-chs-1089244/
    for use this https://forum.ragezone.com/f197/rele...s-1-a-1198573/ source for the gs it need some downgrade because its a bit newer than the main source.
    For the last ones here, @ashlay made a ready to compile sources with some file changes and reference fixes.
    Here is a diff between the original release and his fixes.
    https://gistpreview.github.io/?ccf9a...cae7e5038e900f



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