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

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  1. #46
    Registered dragonvh is online now
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Quote Originally Posted by Bruno Ibanes View Post
    I don't know if my comment will be against the rules, but there is a great MU community called TUSERVERMU (Google it). There they managed to successfully compile the client using different versions of VS (it has a lot of explanatory posts and even a video). They even managed to make CashShop functional.

    The MUEMU S4 source works perfectly with this client. The "Original WZ Sources 1.00.98+MuServer 1.00.95" works too.
    Yes… different VS version but same toolset version. Dont make me laugh :))

  2. #47
    Member Bruno Ibanes is offline
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Quote Originally Posted by dragonvh View Post
    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.

  3. #48
    Account Upgraded | Title Enabled! michi28 is offline
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Quote Originally Posted by Bruno Ibanes View Post
    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


  4. #49
    Member Bruno Ibanes is offline
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Quote Originally Posted by michi28 View Post
    in main I use vs2008 + src Louis upd13 s6 and s4 also works

    Ah yes! This too. Actually, Louis' emulator is based on the MUEMU leak, he does a good job, I'm his client.

  5. #50
    Member zhangqian is offline
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    is there have someone make a tourist about ,that us louis emu then how to remove main.dll and add the functions to main.exe,,beacuse we now we have the source code of main,thanks.


    从我的 iPhone 发送,使用 Tapatalk

  6. #51
    Registered wagnerspg is offline
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Quote Originally Posted by Bruno Ibanes View Post
    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.


    You deserve this arrogance, days ago you didn't even believe that it (the source code) existed.

  7. #52
    Registered zbzalex is offline
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    may be try build client on linux. because the client use only opengl. cut wzaudio and etc and work..
    i understand correctly or not? thnx and dont hit me hard ^__^

  8. #53
    Darkness Member Kiosani is online now
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    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);        
    for(int i=0;i<4;i++)        
    {            
    glTexCoord2f(UV[i][0],UV[i][1]+TextureV);            
    glColor3fv(Light[i]);            
    glVertex3fv(Position[i]);        
    }        
    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.

  9. #54
    Ultimate 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 Kiosani View Post
    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);        
    for(int i=0;i<4;i++)        
    {            
    glTexCoord2f(UV[i][0],UV[i][1]+TextureV);            
    glColor3fv(Light[i]);            
    glVertex3fv(Position[i]);        
    }        
    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?

  10. #55
    Darkness Member Kiosani is online now
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Quote Originally Posted by Sam3000 View Post
    So all effects in game using this function? Like eat all memory and gpu/cpu shinny +7 and above glow?
    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."

  11. #56
    Registered zbzalex 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
    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...?

  12. #57
    Darkness Member Kiosani is online now
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Quote Originally Posted by zbzalex View Post
    and...?
    And... maybe can use more your: "Imagination" and write on google: "Alternatives to use glVertex3fv in code C++" and read methods of display lists how this: http://rodolphe-vaillant.fr/?e=8
    Last edited by Kiosani; 30-07-21 at 04:09 PM.

  13. #58
    Member Bruno Ibanes is offline
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Quote Originally Posted by wagnerspg View Post


    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).
    Last edited by Bruno Ibanes; 30-07-21 at 04:38 AM.

  14. #59

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

    finally, waited so long. thanks.

  15. #60
    Ultimate Member Odisk is offline
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Quote Originally Posted by Bruno Ibanes View Post
    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).

    there are many things that you can't even imagine.
    when you did that post, the pdb already existed. only you didn't have it;)
    this is wanted.



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