Finally got it to work on my Desktop (Vista Home Prem x64).
Don't remember how though :s
Just fiddling around with a few things then boom... worked -.-
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Finally got it to work on my Desktop (Vista Home Prem x64).
Don't remember how though :s
Just fiddling around with a few things then boom... worked -.-
damn.. ive downloaded everything that BBiM told to download but it still dont work for me.. will.. back to botsmall.. lol
Ok for anyone that wants to run it on x64 machines just download and install Visual C++ Express and it should work.
For this error, as I was getting.
I think it started working after I installed my VS2008 Pro, but you should get all the same things (latest .net, sdk's and all that with the Express download as well)Quote:
Originally Posted by Dexboy
http://i39.tinypic.com/2vciyb9.jpg
So there;s a simple solution to that.
Well i guess your guide wont work for me coz im using Windows Xp 32bit..
creed it shud do the trick for xp too lol, im not sure why its not working on XP 32 bit seeing as im on vista 32bit and it worked for me... (vista & xp support same stuff) so yours shud work..
After a lot of research, I think I found why it dont work, here are my thoughts:
- The default compile of visual C++ is for debug mode, which use debug dlls
- Visual C++ runtime librarys just come with dlls for release mode
- The source was compiled using debug mode
Solutions:
- Wait until friday when we will release a compiled version with release mode
- Install Visual C++
Im not 100% sure, but almost.
Well for the users that are having some problems with it atm, can have a temporary fix until Friday. :P
RAWR Friday is in two days
what is an Flyff Emulator?
i use Emulators for like GBA and Snes on the comp all the time... im guessing this is completely different.
how is it different from using regular server files?
..(yes i am a noob, but a noob learning is better than a noob 4ever)...
Im pretty sure the release on Friday will surprise all of us ( in a good way ) ;)
its almost 2 hours before the official release..
MABUHAY "RHISIS"
http://i654.photobucket.com/albums/u...9/20526ey4.gif
http://i654.photobucket.com/albums/u...sisbanner1.png
Excuse me mr. akitasha, what website that i can use in rhisis emulator?
or it is under development?
http://i654.photobucket.com/albums/u...9/20526ey4.gif
http://i654.photobucket.com/albums/u...sisbanner1.png
wishly, please don't forget to include my credits under your signature.
im so sorry minimagi, hehehe
i edit your sig with your name..
peace
http://i654.photobucket.com/albums/u...9/20526ey4.gif
I think you sir are confused, we don't release until friday which is two days away.
Our forums are currently located at http://rhisis.freeforums.org/
is the Emu gonna b V11, or V12, like full Awakes and tower availability?
Our packets are based off the fame client which is based in v11, i think, I hope some else can confirm that, awakenings aren't coded yet, still waiting on a proper explaination on what they are, I would suggest if you've played flyff actively and know what it is, maybe you could explain it to me, I haven't played flyff since eFlyff implemented v9 or w/e whenever the pets were implemented.
well an Awake is giveing a special stat to a peice of armor, or weapon, it can be either good or bad, and iin V11 Awakening was only avvailable on Weapons and Suits, And in V12 it is available for Helmet boots and gaunts as well.
so this is based off of Fames server, in otherwords what i find in fame is what i can expect to find on the Emu?
Um I didn't say that, I've never played on Fame's server, they have the original software from what I gather, we can try to emulate whats on Fame's server, but it's still in developing phase. Maybe in couple of months or years(?), depending if we get more active developers to help we can be a competitive emu to Caali's.
well yes but just like caali files people will be able to add the tower and new mobs but wont be entirly correct if you know what i mean
@Akitasha your server is allready competing with caali files :) even in development stage hell by reading what is dont and what needs to be done a few minor tweaks here and there through in a awaking system and you pretty much have the same content as caali files
and the release on friday call it a official alpha test release becuase it may still need work but may be playable
Good luck Everyone... im so glad to see the progress of this project.. Well thanks to BBim, Akitasha and of course Sir Glaphan.... More power!!!!
Btw, converting your website from caali to Rhisis shudnt b hard ;)
changing the tables and edit the codes I think that will not consume a lot of hours ^__^
I will try to make my own after the official release XD
lol, the SQL database has to be the same, you will just have to modify the register page that you currently using.... ( 5 minutes of work ) I cant wait for the release!
Soon the Source must be realse its 14:13 ^-^
actually the countdown is done ;D I cant wait anymore hahaha
yeah me too ! it schould be released by now but i have aki on msn and it says @ work maybe when she comes home she wil release it ,,
people its friday but itws still morning so dont be impatient just bc your in a diffrent timezone >.>
arghhhh D:..
can't w8 for it
*waiting patiently*
Lol there is an hour left and 24 mins left and I just got home from Class along with BiM told he's not going to be home all day, so still need to put the final touches on the release
argh!!curse u BiM,hahaha :D..Quote:
Lol there is an hour left and 24 mins left and I just got home from Class along with BiM told he's not going to be home all day, so still need to put the final touches on the release
luck with you akitasha,hope u dont mess it while
figthing against time to finish it :D
No realse ?
Lets wait a bit more for Akitasha.
he fave a time people lol cant wait I want to fix stuff on an updated source since I was robed of my chance by people leaking the source and them moveing and being perinoid ~_~ then I get flamed saying I havnt helped when in truth I was never given the chance... now I can do somthing once this is releases :DDD
Release is out, includes a compiled release and svn link.
Do post any bugs as soon as possible it was short-term notice, the game-server wasn't connecting to the char-server so it was compiled in debug mode, but the other two servers are in release mode.
http://rhisis.freeforums.org/officia...-t26.html#p125
I'm going to check this out, seems to be awesome... Good luck mate and thank and thanks for sharing!
Its okay lol people can wait, btw for the official release, i recomend making a topic in the Release section ;)
After I chose a character it don't go on, the character just moves but it don't enter the world ;(
A bit later "Cannot Connect to the Game"
go get some sleap lol.....
Sweet release, I can start working on the ISC server now
I've would be glad if u could upload the source too, i tryed to copy and past the source files from the SVN but i get this error while i compile LoginServer
Code:Linking...
FlyFFServer.obj : error LNK2019: unresolved external symbol "public: __thiscall Selector::~Selector(void)" (??1Selector@@QAE@XZ) referenced in function _main
FlyFFServer.obj : error LNK2019: unresolved external symbol "public: __thiscall Acceptor::Acceptor(char *,int,class Selector *,class AbstractPlayerFactory *)" (??0Acceptor@@QAE@PADHPAVSelector@@PAVAbstractPlayerFactory@@@Z) referenced in function _main
FlyFFServer.obj : error LNK2019: unresolved external symbol "public: __thiscall Selector::Selector(void)" (??0Selector@@QAE@XZ) referenced in function _main
PacketCreator.obj : error LNK2019: unresolved external symbol "public: void __thiscall PacketHandler::sendPacket(unsigned char *,int)" (?sendPacket@PacketHandler@@QAEXPAEH@Z) referenced in function "public: void __thiscall Player::sendPacket(unsigned char *,int)" (?sendPacket@Player@@QAEXPAEH@Z)
..\..\Binary\\LoginServer.exe : fatal error LNK1120: 4 unresolved externals
I uploaded Binary and Source for you. Here it is: http://rapidshare.com/files/217242212/Binary_Source.rar
I did use TortoiseSVN but still i get these errors :x
Code:Linking...
FlyFFServer.obj : error LNK2019: unresolved external symbol "public: __thiscall Selector::~Selector(void)" (??1Selector@@QAE@XZ) referenced in function _main
FlyFFServer.obj : error LNK2019: unresolved external symbol "public: __thiscall Acceptor::Acceptor(char *,int,class Selector *,class AbstractPlayerFactory *)" (??0Acceptor@@QAE@PADHPAVSelector@@PAVAbstractPlayerFactory@@@Z) referenced in function _main
FlyFFServer.obj : error LNK2019: unresolved external symbol "public: __thiscall Selector::Selector(void)" (??0Selector@@QAE@XZ) referenced in function _main
PacketCreator.obj : error LNK2019: unresolved external symbol "public: void __thiscall PacketHandler::sendPacket(unsigned char *,int)" (?sendPacket@PacketHandler@@QAEXPAEH@Z) referenced in function "public: void __thiscall Player::sendPacket(unsigned char *,int)" (?sendPacket@Player@@QAEXPAEH@Z)
..\..\Binary\\LoginServer.exe : fatal error LNK1120: 4 unresolved externals
Donwload the source and binary files. Leines upload to rapidshare
I got the penya rate working from the config file, -feels proud- Here's how I did it:
Open up GameServer/drops.cpp, find;
Change it to:Code:int numb = (int)rand_gen.rand(maxPenya - minPenya) + minPenya;
if (numb > 0)
{
I do not know if this is efficent, but it works :3Code:int numb = (int)rand_gen.rand(maxPenya - minPenya) + minPenya;
if (numb > 0)
numb = numb * Server::getGlobalPenyaMultiplier();
{
I'm working on to make the mobs drop more than 1 item now.
The drop rate does affect the %chance of getting the item right?
Ex. If you got 1x drop, the item got 10% of being dropped. With 2x drop = 20%?
Hope I helpt someone, cheers :>
But the drops are bugged..
- If drops are decided to be spawned, it spawns a penya bag and the item. (Normal right?)
- But sometimes the monster doesn't drop anything.. (penya bag should ALWAYS spawn!)
- And if you put more items in the drop file, it will only drop the first one (as in not taking all items into array properly)
Thats one thing every private server lacks, if you arent above .. 15 levels or 20 level above the monster, then the monster must always drop penyabag, and an item if the chance is high enough for that..
I would love to help you guys with this, but I'm adding the attack skills to osaFlyFF...
~ Nicco
The drops are not bugged for me :o It's just that the position of the dead monster aint always correct. I'm working on the drops, currently my mobs drop more than 1 item. But need to fix some bugs :>
I'll share this when/if I fix it unless the team already fixed it before me ^^
Btw, what's new in revision 18?
I think I got a fix for the drops now :>
Penya/Drop rate works now.(I hope :o)
Mobs drop more than 1 item, and the max items dropped should work.
Change in drop.cpp:
To:Code:int numb = (int)rand_gen.rand(maxPenya - minPenya) + minPenya;
if (numb > 0)
{
For the drops, change:Code:int penyaRate = Server::getGlobalPenyaMultiplier();
int numb = (int)rand_gen.rand(maxPenya - minPenya) + minPenya;
if (numb > 0)
numb = numb * penyaRate;
{
To:Code:double chance = 0;
int dropped = 0;
for (size_t i = 0; i < items.size(); i++)
{
chance = rand_gen.rand(100);
if(chance <= items.at(i)->chance)
{
dropped++;
ItemSpawned *Item2Spawn = new ItemSpawned(items.at(1)->item, player->getId(), true);
// remove used old slot and add it in the unused slot
Item2Spawn->getItem()->setAmount(1);
Item2Spawn->setPos(mob->getPos(false),false);
Item2Spawn->setWorld(mob->getWorld());
}
if(dropped > maxItems)
break;
}
I hope it did it the right way, and it will help in the development :>Code:double chance = 0;
int dropRate = Server::getGlobalDropsMultiplier();
int dropped = 0;
for (size_t i = 0; i < items.size(); i++)
{
chance = rand_gen.rand(100);
items.at(i)->chance = items.at(i)->chance * dropRate;
if(chance <= items.at(i)->chance)
{
ItemSpawned *Item2Spawn = new ItemSpawned(items.at(i)->item, player->getId(), true);
// remove used old slot and add it in the unused slot
Item2Spawn->getItem()->setAmount(1);
Item2Spawn->setPos(mob->getPos(false),false);
Item2Spawn->setWorld(mob->getWorld());
dropped++;
}
if(dropped+1 > maxItems)
break;
}
@Dumle
Nice to see people working on it and sharing the source :P
I was so happy that the drop code worked that I forgot to think of somethings :P
The drop rate(penya and items), from what I notice receives a penalty according to level difference, that why a level 60 will hardly drop even penya from an aibatt.
Oh, your code is nice but it would be better to multiple at start up, so it wont make the calculation everytime.
this prodject looks quite intresting hmmmm
hey is it me or the gameserver keep crashing barely 5 minutes after running?
[Edit]
Okay, I wasn't really doing anything much... just let it run and before even 5 minutes, crashed! Tried alot of times and same result...
Client used is fame. Poor compilation?
{Edit]
Problems resolved. Thanks.
well what are doing when it crashes?
you must be more descriptive when you post something like that.
EDIT:
BBim something else came to mind about the drops. when there are multiple drops I notice it drops in a circle around where the mob was. so you would need to create a radius algorithm storing all those coordinated in about 10.00 radius. then you can assign them to the coordinates so it looks better and not like a stack of items.
ok so i got game server login server to work but i dled the official release and then the binary and both of there char server wont work ._. there are no errors besides this one.
This Apllication has failed to start the apllication configuration is incorrect. reinstalling the application may fix the problem.
ok so i compiled it on my laptop andit runs on there so i tried it here and it doesn't run on here either.
Laptop = Vista 32bit
Desktop = Xp 32bit
any hints?
(P.S Rhisis forums don't wanna load for me atm so ya ._. il repost this on there when i does)
thought so. any hints on why mine would fail at number 5 of the express edition ? but my vista one works >.>.
I didnt get what you mean, but it should be compiled at VC++ 2008(9 if im not wrong).
http://www.microsoft.com/express/vc/
Visual C++ 2008 Express
You don't need to add anything to this, install and compile, if it doesn't work with linking or anything, its your windows, NOT the project!
Make sure you have .NET and SERVICE PACK!
As far as I've tried with C++, it depends Extremly on wether you have .NET & Service Pack, and it also depends on what version.
I don't recommend trying to make it compile if you have a cracked windows, because sometimes you need the latest service pack and some windows doesn't allow you to just install an exe, has to go trough the windows update.
I have failed to compile C++ projects around a million times, but the only real Fix is to reinstall windows, to one that you can update windows and have everything updated. Then and only then it will compile without any modifications!
~ Nicco
just to be on the safe side. reinstall VS C++ 2008 and get the latest .NET framework. 3.5 is what I use. Even though I have 64x Vista, I make sure and compile it as Win32 and not 64. 32 (or x86) is cross platform for both processor styles. 64x is not backwards compatible and will only work for 64x windows XP and Vista.
This is a problem I knew we would run into.
Lol, I never really thought about compiling win32 applications when I had x64 windows XP...
I installed XP home which I bought few years agoe just to test Rhisis =P, hahaha...
I reinstall my pc more than I change underwear O_o
I think I got the working code for adding items into inventory(picking up drops, buying, !item) and they'll stack.
So I'll share my code with you guys and hope I did something good :)
Open up GameServer/Inventory.cpp and find "bool Inventory::addItem(Player* player, Item* item, int itemId)" function.
Replace the function with this code:
Hope it's working properly for you guys, I've been working on this some days now ^^.Code:bool Inventory::addItem(Player* player, Item* item, int itemId)
{
PlayerInventory* inventory = player->inv;
if(inventory->getFirstUnunsedSlot()==-1 || inventory->getFirstUnunsedSlot()>42)
{
MessagePacket::InformationMessage(player,TID_GAME_LACKSPACE);
return false;
}
//Collect all the item ids in inventory thats not equipped.
vector<int> item_list;
vector<int> slot_list;
vector<int> amount_list;
for(unsigned int index = 0; index<42; index++)
{
if(inventory->getItemBySlot(index)!= NULL)
{
item_list.push_back(inventory->getItemBySlot(index)->getItemId());
slot_list.push_back(index);
amount_list.push_back(inventory->getItemBySlot(index)->getAmount());
}
}
//Log(MSG_DEBUG,"Size of item_list %d\n",item_list.size());
// use the list_item to check if the passed item is in the inventory
int itemAdded = 0;
if(item_list.size()>0)
{
for(unsigned int index = 0; index<item_list.size();index++)
{
// If the item is found
if(item_list.at(index) == itemId)
{
ItemBank *itembank = ItemBanks::getItemBankById(item->getItemId());
if(item->getAmount() > ItemBanks::getItemBankById(item->getItemId())->maxItems)
item->setAmount(ItemBanks::getItemBankById(item->getItemId())->maxItems);
else if(item->getAmount() < 0)
{
item->setAmount(0);
itemAdded = 1;
return false;
}
else if(amount_list.at(index) < itembank->maxItems)
{
Item* newItem = new Item();
newItem->setItemId(item->getItemId());
newItem->setAmount(amount_list.at(index) + item->getAmount());
inventory->removeItem(inventory->getItemBySlot(slot_list.at(index)));
inventory->removeUsedSlot(slot_list.at(index));
int newSlot = slot_list.at(index);
inventory->addUsedSlot(newSlot);
newItem->setSlot(newSlot);
InventoryPacket::addItem(player, newItem, newSlot);
inventory->addItem(newItem);
InventoryPacket::updateSlot(player, newItem, newSlot);
itemAdded = 1;
break;
}
else
continue;
}
}
if(itemAdded == 0)
{
int newSlot = inventory->getFirstUnunsedSlot();
inventory->addUsedSlot(newSlot);
item->setSlot(newSlot);
InventoryPacket::addItem(player, item, newSlot);
inventory->addItem(item);
InventoryPacket::updateSlot(player, item, newSlot);
InventoryPacket::updateInventorySlot(player, item, newSlot, false);
itemAdded = 1;
}
}
else
{
int newSlot = inventory->getFirstUnunsedSlot();
inventory->addUsedSlot(newSlot);
item->setSlot(newSlot);
InventoryPacket::addItem(player, item, newSlot);
inventory->addItem(item);
InventoryPacket::updateSlot(player, item, newSlot);
itemAdded = 1;
}
item_list.clear();
amount_list.clear();
slot_list.clear();
itemAdded = 0;
return true;
}
Edit: I'm not sure about the
part. I replaced it before I could test it. (Don't really want to test it 2 AM ;3).Code:else
continue;
I will test it tomorrow :>
keep updata
suport project^^
sorry for my bad eng
We sort of "stole" your executable icons (actually I found it on devian-tart).
If you want us to change, send a message ;)
ok there seems to be an external link error in it
Code:1>------ Build started: Project: GameServer, Configuration: Debug Win32 ------
1>Compiling...
1>rcvd_packets.cpp
1>Linking...
1>rcvd_packets.obj : error LNK2019: unresolved external symbol "public: static bool __cdecl Inventory::moveItem(class Player *,unsigned char *,int)" (?moveItem@Inventory@@SA_NPAVPlayer@@PAEH@Z) referenced in function "public: bool __thiscall Player::processRecv(struct recvPacket *)" (?processRecv@Player@@QAE_NPAUrecvPacket@@@Z)
1>..\..\Binary\\GameServer.exe : fatal error LNK1120: 1 unresolved externals
1>Build log was saved at "file://c:\Users\<removed for privacy reasons>\Desktop\rev_36\Source\GameServer\Debug\BuildLog.htm"
1>GameServer - 2 error(s), 0 warning(s)
========== Build: 0 succeeded, 1 failed, 1 up-to-date, 0 skipped ==========
first of all might I add what is this "packet" I know it has somthing to do with an equipment slot but there is nothing in player by that name
Official Release: Next Week Friday?
Is this priject dead or what?
I cant see any updates.
It's in closed source and they are still working on it.
It is not dead, it changed to closed source some time ago, then me and aki got busy so the project rested for one month, now we are back and making it from scratch, it will take some more time to finish but will worth it because it will be damn more stable and will run on linux.
Hey...I'd like to know if I could stay updated with your files :D...Would mean a lot...A simple email would be great with updates/release...
necrovampire666@hotmail.com
necrorandy1234@yahoo.com
Would be highly appreciated :D...
Thank you...
welcome comeback
keep the Heart
good luck!
how far is this project now anyway :rolleyes: in % XP can't wait to see the source and stuf (if its still gonna be open source) :X
Good luck Akitasha and BBim ! continue your good work !
where is the download for this... I wanted to see how I could create a Web Page for this server....
http://forum.ragezone.com/f457/relea...-0-2-a-571181/
Project Ninja Update:
We've gone into Open Beta
http://rhisis.servegame.org