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Recent content by Regz

  1. Regz

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

    Odisk - Sven implemented it a long time ago. You must be registered for see element.
  2. Regz

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

    You adding custom skills, so try to add this new master skills and show how to do this. //Index Name Damage MP BP Range Radio Delay Type Effect ReqLevel ReqEnergy ReqLeadership ReqKillCount ReqGuildStatus DW DK FE...
  3. Regz

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

    Here are described new master skills like Blood Storm, Earth Prison. We need names of BMD + Effect + structs like PLAYER_SKILL_.... You must be registered for see element.
  4. Regz

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

    Who? I using MuEmu (X-Team) without Louis changes.
  5. Regz

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

    That is not bugged in in my main. Your problem is ->angle of item. You can check louis / sven / qbit or someones other repository to check the difference you have.
  6. Regz

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

    Yes but i have no IDA Pro. When You remove old enums, all errors == references. But You must know how conditional statements works to solve this problem. The code is not thread safe. It can cause problems.
  7. Regz

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

    But remember, hardest part is implement all Master Skills + adding new like blood storm skill for knight.
  8. Regz

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

    Just render some textured circular walls around the character before skydome. I released GUI for Master Level Tree in attachments! Arrows fixed: You must be registered for see element. Tutorial how to fix Master Skills - Remove old skills from Your skillmanager / skill enum. - Remove all...
  9. Regz

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

    You must be registered for see element.
  10. Regz

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

    This function is useless... Better is setup fog in OpenGL like this: GLfloat params[4] = { 0.f, 0.f, 0.f, 0.f }; glEnable(GL_FOG); glFogfv(GL_FOG_COLOR, params); glFogf(GL_FOG_MODE, GL_LINEAR); glFogf(GL_FOG_DENSITY, 0.001f)...
  11. Regz

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

    Show me Your usage of this
  12. Regz

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

    Check effect i sent in previous post
  13. Regz

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

    You mean that particle effect? vec3_t Light; Vector(0.07f, 0.07f, 0.07f, Light); int ff = 200.0f; vec3_t TargetPosition = { 0.f, 0.f, 400.f }, TargetAngle = { 0.f, 0.f, 0.f }; TargetPosition[0] = Hero->Object.Position[0] + (300 - ff +...
  14. Regz

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

    Its better to load this only one time per map. void CMapManager::Load() // OK { gSkyDome.GenerateSkyDome(600.0f, 5.0f, 5.0f, 1.0f, 1.0f); gSkyDome.LoadSkyDome(); and draw in ZzzScene in bool RenderMainScene() after ScreenVector: CreateScreenVector(MouseX, MouseY, MouseTarget)...
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