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

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How did you fix it bro ?
Here
///////////////////////////////////////////////////////////////////////////////// 정보창 랜더링(도움말, 아이템, 스킬 정보창에 사용)///////////////////////////////////////////////////////////////////////////////char TextList[50][100];int TextListColor[50];int TextBold[50];SIZE Size[50];

My project :D
 
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/////////////////////////////////////////////// //////////////////////////// Rendering of information windows (used for help, item, and skill information windows)/////// /////////////////////////////////////////////// ////////////////////char TextList[50][100];int TextListColor[50];int TextBold[50];SIZE Size[50];

I already changed that but no fix :S
 
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/////////////////////////////////////////////// //////////////////////////// Rendering of information windows (used for help, item, and skill information windows)/////// /////////////////////////////////////////////// ////////////////////char TextList[50][100];int TextListColor[50];int TextBold[50];SIZE Size[50];

I already changed that but no fix :S

you can post pictures
 
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dsw_pool - [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2] - RaGEZONE Forums
Screenshot_1 - [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2] - RaGEZONE Forums
dsw_pool - [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2] - RaGEZONE Forums
 

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exactly, this error i asked before also in this post but no one knows, code this can fix:

char TextList[50][100];
int TextListColor[50];
int TextBold[50];
SIZE Size[50];

tf1BN2h - [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2] - RaGEZONE Forums
 

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Set Item FIX
Thanks to zipper20032 For Helping on that!

Code:
void CSItemOption::CheckItemSetOptions()
{   
     BYTE byOptionList[30] = { 0, };    
     ITEM* itemTmp = NULL;    

     ZeroMemory(m_bySetOptionList, sizeof(BYTE) * 16);   

     for (int i = 0; i < MAX_EQUIPMENT_INDEX; ++i)   
     {       
           if (i == EQUIPMENT_WING || i == EQUIPMENT_HELPER)       
           {       
                continue;       
           }        

            ITEM* ip = &CharacterMachine->Equipment[i];    

            if (ip->Durability <= 0)    
            {       
                  continue;     
            }  

            if ((i == EQUIPMENT_WEAPON_LEFT || i == EQUIPMENT_RING_LEFT) && itemTmp->Type == ip->Type && temTmp >ExtOption == (ip->ExtOption % 0x04))
            {
                  continue;
            }

            if (ip->Type > -1)
            {
                 checkItemType(byOptionList, ip->Type, ip->ExtOption);
            }

            if (i == EQUIPMENT_WEAPON_RIGHT || i == EQUIPMENT_RING_RIGHT)
            {
                  itemTmp = ip;
                  itemTmp->Type = ip->Type;
                  itemTmp->ExtOption = (ip->ExtOption % 0x04);
            }
      }

      calcSetOptionList(byOptionList);
      getAllAddStateOnlyAddValue(&CharacterAttribute->AddStrength, &CharacterAttribute->AddDexterity, &CharacterAttribute-      >AddEnergy, &CharacterAttribute->AddVitality, &CharacterAttribute->AddCharisma);
    
     WORD AllStrength = CharacterAttribute->Strength + CharacterAttribute->AddStrength;    
     WORD AllDexterity = CharacterAttribute->Dexterity + CharacterAttribute->AddDexterity;   
     WORD AllEnergy = CharacterAttribute->Energy + CharacterAttribute->AddEnergy;    
     WORD AllVitality = CharacterAttribute->Vitality + CharacterAttribute->AddVitality;    
     WORD AllCharisma = CharacterAttribute->Charisma + CharacterAttribute->AddCharisma;    
     WORD AllLevel = CharacterAttribute->Level;    ZeroMemory(byOptionList, sizeof(BYTE) * 30);    

     memset(m_bySetOptionList, 255, sizeof(BYTE) * 16);   

     for (int i = 0; i < MAX_EQUIPMENT_INDEX; ++i)
     {        
           if (i == EQUIPMENT_WING || i == EQUIPMENT_HELPER)
          {
               continue;
          }

          ITEM* ip = &CharacterMachine->Equipment[i];

          if (ip->RequireDexterity > AllDexterity || ip->RequireEnergy > AllEnergy || ip->RequireStrength > AllStrength || ip->RequireLevel > AllLevel || ip->RequireCharisma > AllCharisma || ip->Durability <= 0 || (IsRequireEquipItem(ip) == false))                 {
              continue;
         }

         if (((i == EQUIPMENT_WEAPON_LEFT || i == EQUIPMENT_RING_LEFT) && itemTmp->Type == ip->Type && itemTmp->ExtOption == (ip->ExtOption % 0x04)))
         {
              continue;
         }

         if (ip->Type > -1)
         {
                  checkItemType(byOptionList, ip->Type, ip->ExtOption);
         }

         if (i == EQUIPMENT_WEAPON_RIGHT || i == EQUIPMENT_RING_RIGHT) 
         {
                  itemTmp = ip;
                  itemTmp->Type = ip->Type;
                  itemTmp->ExtOption = (ip->ExtOption % 0x04);
         }
     }

     UpdateCount_SetOptionPerEquippedSetItem(byOptionList, m_arLimitSetItemOptionCount, CharacterMachine->Equipment);           calcSetOptionList( byOptionList );
}
 
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The compiled GS is blank after running, and disappears after a while, and there is no crashed dmp file


dsw_pool - [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2] - RaGEZONE Forums
 
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You would need to debug your running GS to see where it gets stuck in the code.
Also, in Visual Studio, you need to set the Working Directory path so after you compile and build the GS, it would start by using your server's data.
Make sure your GS path for "data" folder is correct, or just copy & paste your freshly compiled GS to your GameServer folder.
 
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