MUX server and client

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I have the client source
but I dont want to release it now
If someone release the .map files I will consider to share the source
most of all make the client work!!
 
All tools and server sources are released
only client source I don't
If someone release perfect client including map files, I will consider to share client source
 
Already I gave tool sources including scenedegigner and mapviewer
these sources have the .map file loader and .map expoter
so you can study with that files..
 
the scenedegigner and mapviewer don't infact extract the .map file from the graphics file. They export import based on the .map file extention. I've infact have got ingame etc.. with a littlle RE work but im confused some on the bottom end of the structure. IDA can only show so much.
 
loveomg check on your source code if you have this file "131305015.dds"

How SceneDesigner works..

SceneDesigner calls forth scene_designer_config.xml

Code:
<TexturePath Path="Data\Effect\EffectTexture\Scene" />
<RegionPropertyList>
<RegionProperty TYPE="0" NAME="NoDivide" VIEWNAME="δ·ÖÅäÇøÓò" SHAPE="1" R="255" G="0" B="0" A="255" />
<RegionProperty TYPE="1" NAME="NoPK" VIEWNAME="²»¿ÉPKÇøÓò" SHAPE="0" R="0" G="255" B="0" A="255" />
<RegionProperty TYPE="2" NAME="NoBattle" VIEWNAME="²»¿ÉÕ½¶·ÇøÓò" SHAPE="0" R="0" G="0" B="255" A="255" />
 <RegionProperty TYPE="3" NAME="Task" VIEWNAME="ÈÎÎñʼþÇøÓò" SHAPE="0" R="255" G="255" B="0" A="255" />
 <RegionProperty TYPE="4" NAME="Music" VIEWNAME="ÒôÀÖÇøÓò" SHAPE="1" R="255" G="0" B="255" A="255" />
 <RegionProperty TYPE="5" NAME="MusicEffect" VIEWNAME="ÒôÐ§ÇøÓò" SHAPE="1" R="0" G="255" B="255" A="255" />
calls the file location and all the propertys within the .dds file.

From there your able to import the .dds file into the tab and edit the .dds file. When you go to save the file your able to save it as a .dds or .map file.

The client that we are provided are missing most of the .dds files that need to be converted unless someone wants to recreate these they are more than welcome too.

Ive got the SceneDesigner to work and work on the small .dds files that we have but nothing really else to do. I searched thru the client for the tutorial .dds file and made my own for the lulz worked but looks fucked up.

Ive got the entire source to complie under visual studio 2011 and made some of the servers in english instead of chinese. If intrested i can upload those.

For those wondering..

<MapManInfo MapFileName="terrainProperty1001.map" MapSrvID="0" />

comes from Client\Data\Texture\SceneObj\1001 (entire sceneobj folder is made into terrainProperty1001.map)
 
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Code:
bool    CTerrain::ExportTerrainToServer( const char *pszFile,const char *pszMapID )
{
    //char *pszFileLower = new char[strlen(pszFile)+1];
    //strcpy_s( pszFileLower, strlen( pszFileLower)+1, pszFile );

    char pszFileLower[MAX_PATH];
    strcpy_s( pszFileLower, pszFile );

    size_t iLen = strlen( pszFileLower );
    for ( size_t i = 0; i < iLen; ++i )
        pszFileLower[i] = tolower( pszFileLower[i] );

    const char *pszExt = pszFileLower + iLen - 4;        
    if ( strcmp( pszExt, ".map" ) != 0 )
    {
        LOG( "±£´æÖÁ·þÎñÆ÷ÎļþÀ©Õ¹Ãû±ØÐëΪ: map \n" );
        return false;
    }

    FILE *fp;    
    TRY_BEGIN
        // @step0 ´ò¿ªÎļþ
        errno_t err;
    if( ( err = fopen_s( &fp, pszFile, "w+b" ) ) !=0 )
    {
        LOG1( "Îļþ:%s´ò¿ª´íÎó!\n", pszFile );
        return false;
    }    

    // @step1 д°æ±¾ºÅ
    static const DWORD dwVersion = 0x0101;
    fwrite( &dwVersion, sizeof( DWORD ), 1, fp );
    
    // @step1.5 дµØÍ¼±àºÅ
    // ¸ù¾Ý´æ´¢µÄÎļþÃûÅж¨ÊÇ·ñÊÇÁí´æÎªÆäËûµØÍ¼±àºÅ [6/23/2010 hemeng]
    if (pszMapID)
    {
        string strSaveMapID = string(pszMapID);    

        DWORD dwSaveMapID = MyStringToDWORD(strSaveMapID);
        if (dwSaveMapID == m_MapNO)
        {
            fwrite( &m_MapNO, sizeof( DWORD ), 1, fp );
        }
        else
        {
            fwrite( &dwSaveMapID, sizeof( DWORD ), 1, fp );
        }
    }
    else
    {
        fwrite( &m_MapNO, sizeof( DWORD ), 1, fp );
    }
    
    
    
    // @step2 дX,Y
    fwrite( &m_iTotalX, sizeof( int ), 1, fp );
    fwrite( &m_iTotalY, sizeof( int ), 1, fp );

    // @step3 д¸ñ×ÓµÄÊýÄ¿
    int    iGridX = m_iChunkNumX * GRIDINCHUNK;
    int iGridY = m_iChunkNumY * GRIDINCHUNK;
    fwrite( &iGridX, sizeof( int ), 1, fp );
    fwrite( &iGridY, sizeof( int ), 1, fp );

    // @step4 дµØÐÎÊôÐÔ
    for ( int i = 0; i < iGridX*iGridY; ++i )
    {
        fwrite( &( m_pGrids[i].iTerrainProperty ), sizeof( int ), 1, fp );            
    }

    // @step5 ¹Ø±ÕÎļþ
    fclose( fp );

    TRY_END_HANDLE(    fclose( fp ); return false; )

    //ExportTerrainInfo("E:/test/terrainInfo.xml");

    return true;
}

To covert the files into .map files...
 
Nobody succeeded to make .map files?
It quite diffcult job...
Chinese friends, look for the mux client plz
 








Picture 1:
When creating a character gray.

Picture 2:
Assassin error.

Picture 3:
Archer error.

Picture 4:
Mage error.

Picture 5:
Error when entering the game.

Picture 6:
Many buff error writes on mapsrv.

Picture 7:
New error side.

Why only male character to create and 1 a kind of look?
 
Because it is missing files in the client for the other classes. If you look inside the initroleinfo of the client, you will see that only have information for a class.

In other words, we need to fix it based on the server.

Divine
 
Did you got the .map FILES?
How to run the viewmapfile.exe?
It needs mfc110d.dll ,When I download.
It says not install completely.
wHAT I need install before execute viewmapfile?
 
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You can export .map files by scenedegigner
so most of all make work scenedegigner
but it dosent work now maybe got some configuration mistakes
untill now nobody succeeded to run the scenedegigner...
 
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