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Tryn

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Tryn last won the day on February 7 2017

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  1. Tryn

    solved [Request]ui.Gauge improvement

    Hm but it turns orange when the dmg get in. And it stops when there is no dmg. They didnt change it just at the end, like yours. It works for the full gaugebar. I think it works like this: 1. DMG gets in. 2. The Red-Gaugebar gets removed 3. The Orange-Gaugebar appears where the red is gone 4. The Orange-Gaugebar moves slowly (like in your first exampel) until it completly disappears. (The range how much of the orange-bar should disappear is constantly updating because if more dmg gets in the orange bar gets "longer". I hope you can understand what i mean.
  2. Tryn

    solved [Request]ui.Gauge improvement

    Its close to that im searching for. If you look at my gif in the first post u can see there is a small effect which shows the gauge in an other color for an moment. But thanks anyways!
  3. Tryn

    solved [Request]ui.Gauge improvement

    Shang is right, i was looking for the effect of the gauge.
  4. Hello together, because im not that good with Python im gonna ask you guys if somebody can help me to archive this: https://puu.sh/BsiBY/a9e9c1aee0.mp4 It's a nice simpel improvment for the gauge in my opinion. If you agree with me let me knew about it and maybe help me out. Thanks in advance Tryn
  5. Tryn

    Hide weapon when you use emotions

    Not needed to fix it, cause i dont use it. But nice kind of post-hunting. Anyways i think a Serverside solution isnt the right way to handel it. Just do it like the officals and change some parts in the client to "pause" the rendering of the weapons if a emotion is in progress.
  6. Tryn

    open Metin2 ingame browser upgrade?

    Metin2 Global added the Chromium Framework to their client. Also i think the officals also upgraded their Webbrowser with the steam publishment. Others i dont know. The Chromium Framework is quiet easy to understand, i would go for this way
  7. Tryn

    Hide weapon when you use emotions

    Nice release, maybe you can fix your little bug, than it would fabulous.
  8. Maybe @xP3NG3Rx can give us/you the Pseudo for this? So we/you can recode it.
  9. Tryn

    [GF] Race height of actors

    I think there are some "bugs". If u mount for example the power mounts the texttail is floating miles above you. Also if you're not riding a mount the texttail above them ("XZY's Horse") is also miles above them. Maybe you can take a look for this "bugs". But nice release anyway. Thanks P3ng3r
  10. Tryn

    open [Search] mob_proto 17.5

    What has the proto to do with quality? If a newbie would get it unpacked it would also be the same proto as marty would had unpacked it. And this isnt something where we need to pay for, it will get pub soon i think. If it would be the complet zodiac run i would rather buy it from marty as from some "nonamed" person. I will just wait
  11. Tryn

    open [Search] mob_proto 17.5

    Ty for this information, but i wont want to buy a source just for getting the structure of the new mob_proto. I just want to get the unpacked proto for the new zodiac monsters, not even with their special skills, just the settings for hp, strength and so on. And the protos get public in a short time normally. This is even a argument why i wouldnt buy such stuff, because it isnt a full system, its just a proto. Even if it isnt public until yet.
  12. Tryn

    open [Search] mob_proto 17.5

    BUMP
  13. Ofc you can't just copy it. Also some skill_proto related changes need do be fit into the source als the new flags which i mentioned above. Dragon Roar for the e.x. is one of the easier skills to get working like offical. Knockback Flags and also Feather Walk are more difficult.
  14. Hello everyone, i want to implement the new "reworked" skill form the offical servers. Here is the changelog: https://board.en.metin2.gameforge.com/index.php/Thread/90435-Changelog-Update-17-5/ Dragon's Roar -> Now with Target Feather Walk -> Drops a Bomb And many more got changed... I got the most parts working but there are still some problems i needed help with. So i dont know how the new Feather Walk is done inner the source code. Because the bomb which gets droped gets displayed there as effect and also just deals damage where it is droped. (This is mostly a few meter behind the character) Also there are some new skill_flags for the source. I will list them here for you: - SKILL_FLAG_KNOCKBACK = (1 << 30), (This will trigger a serverside knochback?) - SKILL_FLAG_BUFF = (1 << 31), (This is for some buff calculations, because as you can see in the changelog buffs are now lower applied to other players than the caster itself) Now the parts im missing of (i changed all the stuff i can get out of the skilltable.txt into my skill_proto at my server): - The Knockback-Flag? Any ideas how serverside knockback should be calculated and executed? - Feather Walk's bomb drop? Any ideas how this should be done?
  15. Hello everybody, i just want to know if there is somebody who has already discovered the new mob_proto structure. Because i want to get the current mob_proto of the update 17.5 for the new zodiac monsters. Thanks in advance
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