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masodikbela

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masodikbela last won the day on September 6

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About masodikbela

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  • Birthday 06/23/1997

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  1. masodikbela

    [PyLUA++]Tradehouse

    You can't. Originally it was made this way because using sql queries in quest was too expensive... This whole thing is outdated right now so it would be better to refactor this system.
  2. masodikbela

    c++ Full terrain render

    You can disable the shadows cus as far as I saw that consumes the most... however the whole rendering thing is old and not well optimized, also it could be that I made mistakes in this solution and it could be improved too, but I think the real problem is the rendering itself... Btw the fps in metin is capped at 60 and I had somewhere between 40 and 60 with this on the original map1s(cus the map can also be the problem for your low fps). So in short: no I don't plan to improve it...
  3. masodikbela

    c++ Full terrain render

    Because of obvious reasons I described at the beginning of the topic... Like rendering everything would use more resources than rendering things around your character...
  4. masodikbela

    c++ Full terrain render

    Did you enabled it here?
  5. masodikbela

    c++ Full terrain render

    Maybe I forgot to mention that you have to change the foglevel in the constinfo... For me:
  6. masodikbela

    c++ Full terrain render

    Well if you do the first step, the client will load the whole map into the memory. This would increase the memory usage a little bit but would increase the performance too. Ofc even if the full render is disabled, this can't be disable because like you said I erased the garbage collector. But I think its not that big change, should not cause any problem even on low spec PCs, no need to worry about it.
  7. masodikbela

    c++ Full terrain render

    I haven't thinking about it before so no, but I guess it has a purpose, for example rendering static shadows is way more easier and costs less processing time than rendering dynamic shadows...
  8. masodikbela

    c++ Full terrain render

    The loaded terrains and objects should be cleared when the bool CMapOutdoor::Destroy() is called, which should happen every time when you change map. If you want to make sure if its working as its intended, you can put a MessageBoxA into that function, and it will appear when its called.
  9. masodikbela

    open Expand the view distance?

    Here you are @alondark @K3zX:
  10. masodikbela

    c++ Full terrain render

    Hi there devs, Okay, so after reading the title you may (or may not) have some thougts/questions like "Hollllllllly sh..", "Oooookay..." or just "?". About one or two years ago a mapper questioned me: "Is this possible, to make the whole map visible? Like in normal games? This fog is sooo disgusting, I've could create more beautiful view with a normal fog..." I've tried to do it many ways until finally after some sleepless night I've made it about a year ago. Once it was done I didn't know what to do with it. It was pretty good (I think) but since I'm not a mapper I can't do anything with it. I could have sell it, but since there is no way to protect this code its not an option for me, so I've decided to share it with the public. This TuT gonna be a bit long and there are several things to discuss but FIRST lets watch this video (in the first part I disabled the fog). "Wow, thats actually not bad" this was my first reaction when I first saw this view. BUT enough from me, lets talk about more important things... So I decided to create stages for this tutorial (4 stages actually). Its a normal down-top thing, so it means that you can do stage 1, 2 and then you can stop, but can't do stage 2 without 1, 3 without 2 and 4 without 3... it will help you to customize these modifications. Also I may write some "interesting" (at least for me) notes/thoughts for each stages. However, as you will see the last 2 stages are not ready at the moment, so I would rather say its an experimental release... Anyway, before we start to implement this lets talk about the tests, performance and other more or less important things. Table of content: Stage 1: Removing garbage collectors, loading all map related things into memory ("chunks", objects, etc...) Stage 2: Rendering full terrain Stage 3: Rendering all objects on map [NOT READY YET] Stage 4: Create config for players [NOT READY YET] Performance One of the most important questions about a game: will I be able to play it with my spec? Well of course this depends on much things. Using high poly objects, large maps, HD textures, lots of trees, effects can highly impact the performance/rendering time. So all I can say about it in a nutshell: its really depends on your maps (and of course the player's machine). Until now this old buddy could be ran on almost every computer but with this could change things so this is why I created config for it, enabling or disabling this feature. About my experiences/tests Well the memory usage increased, from the default ~270 MB to ~300 MB (see the explanations later), the processor usage didn't change (~5-10%). About my video card usage I can't tell nothing since I can't monitor it, but I'm sure its usage (both video memory and processing) increased too... You maybe noticed some lag in the video but its not the case, its only because of my recorder, the game is still runs smoothly (remember, its depends on the computer and the map...) If it helps I have a Lenovo U41-70 notebook (Intel i7 5500U, 8GB DDR3 and GeForce 920M) and I used the "(old) wom2 maps". However, I noticed some fps drop with all shadows enabled, and also couldn't test it with many characters (cus the character render consumes so much processing time without this too), so I recommend to disable it by default and if the player decides to use it, he will be able to turn it on. Stage 1 Stage 2 Stage 3 Stage 4 So yeah this is it so far, if you have problem with the code (not compiling, etc) is probably because you did something wrong, I made these steps too on a full untouched client source so it should work for you too... (So pls don't ask me to help with this ) However, if something is not clear in the tutorial you can ask me for pictures or clarification. I didn't test it in dungeons (indoor maps) so there could be problems... Also if you made this and you have some nice maps or you find some great spots for some ingame pictures or videos, feel free to post them here
  11. masodikbela

    [Discuss] How long do you compile client binary?

    I think its hard to compare, the build time depends on the computer: Mostly processor and ssd/hdd write time. Also if you have large libs or large object files that the linker have to put into the binary its even takes more time, for example if you have static python lib or cythonized root it takes so much time, for me sometimes ~10min Btw the difference between Distribute and Release is that there are some #ifdefs that are using distribute's macro, and if its compiled in release some part of the code will work like if it would be in debug (for example the debug strings in the client) because of the mentioned ifdefs check... And yeah also can be some configuration difference too but its vary too...
  12. masodikbela

    open Expand the view distance?

    The view distance only modifies the range for the broadcast packet (I mean with larger viewdistance you will see more players). For the terrain you will need something like this: I made this about a year ago and I wanted to release it a few times before, maybe I will do it sometimes soon, but the best solution for this if it would be disabled by default, and players would have the option to turn it on, cus the "engine" itself can't render much objects, so on low spec pcs it would be an instakill. However, while I was testing it the only mentionable difference I found was with the shadows, if I disabled it the performance was near the same, but I never had the chance to test it on a live server with large amount of players/shops.
  13. masodikbela

    [Preview] Edit map1

    In Hungary players sometimes complaining about that they cant start their clients on WinXP
  14. masodikbela

    solved Compiling source on newest FreeBSD

    Also note that on freebsd 64 bit with gcc the long's length is 64 bit, which is quite irritating when you want to send packets from the client to the server containing long (because they are 32 bits long) so therefore you have to replace the longs on serverside to int or replace the longs on clientside to long longs to match the packets size (only in the packets ofc).
  15. masodikbela

    [PyLUA++]Tradehouse

    You can give it int, or you can change the column name in the system, if you use different column for coins in your website.
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