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Sonitex

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Sonitex last won the day on May 27

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About Sonitex

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  • Birthday April 19

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  1. Sonitex

    [Bugfix]Dungeon music

    Actually I was wrong, there would have to be more than or equal to 10000 dungeons of same type because, (mapIndex * 10000 + 10000) / 10000 > mapIndex and we wouldn't get original mapIndex but mapIndex+1 or more, depends on dungeon instances. For some reason I thought it would round up the number, but it's type is integer so it is not possible so I just said 3500 just to give an idea. I apologise for that. Sure, I would love to see that happen. There isn't a server with more than 3000 unique players right now, but you would need more than 10000 unique players(as I corrected myself earlier), each one creating their own dungeon, good luck with that one. If you are referring to having more than 10000 dungeons, it is just not possible, if not I'd love to hear those 'new bugs' and will happily fix them.
  2. Sonitex

    [Bugfix]Dungeon music

    Hey community! When you specify which music you want to play in your dungeon map at settings.lua, it is always getting replaced with previous map's one(From which you were teleported to). This is happening because each dungeon has it's own unique map index and game cannot locate it from settings. Here is a simple fix to get original index of that map, it should work as long as you do not have like 10000 dungeon instances of same type, which isn't possible with current Metin2 player count I believe. In char.cpp search for: void CHARACTER::MainCharacterPacket() Replace this variable with the following: const unsigned mapIndex = GetMapIndex(); const unsigned mapIndex = GetMapIndex() < 10000 ? GetMapIndex() : GetMapIndex() / 10000; Greetings, Sonitex
  3. Sonitex

    Baseball cap

    Not the hero we deserve but the hero we need Amazing work!
  4. Sonitex

    solved take quest trigger

    Ugh sorry for not understanding you, I guess you have to list every single NPC in there, there is no way around it sadly unless you edit source...
  5. Sonitex

    solved take quest trigger

    when 9001.take begin if item.vnum == 19 then ... end end
  6. Sonitex

    open [Searching] Sound Files..

    That is because client searches sound file for each effect in client, but not all effects have sound files.. Another weird code by YMIR :/
  7. Sonitex

    open EXP problem

    char_battle.cpp static void GiveExp(LPCHARACTER from, LPCHARACTER to, int iExp) iExp = MIN(to->GetNextExp() / 10, iExp); You can not receive more than 10% of experience. Comment this line if you wish to remove this feature.
  8. Sonitex

    c++ Metin2 - Graphic Mask Control

    void CInstanceBase::Update() if (IsPet()) { if (CPythonSystem::instance().IsHidePets()) { if (!IsAffect(AFFECT_INVISIBILITY)) { __SetAffect(AFFECT_INVISIBILITY, true); m_kAffectFlagContainer.Set(AFFECT_INVISIBILITY, true); } } else { if (IsAffect(AFFECT_INVISIBILITY)) { __SetAffect(AFFECT_INVISIBILITY, false); m_kAffectFlagContainer.Set(AFFECT_INVISIBILITY, false); } } }
  9. Sonitex

    open Expand the view distance?

    That happens because engine only loads terrain close to you. You would have to make some source changes to load whole map at once and display it to player but that may cause some performance issues.
  10. Sonitex

    solved Two questions 'bout mapmaking

    Yeah it has that feature already built in and it is very easy to use. It is under "A" section, first you select brush shape and size. Then you select what kind of block type you would like to apply to terrain, either water surface, block collision or block any kind of battle action in the area. With "Edit" button you can apply those 3 to the map while "Eraser" obviously removes them. Happy mapping (You can add multiple types on the same area)
  11. Sonitex

    solved Two questions 'bout mapmaking

    There is a tutorial on this forum about different waters in different maps and functions exactly as you said.-> [HowTo]Get different watertypes (For some reason I cannot link the topic) Collisions are set with 3ds program and are exported there too. There should be some tutorials regarding that, but it is pretty easy to learn to be honest. Greetings, Sonitex
  12. I didn't have time to do it myself, so no...
  13. For the first issue take a look at, make it update each sec and not each 60 secs. void CNewPetActor::UpdateTime() And for the 2nd, item should have real time flag, someone already did it so take a look at his changes
  14. Sonitex

    solved #Deleted

    #Closed
  15. Sonitex

    open ANTI_FALL

    AddAffect(AFFECT_IMMUNE_FALL, POINT_IMMUNE_FALL, 100, 0, INFINITE_AFFECT_DURATION, 0, true); APPLY_IMMUNE_FALL It is already in the game..
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