Vanilla

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Vanilla last won the day on August 14 2016

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  1. warning: `/libexec/ld-elf.so.1': Shared library architecture i386:x86-64 is not compatible with target architecture i386. warning: .dynamic section for "/libexec/ld-elf.so.1" is not at the expected addr ess (wrong library or version mismatch?) These lines tell you what's wrong. There is clearly a library mismatch and you'd check that you're using the correct libs for your game core.
  2. int dungeon_new_jump(lua_State* L) { if (lua_gettop(L) < 3) { sys_err("not enough argument"); return 0; } if (!lua_isnumber(L, 1) || !lua_isnumber(L, 2) || !lua_isnumber(L, 3)) { sys_err("wrong argument"); return 0; } long lMapIndex = (long)lua_tonumber(L,1); long x = (long)lua_tonumber(L, 2) * 100; long y = (long)lua_tonumber(L, 3) * 100; LPDUNGEON pDungeon = CDungeonManager::instance().Create(lMapIndex); if (!pDungeon) { sys_err("cannot create dungeon %d", lMapIndex); return 0; } LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr(); ch->WarpSet(x, y, pDungeon->GetMapIndex()); return 0; } should work, I didn't test it though.
  3. please post the quest (only the whole part where the error occurs) so we can help you. Are there any syserrs? And if you have a snippet of your syslog it'd be helpful.
  4. _types.h isn't missing. It's the DEPEND-file that may be messed up a bit. Try to do the following: mv Depend Depend.bak gmake dep This recreates the Depend-file as long as you have devel/makedepend installed. It automagically creates a new Depend-file with the correct path to _types.h
  5. Can't we agree to stop discussing about developers and let him search for the one that's fitting for his needs? This is a service searching thread and unless you don't want to offer your services there's literally no reason to post here. Especially not when it comes to discussing about irrelevant and stupid things.
  6. Development is on halt since rl took over, as many of you may have noticed. I'll continue the developing once I have more time for it. Sorry for the inconvenience, the project of course isn't dead.
  7. Then we'd hurry up and start now
  8. I know it is but using git and svn could be troublesome if it gets closed. And I won't have a server nor do I want to rely on something for this work. I won't publish any branches but that doesn't mean I won't work with revisions locally You're right with the send it to me. I'll change that into "Post it into the release topic". This way everyone can see who posted the code and where it came from. Additionally I can give credit to those wo contributed to the project and add a link to their post in my thread. Thank you! Yep, I already replaced it. It's not that difficult and maybe I'll write a guide to it though everyone will be possible to clearly see it once the project is released. The major reason for the change from lzo to lz4 is the client, not the server. Of course using a ramdisk or ssd will improve loading times by a lot it doesn't mean everyone will do that. If you're on a laptop chances are that you don't have that many RAM nor an ssd to work with (of course you'd possibly upgrade..). But it's just for the broad masses and getting a faster algorithm is always better as long as it's safe, no matter the circumstances
  9. 1.) You're developing for the broad mass of different players. Not everyone has an SSD. Some (like me) are using both SSD and HDD. Also a SSD won't magically fix everything for you since compression/decompression is not only limited to the type of disk you're using. 2.) It's for people who don't want to enable that macro. If you disable it, the server and client will use a combination of lzo and xtea. Also instead of the handshake they'll use the old pong. I never said I'd touch the packet encryption with this macro enabled. 3.) Isn't that a little bit overkill? Thanks for your suggestions! Yes, something like changing all the new to unique_ptr is a lot of work. I changed a few of them but not all at once. I want to make sure I don't make a mistake there and that's why I think I'll first fix the critical stuff and change them with future updates since the main goal was to create a stable binary. But the suggestion is good, I also had the wish to change at least most of the raw pointers into unique_ptr..
  10. Sound great, Socialized. I'd love to! I'm also planning on developing the config with c++. The one I presented earlier was with c# but I want to move to qt and therefore do it in c++. Would love to hear your opinion about the other two points. Also, if anyone has any suggestion, feel free to post them here
  11. 1.) Yes. Compression speed is slower than in lz4, but the decompression speed is very fast. Since the package-files are only compressed once (when you put them together to create an epk and eix archive) it's by far faster than with lzo or lz4. Your users will experience faster loading times. Packets will be compressed too but that's not a problem since they're small enough that the slower compression speed doesn't slow down the connection at all. 2.) Me too. And it's also faster than xtea 3.) Some options will be better adjustable than in the old config. There will also be new options, I've shared some screens before but since my HDD crashed I couldn't release the config. But for more options there is some work on the client that needs to be done. I'd for example add v-sync, anti-aliasing or texture filtering. Especially on the graphics side there's a lot we can improve without much effort.
  12. Hello dear dev's, this thread is created just to suite one specific topic: The vanilla core. I'd like to announce that the new version will be released very soon (this time open source). Meanwhile I'd like you to take part in it! I have some few suggestions that I'd like to commit. But not only this - I want to read your suggestions. What do you think could be part of the new vanilla core versions? The topic is also meant for the future, so when I release the core it's thread is only for troubleshooting and feedback. Features etc. can be discussed here then to give you a better overview about the project. Also I want to note one small thing: I do not recommend anyone to use the older vanilla core distributions! This has one simple reason: They're outdated. New security breaches were discovered and they are not fixed in those binaries. If you're using the source you can fix them by yourself. But I recommend you to wait for the new version. At first I'd like to say that there will be 3 different versions. All have their own codenames and have a different set of features: - STABLE: This branch is only focused on the main goal of the vanilla core - a core that is smooth, stable and fast along with many, many CONFIG-options to choose from so you can suit the core by yourself. Feature changes will be delayed until they're approved by testing on a different branch. Security fixes will be tested directly and pushed to this branch as soon as possible to ensure a secure experience. - BETA: This branch is focused on testing feature changes. They could be unstable, but of course the aim is not to be. It's not recommended to use this on production servers, only for testing purposes. New features will be pushed directly to this branch and a core along with it's source code will be released as soon as possible. - SANDBOX: Yep, I want to create a sandbox. This way I can re-develop features I would've released with my project (damn the HDD crash). In this branch you can suggest features that may not suit everyone. It's mainly for releasing working features and concepts and play a bit with the source. One side note: I won't use git nor svn. I'll develop locally and upload the core along with it's sources accordingly. Everyone is free to implement their own code and send it to me. After I've reviewed it chances are it'll get into the next vanilla version. So, there are the first few things I'd like to ask you. 1.) What do you think about the option to have another compression algorithm? (I'll also release the client part along with an archiver). My choice would be lz4hc instead of lzo and I'd like to give you the option to switch between those two compressions. Of course standard would be lzo to ensure compatibility. 2.) What do you think about new ways of encryption when not defining the advanced security macro? Normally this would lead into a pong being sent and xtea being used for encryption. I'd change xtea with something else - my choice would be AES-256. 3.) What would you think about a new client config? Of course it'd be open source. Let me hear your opinions and please feel free to give me every suggestion you may have.
  13. First there's a problem with textures not being there. CGraphicImage::OnLoad: CreateFromMemoryFile: texture not found(d:\ymir work\effect\monster\yeongi.dds) This clearly states that the client can't find your texture file in the given path. So make sure you packed your client properly. For debugging purpose you may manually copy the yeongi.dss to the path so the client can load it from your disk directly. Then you'd attach the mse files mentioned here. Without them it's not possible to help you fix the problem.
  14. SYSERR: Jul 31 19:15:27 :: InitializeTables: InitializeMobTable FAILEDSYSERR: Jul 31 19:15:27 :: Initialize: Table Initialize FAILED That tells you everything. DB doesn't boot, that's why the cores cannot connect to it and therefore fail to boot too. And the error clearly shows that something is wrong with your item and mob tables.
  15. It really is sad and I wish I could've finished that. Anyways, I think it's a good time to move on to something else. The ideas and concepts are still in my mind and maybe one day I'll have a chance again. Until then I'm gonna write some guides, time to let the game progress a lot. Expect new compression and encryption algorithms, a new packer with sources and of course the beloved python3.