purityz
-
Content Count
12 -
Joined
-
Last visited
Posts posted by purityz
-
-
yes, i fixed all the error that show up in my compiler but since all the mod I have. most of it are almost rewriting the old function.
something like rewriting a huge thing in bgqueu system and a lot of function in battleground.c (I think these 2 thing are the problem that make ir crashing but I dont know why since It not show any error at all)
after all those conflict I have since update I fixed all the error that occurs. compiler not show any error but I think I miss something and that make it random crashing on my server. (real server that have hundred of player but in my test server I cant find the problem that why I want to start from zero again because I think I miss something)
anyway can I just changing from svn to git? I'll try after I come home after study. thank you, sir Dastgir Pojee
-
since my server got a lot of source mod and I got a very bad brain.I forget what I have modify or implement something.
I forgot most of the source code I modify and where I change/implement it.
and the lastest update (hercules interface and rename thing) messed my server up. it keep on random crashing and I dont know where the problem.(yeah, it my bad, I should have comment what have I change in file).
and I got a lot of conflict in every update. so I think I should start from zero again.
so my question is.
In tortuisesvn is there a function that can tell me what I have change/modify the source code and where I change/modify it.
So I can start from fresh hercules and implement my custom src one by one.
thank you,
ps. sorry for my very bad English.
-
to my best memory its the client
thank you master Ind.
anyways is they a ways to trick a client to resend this packet?
-
do client send this packet only one time?
because I create some event that will tell everyone if someone point a cursor at them. (hide and seek)
I got something like
void clif_parse_GetCharNameRequest(int fd, struct map_session_data *sd){ int id = RFIFOL(fd,packet_db[RFIFOW(fd,0)].pos[0]); struct block_list* bl; //struct status_change *sc; if( id < 0 && -id == sd->bl.id ) // for disguises [Valaris] id = sd->bl.id; bl = iMap->id2bl(id); if( bl == NULL ) return; // Lagged clients could request names of already gone mobs/players. [Skotlex]if (bl->type==BL_PC && sd->mapindex==mapindex_name2id("prontera")){ ShowInfo("%s Found %s",sd->status.name,iMap->charid2nick(id)); } if( sd->bl.m != bl->m || !check_distance_bl(&sd->bl, bl, AREA_SIZE) ) return; // Block namerequests past view range clif->charnameack(fd, bl);}
problem is message only show one time (first time that player point cursor at other).
can we make clif_parse_GetCharNameRequest trigger everytime player point mouse at someone?
or do I need client edit (is that possible?)
thank you.
edit::
and I notice that if player move out of sigh or relogin clif_parse_GetCharNameRequest will trigger again.
-
i got this too when added a custom script command.
-
I've create the PVP ZONE in my server and I want it when player enter this PVP area can attack eachother without holding shiftkey.
So i've come up with this code to make people whos enter PVP ZONE got a sword cursor(attacking cursor) by sending MAPPROPERTY_FREEPVPZONE.
if(iMap->getcell(bl->m,bl->x,bl->y,CELL_CHKPVPZONE)){
if(!ud->onPK){
ShowDebug("%s Enter PvP Area n",sd->status.name);
clif->map_property(sd, MAPPROPERTY_FREEPVPZONE);
ud->onPK=1;
}
}else{
if(ud->onPK){
ShowDebug("%s Leaves PvP Area n",sd->status.name);
clif->map_property(sd, MAPPROPERTY_NOTHING);
ud->onPK=0;
}
}but when they leaves, I've send MAPPROPERTY_NOTHING to client but there are still sword cursor until they relog.
anyone know how to make it work?
-
I tried to continue this and something came up,
since there is no minimum, when does it start? only when maximum is reached?AFAIK, there are no minimum to join.
5-5 for kvm
6-6 for VB,BB
on the official servers there are no minimum to join and it will only start if and only if the required/max players are met
Yes!
-
AFAIK, there are no minimum to join.
5-5 for kvm
6-6 for VB,BB
-
Whats the official criteria for splitting teams? e.g. say you have 5soloers, 3 parties (of 6, 8 and 10 members, respectively) in the queue,
this totals 29 members, it'd let the match start unevenly?
5 soloers, 3 parties (of 6, 8 and 10 members, respectively).
the match wouldnt start untill another soloers join.
so a queue will be.
1 2 3 4 5 [6 7 8 9 10 11] [ 12 13 14 15 16 17 18 19] [ 20 21 22 23 24 25 26 27 28 29] 30 <<< last one just joined.team 1 :
1 2 3 4 5 30
team 2 :[6 7 8 9 10 11]ps.since a members in a same party will always be in a same team. So if your party join a queue with members more a required team member of bg game. your party would never be join a game. -
what about an
unitskilluseid
timer->delete // error : expected a member name
in Source Support
Posted
how to get rid of this error?
thank you.