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Messages - vcore30

Paginas: [1] 2 3 ... 5
1
Sources Generales / Re: Source Completa 5.2 rOX gAMING
« Posteado: May 26, 2025, 02:06:30 PM »
Alguien sabe donde esta la parte de Desactivar Excellet +15 osea que salga el efecto de las aspas alrededor del set .. !  aplausos Lo estoy buscando pero no lo encuentro si alguien lo encontro seria genial Suerte .. !

Function   void NextGradeObjectRender(CHARACTER* c)    variables  bornIndex  gradeType

2
Sources Generales / Re: Monster HP Bar main 5.2
« Posteado: April 13, 2025, 08:08:35 AM »
TOP MANIN, tava querendo adicionar no meu servidor, porem sou meio leigo, consegue fazer um tutorial um pouquinho mais detalhado de como add?
Estou com erro nessa parte
Spoiler for Hiden:

Pfv, eu estou editando uma main 5.2 q veio sem HPBAR e isso me salvaria muito!!!
obg des de ja!

This function needs to be added to GameServer

Could you explain to me how?
Main does not compile due to this error
Error in Nprotocol.cpp

This must be added to the source code of Gameserver. Do not add it to Main nots
 

3
Sources Generales / Re: Monster HP Bar main 5.2
« Posteado: April 13, 2025, 05:36:21 AM »
TOP MANIN, tava querendo adicionar no meu servidor, porem sou meio leigo, consegue fazer um tutorial um pouquinho mais detalhado de como add?
Estou com erro nessa parte
Spoiler for Hiden:

Pfv, eu estou editando uma main 5.2 q veio sem HPBAR e isso me salvaria muito!!!
obg des de ja!

This function needs to be added to GameServer

4
Sources Generales / Re: takumi12 - VAO (Vertex Array Object) SHADER MAIN 5.2
« Posteado: March 10, 2025, 04:43:46 PM »
@takumi12  Hello. Please tell me what needs to be transferred to the vertex_index parameter ??

Code: [Select]

void BMD::RenderVertexBuffer(int i, Mesh_t* m, int vertex_index, vec3_t* vertices, vec2_t* textCoords)
{
      .....
}


void BMD::RenderMesh(int i, int RenderFlag, float Alpha, int BlendMesh, float BlendMeshLight, float BlendMeshTexCoordU, float BlendMeshTexCoordV, int MeshTexture)
{
if (i >= NumMeshs || i < 0)
{
return;
}

Mesh_t* m = &Meshs[i];

if (m->NumTriangles == 0)
{
return;
}

RenderVertexBuffer(i, m, ??????????, nullptr, nullptr);

return;
}

5
Sources Generales / Re: Achievements [img only]
« Posteado: August 18, 2024, 12:04:46 PM »
@T-LEGENDARY   size 320x320 HD? sueno

6
Sources Generales / Re: SOURCE 5.2
« Posteado: August 18, 2024, 12:04:09 PM »
Oke 👍

does this source have WideScreen?

8
Y esto es normal ? alguien me dice ? 

https://ibb.co/G31y4Vt

This is fine. it simply displays a log of received packets from the client.

9
@son1xx2
 As I understand it, I need to call these functions when the window size changes. It's right?

Code: [Select]
void CUITextInputBox::SetSize(int iWidth, int iHeight)
{
if(iWidth == 0 || iHeight == 0) return;
//if(iWidth == m_iWidth && iHeight == m_iHeight) return;

m_iWidth = iWidth;
m_iHeight = iHeight;

if (m_hMemDC != NULL)
{
DeleteDC(m_hMemDC);
m_hMemDC = NULL;
m_pFontBuffer = NULL;
}
if (m_hBitmap != NULL)
{
DeleteObject(m_hBitmap);
m_hBitmap = NULL;
}

HDC hDC = GetDC(m_hParentWnd);
BITMAPINFO * DIB_INFO;
DIB_INFO = (BITMAPINFO*)new BYTE[sizeof(BITMAPINFOHEADER) + sizeof(PALETTEENTRY) * 256];
memset( DIB_INFO, 0x00, sizeof(BITMAPINFOHEADER) );
DIB_INFO->bmiHeader.biSize        = sizeof(BITMAPINFOHEADER);
DIB_INFO->bmiHeader.biWidth       = iWidth*g_fScreenRate_x;
DIB_INFO->bmiHeader.biHeight      = -(iHeight*g_fScreenRate_y);
DIB_INFO->bmiHeader.biPlanes      = 1;
DIB_INFO->bmiHeader.biBitCount    = 24;
DIB_INFO->bmiHeader.biCompression = BI_RGB;

m_hBitmap = CreateDIBSection(hDC, DIB_INFO, DIB_RGB_COLORS, (void**)&m_pFontBuffer, NULL, NULL);
m_hMemDC = CreateCompatibleDC(hDC);
SelectObject(m_hMemDC, m_hBitmap);
SetFont(g_hFont);

delete [] DIB_INFO;
g_ConsoleDebug->Write(MCD_NORMAL, "HWND:%d", m_hEditWnd);
if(!m_hMemDC || !m_hBitmap)
{
if(m_hEditWnd != NULL)
{
DestroyWindow(m_hEditWnd);
m_hEditWnd = NULL;
}
if (m_hMemDC != NULL)
{
DeleteDC(m_hMemDC);
m_hMemDC = NULL;
m_pFontBuffer = NULL;
}
if (m_hBitmap != NULL)
{
DeleteObject(m_hBitmap);
m_hBitmap = NULL;
}
return;
}

if (m_hEditWnd != NULL)
{
SetWindowPos(m_hEditWnd, 0, 0, 0, iWidth*g_fScreenRate_x, iHeight*g_fScreenRate_y, SWP_NOMOVE | SWP_NOZORDER);
SendMessageW(m_hEditWnd, EM_SETSEL, (WPARAM)0, (LPARAM)0);
}
}

bool CUIRenderTextOriginal::Create(HDC hDC)
{
BITMAPINFO* DIB_INFO;
    DIB_INFO = (BITMAPINFO*)new BYTE[ sizeof(BITMAPINFOHEADER) + sizeof(PALETTEENTRY) * 256 ];
    memset( DIB_INFO, 0x00, sizeof(BITMAPINFOHEADER) );
    DIB_INFO->bmiHeader.biSize        = sizeof(BITMAPINFOHEADER);
    DIB_INFO->bmiHeader.biWidth       = 640*g_fScreenRate_x; //. 640
DIB_INFO->bmiHeader.biHeight      = -(480*g_fScreenRate_y); //. 480
    DIB_INFO->bmiHeader.biPlanes      = 1;
    DIB_INFO->bmiHeader.biBitCount    = 24;
    DIB_INFO->bmiHeader.biCompression = BI_RGB;

m_hBitmap = CreateDIBSection(hDC, DIB_INFO, DIB_RGB_COLORS, (void**)&m_pFontBuffer, NULL, NULL);
m_hFontDC = CreateCompatibleDC(hDC);
SelectObject(m_hFontDC, m_hBitmap);
SelectObject(m_hFontDC, g_hFont);
m_dwBackColor = 0; //. Default Background Color;
m_dwTextColor = 0xFFFFFFFF; //. Default Text Color

delete [] DIB_INFO;

if(NULL == m_hFontDC || NULL == m_hBitmap)
{
Release();
return false;
}
return true;
}

in Winmain.cpp

   switch(WindowWidth)
   {
   case 640 :FontHeight = 12;break;
   case 800 :FontHeight = 13;break;
   case 1024:FontHeight = 14;break;
   case 1280:FontHeight = 15;break;
   }

You will see that the font height is fixed according to the WindowWidth, you need to add the WindowWidth you want to it or have a formula so it can calculate, that's the way I understand it.

This does not correct the display of the text, but only changes its size. sueno

10
@son1xx2
 As I understand it, I need to call these functions when the window size changes. It's right?

Code: [Select]
void CUITextInputBox::SetSize(int iWidth, int iHeight)
{
if(iWidth == 0 || iHeight == 0) return;
//if(iWidth == m_iWidth && iHeight == m_iHeight) return;

m_iWidth = iWidth;
m_iHeight = iHeight;

if (m_hMemDC != NULL)
{
DeleteDC(m_hMemDC);
m_hMemDC = NULL;
m_pFontBuffer = NULL;
}
if (m_hBitmap != NULL)
{
DeleteObject(m_hBitmap);
m_hBitmap = NULL;
}

HDC hDC = GetDC(m_hParentWnd);
BITMAPINFO * DIB_INFO;
DIB_INFO = (BITMAPINFO*)new BYTE[sizeof(BITMAPINFOHEADER) + sizeof(PALETTEENTRY) * 256];
memset( DIB_INFO, 0x00, sizeof(BITMAPINFOHEADER) );
DIB_INFO->bmiHeader.biSize        = sizeof(BITMAPINFOHEADER);
DIB_INFO->bmiHeader.biWidth       = iWidth*g_fScreenRate_x;
DIB_INFO->bmiHeader.biHeight      = -(iHeight*g_fScreenRate_y);
DIB_INFO->bmiHeader.biPlanes      = 1;
DIB_INFO->bmiHeader.biBitCount    = 24;
DIB_INFO->bmiHeader.biCompression = BI_RGB;

m_hBitmap = CreateDIBSection(hDC, DIB_INFO, DIB_RGB_COLORS, (void**)&m_pFontBuffer, NULL, NULL);
m_hMemDC = CreateCompatibleDC(hDC);
SelectObject(m_hMemDC, m_hBitmap);
SetFont(g_hFont);

delete [] DIB_INFO;
g_ConsoleDebug->Write(MCD_NORMAL, "HWND:%d", m_hEditWnd);
if(!m_hMemDC || !m_hBitmap)
{
if(m_hEditWnd != NULL)
{
DestroyWindow(m_hEditWnd);
m_hEditWnd = NULL;
}
if (m_hMemDC != NULL)
{
DeleteDC(m_hMemDC);
m_hMemDC = NULL;
m_pFontBuffer = NULL;
}
if (m_hBitmap != NULL)
{
DeleteObject(m_hBitmap);
m_hBitmap = NULL;
}
return;
}

if (m_hEditWnd != NULL)
{
SetWindowPos(m_hEditWnd, 0, 0, 0, iWidth*g_fScreenRate_x, iHeight*g_fScreenRate_y, SWP_NOMOVE | SWP_NOZORDER);
SendMessageW(m_hEditWnd, EM_SETSEL, (WPARAM)0, (LPARAM)0);
}
}

bool CUIRenderTextOriginal::Create(HDC hDC)
{
BITMAPINFO* DIB_INFO;
    DIB_INFO = (BITMAPINFO*)new BYTE[ sizeof(BITMAPINFOHEADER) + sizeof(PALETTEENTRY) * 256 ];
    memset( DIB_INFO, 0x00, sizeof(BITMAPINFOHEADER) );
    DIB_INFO->bmiHeader.biSize        = sizeof(BITMAPINFOHEADER);
    DIB_INFO->bmiHeader.biWidth       = 640*g_fScreenRate_x; //. 640
DIB_INFO->bmiHeader.biHeight      = -(480*g_fScreenRate_y); //. 480
    DIB_INFO->bmiHeader.biPlanes      = 1;
    DIB_INFO->bmiHeader.biBitCount    = 24;
    DIB_INFO->bmiHeader.biCompression = BI_RGB;

m_hBitmap = CreateDIBSection(hDC, DIB_INFO, DIB_RGB_COLORS, (void**)&m_pFontBuffer, NULL, NULL);
m_hFontDC = CreateCompatibleDC(hDC);
SelectObject(m_hFontDC, m_hBitmap);
SelectObject(m_hFontDC, g_hFont);
m_dwBackColor = 0; //. Default Background Color;
m_dwTextColor = 0xFFFFFFFF; //. Default Text Color

delete [] DIB_INFO;

if(NULL == m_hFontDC || NULL == m_hBitmap)
{
Release();
return false;
}
return true;
}

11
Hello. When I resize the window all TextInpuBoxes stop displaying text normally. Does anyone know how to fix this?

If I call this function, the chatbox displays the text correctly. But I don't think this is the right solution to this problem. And you need to update all other textboxes they are in Create Guild, Personal Shop

Code: [Select]
g_pChatInputBox->Create(g_pNewUISystem->GetNewUIManager(), g_pNewUISystem->GetUI_NewChatLogWindow(), 0, 382); 



Code: [Select]
void ResizeWindow(int Resolution, int Width, int Height)
{
m_Resolution = Resolution;
WindowWidth = Width;
WindowHeight = Height;
g_fScreenRate_x = (float)Width / 640.0;
g_fScreenRate_y = (float)Height / 480.0;

DWORD window_style;

if (g_bUseWindowMode == TRUE)
window_style = WS_OVERLAPPED | WS_MINIMIZEBOX | WS_CLIPCHILDREN | WS_SYSMENU | WS_CAPTION;
else
window_style = WS_OVERLAPPED | WS_MINIMIZEBOX | WS_MAXIMIZEBOX | WS_CLIPCHILDREN | WS_SYSMENU | WS_THICKFRAME | WS_CAPTION;

tagRECT rect;
rect.left = 0;
rect.top = 0;
rect.right = Width;
rect.bottom = Height;
AdjustWindowRect(&rect, window_style, 0);
rect.right -= rect.left;
rect.bottom -= rect.top;

int pos_x = (GetSystemMetrics(SM_CXSCREEN) - rect.right) / 2;
int pos_y = (GetSystemMetrics(SM_CYSCREEN) - rect.bottom) / 2;
SetWindowPos(g_hWnd, HWND_TOP, pos_x, pos_y, rect.right, rect.bottom, /*SWP_NOMOVE | */SWP_SHOWWINDOW | SWP_FRAMECHANGED);
OpenFont();
ClearInput();
}





you need to make it recalculate the font height and width

I couldn't understand. How to do it.

12
Hello. When I resize the window all TextInpuBoxes stop displaying text normally. Does anyone know how to fix this?

If I call this function, the chatbox displays the text correctly. But I don't think this is the right solution to this problem. And you need to update all other textboxes they are in Create Guild, Personal Shop

Code: [Select]
g_pChatInputBox->Create(g_pNewUISystem->GetNewUIManager(), g_pNewUISystem->GetUI_NewChatLogWindow(), 0, 382); 



Code: [Select]
void ResizeWindow(int Resolution, int Width, int Height)
{
m_Resolution = Resolution;
WindowWidth = Width;
WindowHeight = Height;
g_fScreenRate_x = (float)Width / 640.0;
g_fScreenRate_y = (float)Height / 480.0;

DWORD window_style;

if (g_bUseWindowMode == TRUE)
window_style = WS_OVERLAPPED | WS_MINIMIZEBOX | WS_CLIPCHILDREN | WS_SYSMENU | WS_CAPTION;
else
window_style = WS_OVERLAPPED | WS_MINIMIZEBOX | WS_MAXIMIZEBOX | WS_CLIPCHILDREN | WS_SYSMENU | WS_THICKFRAME | WS_CAPTION;

tagRECT rect;
rect.left = 0;
rect.top = 0;
rect.right = Width;
rect.bottom = Height;
AdjustWindowRect(&rect, window_style, 0);
rect.right -= rect.left;
rect.bottom -= rect.top;

int pos_x = (GetSystemMetrics(SM_CXSCREEN) - rect.right) / 2;
int pos_y = (GetSystemMetrics(SM_CYSCREEN) - rect.bottom) / 2;
SetWindowPos(g_hWnd, HWND_TOP, pos_x, pos_y, rect.right, rect.bottom, /*SWP_NOMOVE | */SWP_SHOWWINDOW | SWP_FRAMECHANGED);
OpenFont();
ClearInput();
}




14
Sources Generales / Re: [Main.exe] OpenSource
« Posteado: November 03, 2023, 01:24:52 PM »
Does anyone know where to find +15 effect code to restore it in this source?
Open Louis source and find everything there   MODEL_15GRADE_ARMOR_OBJ_ARMLEFT  and add the code to your source



15
Sources Generales / Re: [Main.exe] OpenSource
« Posteado: October 31, 2023, 08:20:32 AM »
@bogart There is no code that is responsible for this. You need to find it from another source and add it yourself.

16
Sources Generales / Re: [Main.exe] OpenSource
« Posteado: October 31, 2023, 02:56:40 AM »
Consegui jogar o servidor mas +15 não tem efeito (picos brancos) o servidor removeu ou preciso adicionar?

     @Qubit removed this effect.

17
Sources Generales / Re: [Main.exe] OpenSource
« Posteado: October 30, 2023, 09:31:22 AM »
Poderia fazer um video explicando como que baixa e ligando o servidor e compilando o main (sou entusiasta e estou com dificuldades)

Claro, vou guiá-lo passo a passo para fazer as alterações necessárias e executar o servidor. Aqui está um tutorial detalhado e de fácil entendimento:

Passo 1: Baixar e configurar o ambiente
- Baixe o VS22 (Visual Studio 2022) e instale-o em seu computador.
- Certifique-se de ter a versão correta do Visual Studio para compilar o projeto.

Passo 2: Abrir o projeto
- Vá até a pasta onde o projeto "main" está localizado.
- Abra o arquivo "main.sln" no Visual Studio. Isso abrirá o projeto no ambiente de desenvolvimento.

Passo 3: Alterar o endereço IP em ZzzScene.cpp
- No Visual Studio, navegue até a pasta "main" no Gerenciador de Soluções (Solution Explorer).
- Pesquise pelo arquivo "ZzzScene.cpp" e escolha "Abrir".
- Dentro do arquivo "ZzzScene.cpp", procure pela linha onde o endereço IP está definido.
- Altere o endereço IP para o desejado e salve o arquivo.

Passo 4: Alterar o endereço IP no arquivo ConnectServer.ini
- Navegue até a pasta "Release" na pasta do ConnectServer.
- Clique com o botão direito do mouse no arquivo "ConnectServer.ini" e escolha "Abrir".
- No arquivo "ConnectServer.ini", procure pela linha onde o endereço IP do servidor está definido.
- Altere o endereço IP para o desejado e salve o arquivo.

Passo 5: Alterar o endereço IP no arquivo MapServerInfo.dat
- Navegue até a pasta "Data" em "Release" na pasta do GameServer.
- Clique com o botão direito do mouse no arquivo "MapServerInfo.dat" e escolha "Abrir".
- No arquivo "MapServerInfo.dat", procure pelo endereço IP do servidor seguido pela letra S e altere-o para o desejado.
- Salve o arquivo.

Passo 6: Restaurar o banco de dados
- Dentro da pasta "Tools", localize o arquivo "MuOnline.bak" na pasta "DB".
- Extraia o banco de dados "MuOnline.bak" no SQL Management Studio.

Passo 7: executar o servidor
- Após a compilação ser concluída sem erros, navegue até a pasta "Tools" e "ServerStartUp" onde o arquivo "SSU_v1.0.4.164.exe" está .
- Execute o arquivo "SSU_v1.0.4.164.exe" para iniciar o servidor.

Agora, seu servidor deve estar em execução com as alterações de endereço IP aplicadas. Certifique-se de ter as configurações corretas para outros aspectos do servidor, como portas e configurações adicionais, de acordo com as necessidades do seu projeto.

Espero que este tutorial tenha sido útil e claro para você. Se tiver mais alguma dúvida, fique à vontade para perguntar!

Fiz tudo servidor funciona perfeito mas compilando o principal e competiu mas quando executo dá erro

I also encountered this problem,

Build the project in Realese

18
Sources Generales / Re: takumi12 - MuHelper Main SRC 5.2
« Posteado: October 28, 2023, 10:37:21 AM »
Hello. If anyone has it, share with class COptionButtonGroup.
can you share ??  aplausos

I do not have it. I myself ask that you share it if anyone has it.

19
Sources Generales / Re: takumi12 - MuHelper Main SRC 5.2
« Posteado: October 27, 2023, 03:01:41 PM »
Hello. If anyone has it, share with class COptionButtonGroup.

20

master skill tree complace  cool2

Share the code. Otherwise, what's the point of posting this here? Do you want to brag? cheesyy2

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