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Autor Topic: Source VS2019 Main 5.2 + Louis Emulator 5.2 UP15 + Cashshop Included  (Visto 107579 veces)

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Online dakosmu #270 Posteado: May 04, 2023, 06:35:30 PM

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This Thread is Not updated/updating.

Reason: Louis posted this project to clean & organize the source & client and fix what's inside the source but people here are adding features that will cause more bugs that need to be fixed also, Louis and his team is removing those other features to lessen the bugs but you guys are getting it back to source lols, it will be a waste of time.

My point is, Let's Fix everything here, on what was originally posted. Test everything, make a correction, Let's build a clean and stable server. :D :)

-No RF
-No Master Skill Tree
-No Custom Events
-No Custom NPC
-No Custom Wings
-and No Other ugly stuff lol
Let's stay Original and minimize & fix the bugs, don't do the b@d math here which is BUGs+BUGs lols :D

PS. I'm not a pro coder here, besides I'm just a beginner but I'm ready to learn and contribute here soon. :)

Don't be mad at me, I'm just expressing my thought and understanding about this Thread. :)

Thank You. :)
a
a


ajaja no se de que te quejas ajaja

nos toca hacer un enrredo con los files ya que no tenemos mucho conocimiento

si quieres algo organizado como LOUIS

dile que comprata la fuente de su update 34 y alli nosotros continuamos
muy ordenado como dices ajaajajajaja

Dakosmu Colaborador

Offline kayito #271 Posteado: May 04, 2023, 07:47:48 PM

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This Thread is Not updated/updating.

Reason: Louis posted this project to clean & organize the source & client and fix what's inside the source but people here are adding features that will cause more bugs that need to be fixed also, Louis and his team is removing those other features to lessen the bugs but you guys are getting it back to source lols, it will be a waste of time.

My point is, Let's Fix everything here, on what was originally posted. Test everything, make a correction, Let's build a clean and stable server. :D :)

-No RF
-No Master Skill Tree
-No Custom Events
-No Custom NPC
-No Custom Wings
-and No Other ugly stuff lol
Let's stay Original and minimize & fix the bugs, don't do the b@d math here which is BUGs+BUGs lols :D

PS. I'm not a pro coder here, besides I'm just a beginner but I'm ready to learn and contribute here soon. :)

Don't be mad at me, I'm just expressing my thought and understanding about this Thread. :)

Thank You. :)
a
a


ajaja no se de que te quejas ajaja

nos toca hacer un enrredo con los files ya que no tenemos mucho conocimiento

si quieres algo organizado como LOUIS

dile que comprata la fuente de su update 34 y alli nosotros continuamos
muy ordenado como dices ajaajajajaja

O mejor te dedicas a aprender en lugar de pretender que te regalen las cosas para que "las continúes".
Ya te upgradearon el proyecto a VS2019, te unificaron librerías para compilar en Global sin problemas, te limpiaron un montón de defines, te acomodaron medio proyecto y te dejaron un MuServer + Cliente compatible para simplemente descargar, compilar y ejecutar.
Qué se supone que vas a continuar si tenés todo a mano y no hicieron nada aún?
A pedir menos y a hacer más...

Gracias:


Offline Qubit #272 Posteado: May 06, 2023, 12:38:39 PM

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This Thread is Not updated/updating.

Reason: Louis posted this project to clean & organize the source & client and fix what's inside the source but people here are adding features that will cause more bugs that need to be fixed also, Louis and his team is removing those other features to lessen the bugs but you guys are getting it back to source lols, it will be a waste of time.

My point is, Let's Fix everything here, on what was originally posted. Test everything, make a correction, Let's build a clean and stable server. :D :)

-No RF
-No Master Skill Tree
-No Custom Events
-No Custom NPC
-No Custom Wings
-and No Other ugly stuff lol
Let's stay Original and minimize & fix the bugs, don't do the b@d math here which is BUGs+BUGs lols :D

PS. I'm not a pro coder here, besides I'm just a beginner but I'm ready to learn and contribute here soon. :)

Don't be mad at me, I'm just expressing my thought and understanding about this Thread. :)

Thank You. :)

_____________________________________

Legends says......

Before sharing all stupid customs, i think it would be better if we focus on sharing fixes and improvements for the main.

Just saying :)

Before sharing all stupid customs, i think it would be better if we focus on sharing fixes and improvements for the main.

Just saying :)

The "Developer" right now job custom xDDD  bug + bug = ??
New developer = Nemesis

wtf si Nemesis se la pasa metiendo nuevos personajes, nuevos skills jaja es más de lo mismo. Nada de fixs, nada de mejoras, sólo custom tras custom. Mejor dejá de chuparle un poco las medias que ya bastante crecidito tiene el ego.

I am working to fix old errors in this source code and also correcting new ones, including RF and everything else. There is a complete package of bugs included in the version posted by Louis here or in the original version. I am also including new loading technologies, textures, memory, terrain, and correcting interfaces such as *PShop, *Friend, *Events, and so on.


Offline Qubit #273 Posteado: May 06, 2023, 12:44:27 PM | Modificado: May 06, 2023, 12:51:44 PM by Qubit

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This Thread is Not updated/updating.

Reason: Louis posted this project to clean & organize the source & client and fix what's inside the source but people here are adding features that will cause more bugs that need to be fixed also, Louis and his team is removing those other features to lessen the bugs but you guys are getting it back to source lols, it will be a waste of time.

My point is, Let's Fix everything here, on what was originally posted. Test everything, make a correction, Let's build a clean and stable server. :D :)

-No RF
-No Master Skill Tree
-No Custom Events
-No Custom NPC
-No Custom Wings
-and No Other ugly stuff lol
Let's stay Original and minimize & fix the bugs, don't do the b@d math here which is BUGs+BUGs lols :D

PS. I'm not a pro coder here, besides I'm just a beginner but I'm ready to learn and contribute here soon. :)

Don't be mad at me, I'm just expressing my thought and understanding about this Thread. :)

Thank You. :)

_____________________________________

Legends says......

Before sharing all stupid customs, i think it would be better if we focus on sharing fixes and improvements for the main.

Just saying :)

Before sharing all stupid customs, i think it would be better if we focus on sharing fixes and improvements for the main.

Just saying :)

The "Developer" right now job custom xDDD  bug + bug = ??
New developer = Nemesis

wtf si Nemesis se la pasa metiendo nuevos personajes, nuevos skills jaja es más de lo mismo. Nada de fixs, nada de mejoras, sólo custom tras custom. Mejor dejá de chuparle un poco las medias que ya bastante crecidito tiene el ego.

If you would like a version that is similar to the original but without any bugs or errors, I may be able to create one at some point. However, I think it would be important to update it to Season 6.3 and include options for build the smaller versions without any custom features on future.

I will keep an eye on this post. It mentions that an update will be released in the future with support for smaller seasons such as S4, S3, S2,97d.
https://tuservermu.com.ve/index.php?topic=56655.msg291495;topicseen#msg291495

Gracias:


Offline xiazaipw #274 Posteado: September 28, 2023, 09:31:27 AM

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@louis 

por que pasa esto??  le doy login para que inicie y se queda hay colgado ya pobre todo xd


Brother, have you solved it yet



Offline son1xx2 #275 Posteado: September 28, 2023, 12:03:25 PM

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@louis 

por que pasa esto??  le doy login para que inicie y se queda hay colgado ya pobre todo xd


Brother, have you solved it yet

Please read the posts so far, there are many bugs that have been fixed and posted

Do better, don't try to do the same ;)

Offline xiazaipw #276 Posteado: September 28, 2023, 03:32:51 PM

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@louis 

por que pasa esto??  le doy login para que inicie y se queda hay colgado ya pobre todo xd


Brother, have you solved it yet

Please read the posts so far, there are many bugs that have been fixed and posted
en lo main desativa el #define NEW_PROTOCOL_SYSTEM

e coloca en lo gs #define NEW_PROTOCOL_SYSTEM 0

para probar
Brother. I modified it according to this. Still can't log in. Do you know what's going on?


Offline hoanmaster #277 Posteado: September 28, 2023, 05:07:52 PM

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en lo main desativa el #define NEW_PROTOCOL_SYSTEM

e coloca en lo gs #define NEW_PROTOCOL_SYSTEM 0

para probar
Brother. I modified it according to this. Still can't log in. Do you know what's going on?
[/quote]

 magia2 magia2 magia2  can you upload images error of you


Offline xiazaipw #278 Posteado: September 29, 2023, 03:03:47 AM | Modificado: September 29, 2023, 03:06:32 AM by xiazaipw

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en lo main desativa el #define NEW_PROTOCOL_SYSTEM

e coloca en lo gs #define NEW_PROTOCOL_SYSTEM 0

para probar
Brother. I modified it according to this. Still can't log in. Do you know what's going on?

 magia2 magia2 magia2  can you upload images error of you
[/quote]




Brother, this is the image I encountered a problem with



Offline vcore30 #279 Posteado: September 29, 2023, 05:16:00 PM

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I also had a problem with the connection. I completely commented out NEW_PROTOCOL and it didn't solve the problem. Then I started looking for the difference in the 5.2 code with decompiled s6 and found the differences. Maybe this will help you

Code: [Select]
void CLoginWin::ConnectConnectionServer()
{
//Edit
//#ifdef NEW_PROTOCOL_SYSTEM
//gProtocolSend.DisconnectServer();
//#endif
//Edit added s6
SocketClient.Close();

LogIn = 0;
CurrentProtocolState = REQUEST_JOIN_SERVER;
CreateSocket(szServerIpAddress, g_ServerPort);
}


Offline xiazaipw #280 Posteado: September 30, 2023, 12:37:22 AM

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I also had a problem with the connection. I completely commented out NEW_PROTOCOL and it didn't solve the problem. Then I started looking for the difference in the 5.2 code with decompiled s6 and found the differences. Maybe this will help you

Code: [Select]
void CLoginWin::ConnectConnectionServer()
{
//Edit
//#ifdef NEW_PROTOCOL_SYSTEM
//gProtocolSend.DisconnectServer();
//#endif
//Edit added s6
SocketClient.Close();

LogIn = 0;
CurrentProtocolState = REQUEST_JOIN_SERVER;
CreateSocket(szServerIpAddress, g_ServerPort);
}
Brother, have you solved it?

Gracias:


Offline vcore30 #281 Posteado: September 30, 2023, 07:04:06 AM

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I also had a problem with the connection. I completely commented out NEW_PROTOCOL and it didn't solve the problem. Then I started looking for the difference in the 5.2 code with decompiled s6 and found the differences. Maybe this will help you

Code: [Select]
void CLoginWin::ConnectConnectionServer()
{
//Edit
//#ifdef NEW_PROTOCOL_SYSTEM
//gProtocolSend.DisconnectServer();
//#endif
//Edit added s6
SocketClient.Close();

LogIn = 0;
CurrentProtocolState = REQUEST_JOIN_SERVER;
CreateSocket(szServerIpAddress, g_ServerPort);
}
Brother, have you solved it?

I decided it a long time ago. Have you tried replacing the code I gave?


Offline xiazaipw #282 Posteado: October 03, 2023, 04:46:09 AM

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I also had a problem with the connection. I completely commented out NEW_PROTOCOL and it didn't solve the problem. Then I started looking for the difference in the 5.2 code with decompiled s6 and found the differences. Maybe this will help you

Code: [Select]
void CLoginWin::ConnectConnectionServer()
{
//Edit
//#ifdef NEW_PROTOCOL_SYSTEM
//gProtocolSend.DisconnectServer();
//#endif
//Edit added s6
SocketClient.Close();

LogIn = 0;
CurrentProtocolState = REQUEST_JOIN_SERVER;
CreateSocket(szServerIpAddress, g_ServerPort);
}
Brother, have you solved it?

I decided it a long time ago. Have you tried replacing the code I gave?
Brother, I used it. Your code doesn't work either



Offline xiazaipw #283 Posteado: October 07, 2023, 03:30:04 AM | Modificado: October 07, 2023, 09:37:39 AM by xiazaipw

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Gracias:


Offline hieuvt #284 Posteado: October 14, 2023, 01:01:44 PM

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Estoy agregando las resoluciones HD, pero tengo este problema, no se donde encontrar para arreglarlo, alguien me da una mano o alguna solucion para que no aparezcan los bloues negros?
how to fixed


Edit: Solucionado!



Can you tell us how you fixed it ?

Update:
Thanks Already Fixed.

Gracias:


Offline hoanmaster #285 Posteado: October 15, 2023, 12:14:50 AM

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Estoy agregando las resoluciones HD, pero tengo este problema, no se donde encontrar para arreglarlo, alguien me da una mano o alguna solucion para que no aparezcan los bloues negros?
how to fixed


Edit: Solucionado!



Can you tell us how you fixed it ?

Update:
Thanks Already Fixed.
bool TestFrustrum2D(float x, float y, float Range)
{
   if (SceneFlag == SERVER_LIST_SCENE || SceneFlag == WEBZEN_SCENE || SceneFlag == LOADING_SCENE)
      return true;

   int j = 3;
   for (int i = 0; i < 4; j = i, i++)
   {
      float d = (FrustrumX - x) * (FrustrumY[j] - y) -
                     (FrustrumX[j] - x) * (FrustrumY - y);
Range = Range+70;
      if (d <= Range)
      {
         return false;
      }
   }
   return true;
}


Offline hoanmaster #286 Posteado: October 17, 2023, 08:04:40 PM

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Gracias:


Offline vcore30 #287 Posteado: October 18, 2023, 08:49:56 AM

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master skill tree complace  cool2

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


Offline hoanmaster #288 Posteado: October 18, 2023, 08:57:46 AM

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master skill tree complace  cool2

Share the code. Otherwise, what's the point of posting this here? Do you want to brag? cheesyy2
Is it forbidden to post photos here?  cool2  and here is the forum for "code" or for copy and paste


Offline vcore30 #289 Posteado: November 05, 2023, 04:57:40 AM | Modificado: November 05, 2023, 05:09:12 AM by vcore30

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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();
}




Gracias:


Offline son1xx2 #290 Posteado: November 05, 2023, 06:44:39 AM

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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

Do better, don't try to do the same ;)

Gracias:


Offline vcore30 #291 Posteado: November 06, 2023, 05:46:50 AM | Modificado: November 06, 2023, 05:52:26 AM by vcore30

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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.


Offline vcore30 #292 Posteado: November 07, 2023, 02:16:48 PM

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@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;
}


Offline son1xx2 #293 Posteado: November 07, 2023, 09:28:43 PM

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@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.

Do better, don't try to do the same ;)

Offline vcore30 #294 Posteado: November 08, 2023, 01:48:17 AM

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@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


Offline son1xx2 #295 Posteado: November 08, 2023, 02:33:00 AM | Modificado: November 08, 2023, 04:46:26 AM by son1xx2

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Do better, don't try to do the same ;)

Offline hoanmaster #296 Posteado: November 11, 2023, 07:29:46 PM

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Code: [Select]
		case 61:
for (int i = 0; i < 6; i++)
{
int Hand = 0;
if (i >= 3)
Hand = 1;
b->TransformPosition(o->BoneTransform[c->Weapon[Hand].LinkBone], p, Position, true); // ����
Vector(0.f, 0.f, (float)(rand() % 360), Angle);
CreateJoint(BITMAP_JOINT_THUNDER, Position, to->Position, Angle, 2, to, 50.f);
CreateJoint(BITMAP_JOINT_THUNDER, Position, to->Position, Angle, 2, to, 10.f);
}

if (c->AttackTime == 1)
PlayBuffer(SOUND_EVIL);

for (int i = 0; i < 4; i++)
{
int Hand = 0;
if (i >= 2)
Hand = 1;
b->TransformPosition(o->BoneTransform[c->Weapon[Hand].LinkBone], p, Position, true);
Vector(0.f, 0.f, (float)(rand() % 360), Angle);
//CreateJoint(BITMAP_JOINT_LASER + 1, Position, to->Position, Angle, 0, to, 50.f);  // dis
CreateParticle(BITMAP_FIRE, Position, o->Angle, o->Light);
}
break;
fix effect in tarkan monter Beam Knight

   

Gracias:


Offline bimaloha #297 Posteado: November 13, 2023, 09:08:40 AM

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Gracias:


Offline hieuvt #298 Posteado: December 11, 2023, 12:45:25 AM

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Offline 1732313 #299 Posteado: December 31, 2023, 12:48:53 AM

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Can someone tell me where to fix the entrance to Vulcan?


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