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Autor Topic: Source 5.2 Pegasus/Mudream  (Visto 35200 veces)

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Offline mkslep #300 Posteado: December 18, 2025, 03:20:52 PM | Modificado: December 18, 2025, 03:34:31 PM by mkslep

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Fix Cashshop com buttons duplicados 5.2 / Pegasus
https://imgur.com/a/eRgD6ez
code:


DirectSound Audio Initialization Crash Fix 5.2 Pegasus

 O que foi corrigido/melhorado:

Não há mais crash por g_lpDS == NULL.
Suporte real a múltiplos canais (várias instâncias do mesmo som ao mesmo tempo).
Inicialização segura e robusta.
Todos os buffers são duplicados corretamente.
Limpeza completa de recursos.

Somente copiar e colar ele todo bom uso e bora codar


Olá pessoal,
segue abaixo uma correção simples e funcional para evitar erro de desconexão indevida no cliente.

Após aplicar essa alteração, o problema mostrado na imagem abaixo será corrigido:

Erro corrigido:
https://imgur.com/a/KNVFQGN
Abra o arquivo ZzzScene.cpp

Procure pela função: void MainScene(HDC hDC) dentro dela procure por if (EnableSocket && SceneFlag == MAIN_SCENE) e altere tudo o if pelo código abaixo





Offline zHammer #301 Posteado: December 18, 2025, 08:07:59 PM

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The animation doesn't match the mouse cursor position; the character doesn't rotate with the mouse.


 pleas3 pleas3 pleas3 pleas3

Gracias:


Offline dotarlz #302 Posteado: December 20, 2025, 10:28:10 AM | Modificado: December 21, 2025, 08:58:00 AM by dotarlz

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Offline erickmalfoy #303 Posteado: December 22, 2025, 01:07:32 AM

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Fixed potential memcpy issue

 


Creo que asi estaria mejor.. !  aplausos


Spoiler for Hiden:

if (DataPtr + 32 > DataBytes)   //--FixErick
{
   delete[] Data;
   return false;
}

memcpy(Textures.FileName, Data + DataPtr, 31);
Textures.FileName[31] = '\0';
DataPtr += 32;

TextureScriptParsing TSParsing;

if (TSParsing.parsingTScript(Textures.FileName))
{
   delete m->m_csTScript; // evita leak si ya existía
   m->m_csTScript = new TextureScript;
   m->m_csTScript->setScript((TextureScript&)TSParsing);
}
else
{
   m->m_csTScript = nullptr;
}

for (i = 0; i < NumActions; i++)
{
   Action_t* a = &Actions;
   a->Loop = false;

   a->NumAnimationKeys = *((short*)(Data + DataPtr));
   DataPtr += 2;

   a->LockPositions = *((bool*)(Data + DataPtr));
   DataPtr += 1;

   delete[] a->Positions;
   a->Positions = nullptr;

   if (a->LockPositions)
   {
      if (a->NumAnimationKeys <= 0 || a->NumAnimationKeys > 2000)
         return false;

      Size = a->NumAnimationKeys * sizeof(vec3_t);

      if (DataPtr + Size > DataBytes)
         return false;

      a->Positions = new vec3_t[a->NumAnimationKeys];
      memcpy(a->Positions, Data + DataPtr, Size);
      DataPtr += Size;
   }
}


for (i = 0; i < NumBones; i++)
{
   Bone_t* b = &Bones;

   b->Dummy = *((char*)(Data + DataPtr));
   DataPtr += 1;

   if (!b->Dummy)
   {
      if (DataPtr + 32 > DataBytes)
         return false;

      memcpy(b->Name, Data + DataPtr, 31);
      b->Name[31] = '\0';
      DataPtr += 32;

      b->Parent = *((short*)(Data + DataPtr));
      DataPtr += 2;

      delete[] b->BoneMatrixes;
      b->BoneMatrixes = new BoneMatrix_t[NumActions];

      for (int j = 0; j < NumActions; j++)
      {
         BoneMatrix_t* bm = &b->BoneMatrixes[j];

         int NumAnimationKeys = Actions[j].NumAnimationKeys;

         if (NumAnimationKeys <= 0 || NumAnimationKeys > 2000)
            return false;

         Size = NumAnimationKeys * sizeof(vec3_t);

         if (DataPtr + (Size * 2) > DataBytes)
            return false;

         delete[] bm->Position;
         delete[] bm->Rotation;
         delete[] bm->Quaternion;

         bm->Position = new vec3_t[NumAnimationKeys];
         bm->Rotation = new vec3_t[NumAnimationKeys];
         bm->Quaternion = new vec4_t[NumAnimationKeys];

         memcpy(bm->Position, Data + DataPtr, Size);
         DataPtr += Size;

         memcpy(bm->Rotation, Data + DataPtr, Size);
         DataPtr += Size;

         for (int k = 0; k < NumAnimationKeys; k++)
         {
            AngleQuaternion(bm->Rotation[k], bm->Quaternion[k]);
         }
      }
   }
}





Gracias:


Offline coolgepds #304 Posteado: December 24, 2025, 09:11:43 PM

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Alguém sabe por que não consigo entrar em "Wolf Soul Fortress"?

Gracias:


Offline 1732313 #305 Posteado: December 28, 2025, 11:13:05 AM

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Fixed potential memcpy issue

 


Creo que asi estaria mejor.. !  aplausos


Spoiler for Hiden:

if (DataPtr + 32 > DataBytes)   //--FixErick
{
   delete[] Data;
   return false;
}

memcpy(Textures.FileName, Data + DataPtr, 31);
Textures.FileName[31] = '\0';
DataPtr += 32;

TextureScriptParsing TSParsing;

if (TSParsing.parsingTScript(Textures.FileName))
{
   delete m->m_csTScript; // evita leak si ya existía
   m->m_csTScript = new TextureScript;
   m->m_csTScript->setScript((TextureScript&)TSParsing);
}
else
{
   m->m_csTScript = nullptr;
}

for (i = 0; i < NumActions; i++)
{
   Action_t* a = &Actions;
   a->Loop = false;

   a->NumAnimationKeys = *((short*)(Data + DataPtr));
   DataPtr += 2;

   a->LockPositions = *((bool*)(Data + DataPtr));
   DataPtr += 1;

   delete[] a->Positions;
   a->Positions = nullptr;

   if (a->LockPositions)
   {
      if (a->NumAnimationKeys <= 0 || a->NumAnimationKeys > 2000)
         return false;

      Size = a->NumAnimationKeys * sizeof(vec3_t);

      if (DataPtr + Size > DataBytes)
         return false;

      a->Positions = new vec3_t[a->NumAnimationKeys];
      memcpy(a->Positions, Data + DataPtr, Size);
      DataPtr += Size;
   }
}


for (i = 0; i < NumBones; i++)
{
   Bone_t* b = &Bones;

   b->Dummy = *((char*)(Data + DataPtr));
   DataPtr += 1;

   if (!b->Dummy)
   {
      if (DataPtr + 32 > DataBytes)
         return false;

      memcpy(b->Name, Data + DataPtr, 31);
      b->Name[31] = '\0';
      DataPtr += 32;

      b->Parent = *((short*)(Data + DataPtr));
      DataPtr += 2;

      delete[] b->BoneMatrixes;
      b->BoneMatrixes = new BoneMatrix_t[NumActions];

      for (int j = 0; j < NumActions; j++)
      {
         BoneMatrix_t* bm = &b->BoneMatrixes[j];

         int NumAnimationKeys = Actions[j].NumAnimationKeys;

         if (NumAnimationKeys <= 0 || NumAnimationKeys > 2000)
            return false;

         Size = NumAnimationKeys * sizeof(vec3_t);

         if (DataPtr + (Size * 2) > DataBytes)
            return false;

         delete[] bm->Position;
         delete[] bm->Rotation;
         delete[] bm->Quaternion;

         bm->Position = new vec3_t[NumAnimationKeys];
         bm->Rotation = new vec3_t[NumAnimationKeys];
         bm->Quaternion = new vec4_t[NumAnimationKeys];

         memcpy(bm->Position, Data + DataPtr, Size);
         DataPtr += Size;

         memcpy(bm->Rotation, Data + DataPtr, Size);
         DataPtr += Size;

         for (int k = 0; k < NumAnimationKeys; k++)
         {
            AngleQuaternion(bm->Rotation[k], bm->Quaternion[k]);
         }
      }
   }
}




Hi. What is this fix for? Can you show the entire function?


Offline khdoop #306 Posteado: December 30, 2025, 07:09:44 AM

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Fix Cashshop com buttons duplicados 5.2 / Pegasus

can you please upload new rar with the latest fixes in the first post? these have been really helpful


Offline bendige222 #307 Posteado: December 30, 2025, 08:47:56 AM

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Expanded inventory is not working. Anybody has the fix for it? Can't pick up item to expanded inventory.


Offline 1732313 #308 Posteado: January 01, 2026, 04:02:30 PM

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Hi. Happy New Year everyone! Does anyone know why the item names in the loot drop are displayed in different colors? I also noticed that when opening interface windows, the character is slightly pushed back. It's as if there's a mismatch between the server and client map files. https://prnt.sc/6kMX-U_IfXmp https://prnt.sc/J7xDYKUUpQ3C https://prnt.sc/or67G9s5KRm6


Offline huynoone #309 Posteado: January 22, 2026, 11:22:04 AM | Modificado: January 22, 2026, 02:56:58 PM by huynoone

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  • vn

Offline 1732313 #310 Posteado: February 07, 2026, 11:03:28 AM

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were disable orange button? in character inventory

https://imgur.com/a/2Lbmc5l
How do I turn this on? I just have a button that doesn't work.


Offline nujd00 #311 Posteado: February 07, 2026, 09:47:50 PM

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what vs use for this?

NUJD RABAGO

Offline ScottLy #312 Posteado: February 08, 2026, 07:02:15 AM

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what vs use for this?
from 2015 to 2026 should be good. i have used 2022, 2026


Offline nujd00 #313 Posteado: February 08, 2026, 10:07:11 PM

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NUJD RABAGO

Offline 1732313 #314 Posteado: February 10, 2026, 09:42:14 PM

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Who knows what these artifacts are? https://prnt.sc/KHnyTDd6HTpO


Offline coolgepds #315 Posteado: February 10, 2026, 10:42:39 PM

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Who knows what these artifacts are? https://prnt.sc/KHnyTDd6HTpO


BUG de equipamentos que mostram o modelo do personagem

Gracias:


Offline coolgepds #316 Posteado: February 11, 2026, 12:52:27 AM

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https://postimg.cc/ZBPxt7X7

Has anyone solved the problem where experience rendering doesn't divide into 10 equal parts, and the calculation of character experience points is incorrect


Offline 1732313 #317 Posteado: February 12, 2026, 09:38:39 AM

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Who knows what these artifacts are? https://prnt.sc/KHnyTDd6HTpO


BUG de equipamentos que mostram o modelo do personagem
Can you elaborate? Judging by the fact that the problem affects several sets, it looks like the issue is in the code.


Offline coolgepds #318 Posteado: February 15, 2026, 02:13:43 AM

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Who knows what these artifacts are? https://prnt.sc/KHnyTDd6HTpO


BUG de equipamentos que mostram o modelo do personagem
Can you elaborate? Judging by the fact that the problem affects several sets, it looks like the issue is in the code.

I also have this problem, and I haven't solved it

Gracias:


Offline louis #319 Posteado: March 10, 2026, 11:20:42 AM

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Some fixes:

Citar
Find for:
BYTE      m_nContributionPoint;

Change to:
int      m_nContributionPoint;

Fixes memory cleaning and crashes when closing the game.

Remove:
extern PATH     *path; in Winmain.cpp

Replace DestroyWindow function:
Code: [Select]
void DestroyWindow()
{
Destroy = true;
leaf::CRegKey regkey;
regkey.SetKey(leaf::CRegKey::_HKEY_CURRENT_USER, "SOFTWARE\\Webzen\\Mu\\Config");
regkey.WriteDword("VolumeLevel", g_pOption->GetVolumeLevel());
char string[10];
WritePrivateProfileStringA("Custom", "ShowName", itoa(mShowName, string, 10) , "./config.ini");
WritePrivateProfileStringA("Custom", "ShowHPBar", itoa(mShowHPBar, string, 10), "./config.ini");
WritePrivateProfileStringA("Custom", "ShowMiniMap", itoa(mShowMiniMap, string, 10), "./config.ini");
WritePrivateProfileStringA("Custom", "AutoHP", itoa(mAutoHP, string, 10), "./config.ini");

WritePrivateProfileStringA("Graphics", "GlowEffect", itoa(g_pNewUISystem->GetUI_NewOptionWindow()->OnOffGrap[g_pNewUISystem->GetUI_NewOptionWindow()->eGlowEffect], string, 10), "./config.ini");
WritePrivateProfileStringA("Graphics", "EffectDynamic", itoa(g_pNewUISystem->GetUI_NewOptionWindow()->OnOffGrap[g_pNewUISystem->GetUI_NewOptionWindow()->eEffectDynamic], string, 10), "./config.ini");
WritePrivateProfileStringA("Graphics", "EffectStatic", itoa(g_pNewUISystem->GetUI_NewOptionWindow()->OnOffGrap[g_pNewUISystem->GetUI_NewOptionWindow()->eEffectStatic], string, 10), "./config.ini");
WritePrivateProfileStringA("Graphics", "BMDPlayer", itoa(g_pNewUISystem->GetUI_NewOptionWindow()->OnOffGrap[g_pNewUISystem->GetUI_NewOptionWindow()->eBMDPlayer], string, 10), "./config.ini");
WritePrivateProfileStringA("Graphics", "BMDWings", itoa(g_pNewUISystem->GetUI_NewOptionWindow()->OnOffGrap[g_pNewUISystem->GetUI_NewOptionWindow()->eBMDWings], string, 10), "./config.ini");
WritePrivateProfileStringA("Graphics", "BMDWeapons", itoa(g_pNewUISystem->GetUI_NewOptionWindow()->OnOffGrap[g_pNewUISystem->GetUI_NewOptionWindow()->eBMDWeapons], string, 10), "./config.ini");
WritePrivateProfileStringA("Graphics", "BMDImg", itoa(g_pNewUISystem->GetUI_NewOptionWindow()->OnOffGrap[g_pNewUISystem->GetUI_NewOptionWindow()->eBMDImg], string, 10), "./config.ini");
WritePrivateProfileStringA("Graphics", "BMDMonter", itoa(g_pNewUISystem->GetUI_NewOptionWindow()->OnOffGrap[g_pNewUISystem->GetUI_NewOptionWindow()->eBMDMonter], string, 10), "./config.ini");
WritePrivateProfileStringA("Graphics", "RenderObjects", itoa(g_pNewUISystem->GetUI_NewOptionWindow()->OnOffGrap[g_pNewUISystem->GetUI_NewOptionWindow()->eRenderObjects], string, 10), "./config.ini");
WritePrivateProfileStringA("Graphics", "RenderTerrain", itoa(g_pNewUISystem->GetUI_NewOptionWindow()->OnOffGrap[g_pNewUISystem->GetUI_NewOptionWindow()->eRenderTerrain], string, 10), "./config.ini");
WritePrivateProfileStringA("Graphics", "ExcellentEffect", itoa(g_pNewUISystem->GetUI_NewOptionWindow()->OnOffGrap[g_pNewUISystem->GetUI_NewOptionWindow()->eExcellentEffect], string, 10), "./config.ini");
WritePrivateProfileStringA("Graphics", "BMDZen", itoa(g_pNewUISystem->GetUI_NewOptionWindow()->OnOffGrap[g_pNewUISystem->GetUI_NewOptionWindow()->eBMDZen], string, 10), "./config.ini");

CUIMng::Instance().Release();

#ifdef MOVIE_DIRECTSHOW
if(g_pMovieScene)
{
g_pMovieScene->Destroy();
}
#endif

if(g_hFont)
DeleteObject((HGDIOBJ)g_hFont);

if(g_hFontBold)
DeleteObject((HGDIOBJ)g_hFontBold);

if(g_hFontBig)
DeleteObject((HGDIOBJ)g_hFontBig);

if(g_hFixFont)
::DeleteObject((HGDIOBJ)g_hFixFont);

if (g_hFontMini)
::DeleteObject((HGDIOBJ)g_hFixFont);

if (g_hFontBoldName)
DeleteObject((HGDIOBJ)g_hFontBoldName);

ReleaseCharacters();

SAFE_DELETE_ARRAY(GateAttribute);

SAFE_DELETE_ARRAY(SkillAttribute);

SAFE_DELETE(CharacterMachine);

    DeleteWaterTerrain ();

#ifdef MOVIE_DIRECTSHOW
if(SceneFlag != MOVIE_SCENE)
#endif
{
gMapManager.DeleteObjects();

for(int i=MODEL_LOGO;i<MAX_MODELS;i++)
{
Models[i].Release();
}

Bitmaps.UnloadAllImages();
}

SAFE_DELETE_ARRAY( CharacterMemoryDump );
SAFE_DELETE_ARRAY( ItemAttRibuteMemoryDump );
SAFE_DELETE_ARRAY( RendomMemoryDump );
SAFE_DELETE_ARRAY( ModelsDump );

#ifdef DYNAMIC_FRUSTRUM
DeleteAllFrustrum();
#endif

SAFE_DELETE(g_pMercenaryInputBox);
SAFE_DELETE(g_pSingleTextInputBox);
SAFE_DELETE(g_pSinglePasswdInputBox);

SAFE_DELETE(g_pChatRoomSocketList);
SAFE_DELETE(g_pUIMapName);
SAFE_DELETE( g_pTimer );
SAFE_DELETE(g_pUIManager);

#ifdef MOVIE_DIRECTSHOW
SAFE_DELETE(g_pMovieScene);
#endif

SAFE_DELETE(pMultiLanguage);
BoostRest( g_BuffSystem );
BoostRest( g_MapProcess );
BoostRest( g_petProcess );

g_ErrorReport.Write( "Destroy" );
}

Fix BuffIcon thread (It caused crashes when closing the game and freezes in the task manager.)



add the gIconBuff.Timer(); inside function void SEASON3B::CNewUIBuffWindow::RenderBuffStatus(BUFF_RENDER renderstate) {

Update 43 is ready!!!
Discord: louisemulator

Gracias:


Offline Odisk #320 Posteado: March 10, 2026, 07:43:34 PM

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Some fixes:

Citar
Find for:
BYTE      m_nContributionPoint;

Change to:
int      m_nContributionPoint;

Fixes memory cleaning and crashes when closing the game.

Remove:
extern PATH     *path; in Winmain.cpp

Replace DestroyWindow function:
Code: [Select]
void DestroyWindow()
{
Destroy = true;
leaf::CRegKey regkey;
regkey.SetKey(leaf::CRegKey::_HKEY_CURRENT_USER, "SOFTWARE\\Webzen\\Mu\\Config");
regkey.WriteDword("VolumeLevel", g_pOption->GetVolumeLevel());
char string[10];
WritePrivateProfileStringA("Custom", "ShowName", itoa(mShowName, string, 10) , "./config.ini");
WritePrivateProfileStringA("Custom", "ShowHPBar", itoa(mShowHPBar, string, 10), "./config.ini");
WritePrivateProfileStringA("Custom", "ShowMiniMap", itoa(mShowMiniMap, string, 10), "./config.ini");
WritePrivateProfileStringA("Custom", "AutoHP", itoa(mAutoHP, string, 10), "./config.ini");

WritePrivateProfileStringA("Graphics", "GlowEffect", itoa(g_pNewUISystem->GetUI_NewOptionWindow()->OnOffGrap[g_pNewUISystem->GetUI_NewOptionWindow()->eGlowEffect], string, 10), "./config.ini");
WritePrivateProfileStringA("Graphics", "EffectDynamic", itoa(g_pNewUISystem->GetUI_NewOptionWindow()->OnOffGrap[g_pNewUISystem->GetUI_NewOptionWindow()->eEffectDynamic], string, 10), "./config.ini");
WritePrivateProfileStringA("Graphics", "EffectStatic", itoa(g_pNewUISystem->GetUI_NewOptionWindow()->OnOffGrap[g_pNewUISystem->GetUI_NewOptionWindow()->eEffectStatic], string, 10), "./config.ini");
WritePrivateProfileStringA("Graphics", "BMDPlayer", itoa(g_pNewUISystem->GetUI_NewOptionWindow()->OnOffGrap[g_pNewUISystem->GetUI_NewOptionWindow()->eBMDPlayer], string, 10), "./config.ini");
WritePrivateProfileStringA("Graphics", "BMDWings", itoa(g_pNewUISystem->GetUI_NewOptionWindow()->OnOffGrap[g_pNewUISystem->GetUI_NewOptionWindow()->eBMDWings], string, 10), "./config.ini");
WritePrivateProfileStringA("Graphics", "BMDWeapons", itoa(g_pNewUISystem->GetUI_NewOptionWindow()->OnOffGrap[g_pNewUISystem->GetUI_NewOptionWindow()->eBMDWeapons], string, 10), "./config.ini");
WritePrivateProfileStringA("Graphics", "BMDImg", itoa(g_pNewUISystem->GetUI_NewOptionWindow()->OnOffGrap[g_pNewUISystem->GetUI_NewOptionWindow()->eBMDImg], string, 10), "./config.ini");
WritePrivateProfileStringA("Graphics", "BMDMonter", itoa(g_pNewUISystem->GetUI_NewOptionWindow()->OnOffGrap[g_pNewUISystem->GetUI_NewOptionWindow()->eBMDMonter], string, 10), "./config.ini");
WritePrivateProfileStringA("Graphics", "RenderObjects", itoa(g_pNewUISystem->GetUI_NewOptionWindow()->OnOffGrap[g_pNewUISystem->GetUI_NewOptionWindow()->eRenderObjects], string, 10), "./config.ini");
WritePrivateProfileStringA("Graphics", "RenderTerrain", itoa(g_pNewUISystem->GetUI_NewOptionWindow()->OnOffGrap[g_pNewUISystem->GetUI_NewOptionWindow()->eRenderTerrain], string, 10), "./config.ini");
WritePrivateProfileStringA("Graphics", "ExcellentEffect", itoa(g_pNewUISystem->GetUI_NewOptionWindow()->OnOffGrap[g_pNewUISystem->GetUI_NewOptionWindow()->eExcellentEffect], string, 10), "./config.ini");
WritePrivateProfileStringA("Graphics", "BMDZen", itoa(g_pNewUISystem->GetUI_NewOptionWindow()->OnOffGrap[g_pNewUISystem->GetUI_NewOptionWindow()->eBMDZen], string, 10), "./config.ini");

CUIMng::Instance().Release();

#ifdef MOVIE_DIRECTSHOW
if(g_pMovieScene)
{
g_pMovieScene->Destroy();
}
#endif

if(g_hFont)
DeleteObject((HGDIOBJ)g_hFont);

if(g_hFontBold)
DeleteObject((HGDIOBJ)g_hFontBold);

if(g_hFontBig)
DeleteObject((HGDIOBJ)g_hFontBig);

if(g_hFixFont)
::DeleteObject((HGDIOBJ)g_hFixFont);

if (g_hFontMini)
::DeleteObject((HGDIOBJ)g_hFixFont);

if (g_hFontBoldName)
DeleteObject((HGDIOBJ)g_hFontBoldName);

ReleaseCharacters();

SAFE_DELETE_ARRAY(GateAttribute);

SAFE_DELETE_ARRAY(SkillAttribute);

SAFE_DELETE(CharacterMachine);

    DeleteWaterTerrain ();

#ifdef MOVIE_DIRECTSHOW
if(SceneFlag != MOVIE_SCENE)
#endif
{
gMapManager.DeleteObjects();

for(int i=MODEL_LOGO;i<MAX_MODELS;i++)
{
Models[i].Release();
}

Bitmaps.UnloadAllImages();
}

SAFE_DELETE_ARRAY( CharacterMemoryDump );
SAFE_DELETE_ARRAY( ItemAttRibuteMemoryDump );
SAFE_DELETE_ARRAY( RendomMemoryDump );
SAFE_DELETE_ARRAY( ModelsDump );

#ifdef DYNAMIC_FRUSTRUM
DeleteAllFrustrum();
#endif

SAFE_DELETE(g_pMercenaryInputBox);
SAFE_DELETE(g_pSingleTextInputBox);
SAFE_DELETE(g_pSinglePasswdInputBox);

SAFE_DELETE(g_pChatRoomSocketList);
SAFE_DELETE(g_pUIMapName);
SAFE_DELETE( g_pTimer );
SAFE_DELETE(g_pUIManager);

#ifdef MOVIE_DIRECTSHOW
SAFE_DELETE(g_pMovieScene);
#endif

SAFE_DELETE(pMultiLanguage);
BoostRest( g_BuffSystem );
BoostRest( g_MapProcess );
BoostRest( g_petProcess );

g_ErrorReport.Write( "Destroy" );
}

Fix BuffIcon thread (It caused crashes when closing the game and freezes in the task manager.)

 

add the gIconBuff.Timer(); inside function void SEASON3B::CNewUIBuffWindow::RenderBuffStatus(BUFF_RENDER renderstate) {

So, the Pegasus base is a good starting point, but there are a lot of errors that can't be fixed. It's a base that's worth considering, but there's so much over-written code that it creates a lot of problems with effects and other things. It's such an old base that even the original developer didn't know how to fix the glow issue. We changed hundreds of things, but at some point, I stopped following it because it just didn't make sense to me anymore. I ended up choosing Takumi's version it's better, has fewer bugs, is more fixable, and has cleaner, more elegant code.

one day

Offline louis #321 Posteado: March 10, 2026, 08:06:30 PM

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So, the Pegasus base is a good starting point, but there are a lot of errors that can't be fixed. It's a base that's worth considering, but there's so much over-written code that it creates a lot of problems with effects and other things. It's such an old base that even the original developer didn't know how to fix the glow issue. We changed hundreds of things, but at some point, I stopped following it because it just didn't make sense to me anymore. I ended up choosing Takumi's version it's better, has fewer bugs, is more fixable, and has cleaner, more elegant code.

What's the problem with glow?

Update 43 is ready!!!
Discord: louisemulator

Offline wellwisher22 #322 Posteado: March 10, 2026, 09:37:07 PM

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Alguém com os arquivos + FIX atualizados? =D

Gracias:


Offline Dizzy #323 Posteado: March 10, 2026, 10:52:22 PM

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Alguém com os arquivos + FIX atualizados? =D

I agree, it would be nice if someone updated the first post and uploaded an archive with corrections.

 pleas3 pleas3 pleas3

Telegram: @dizzy0592
Discord: Dizzy#1469

Offline Odisk #324 Posteado: Today at 12:00:38 AM

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So, the Pegasus base is a good starting point, but there are a lot of errors that can't be fixed. It's a base that's worth considering, but there's so much over-written code that it creates a lot of problems with effects and other things. It's such an old base that even the original developer didn't know how to fix the glow issue. We changed hundreds of things, but at some point, I stopped following it because it just didn't make sense to me anymore. I ended up choosing Takumi's version it's better, has fewer bugs, is more fixable, and has cleaner, more elegant code.

What's the problem with glow?

glow on weapons, staff etc...

one day

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