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mcjc

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mcjc last won the day on February 26

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About mcjc

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  1. Hello friends, I'm setting up a server for some friends to play with, today I stopped to play with the colors of some equipment. my progress. I think that due to the level of detail, it looks like it will be good, I will post more things soon. If anyone has the code for all white, send it to me, I tried to find out but it didn't work out very well! Thanks to the forum for some people leaving some tasks identifying some colors, and also to Danny for leaving great colors to play with. I will develop the best with gameplay, I'm not very good with codes but I will do my best! cloak concert too, works perfectly without bugs I still need to resolve some issues about the icons in the name that in the nightmare hat does not change the item, and make the mount appear, I'm still researching a better way to make it appear. I accept some tips or suggestions for fixing it. Another special thanks to Ximboliex and Mothanna for answering some questions, thank you for your precious time
  2. Hello everyone, My friends, I am running a CO client and server, as you all know, I have achieved some great feats, I would like to know where in the client source code to adjust the 1400x900 and the FPS to 60, I was told that I have to edit animation/lab I didn't understand which configuration in the source code has to be made or adjusted to fix the bug, the tree is shaking like crazy. I don't know if it should be simple or not, but if someone can give me some light on how to start and fix these things, I would be grateful! I have another bug, when Phillys runs it looks like a saci perere, why?
  3. Hi, can you help me? I have the same problem, where can I fix the 60 fps and adjust the resolution, my system also continues with a blue screen in range and I don't know how to fix it.
  4. Sometimes it may be some code that may cause a conflict, it may not be visible but it causes a conflict, I don't know much about compilations, I'm learning a lot of things but I still haven't managed to fix the error of the tree looking crazy, I've been told that it's in the animation lab but I have no idea how to do it. I think it may be something in the codes because if the client doesn't start it may have a conflict, every time it starts it doesn't happen, open the task manager and see if something related to the open game appears. or do the following, compile the server side in 2003 and compile the client side in 2022 and then vice versa and see if it will start. server side 2003 client side 2022 server side 2022 client side 2003 it's possibly the client.
  5. mcjc

    Game Crasche ?

    About the code icon code in the name of the nightmare, I've tried everything, even artificial intelligence code, I've created other items in the info item, I've improved the code and the icon remains the same in the name. I'm adjusting what I know and what I've learned so far, but it's hard to see a tree shaking and shaking. I'm already angry.
  6. mcjc

    Game Crasche ?

    I've asked several people for help, but no one answers, no one teaches me either. I've been trying and trying for days and nothing. I'm having trouble creating clickable icons to appear on the name. I've asked for help from all over the world, but it's complicated. I had someone helping me, but he's very busy, so I'm alone, but I don't know how to do it either. It's difficult. I've compiled more than half of the deguix files on the public topsrc server, but I haven't been able to fix it. People here look at the comments a lot and ignore them. I'm not doing it to sell. I thought the forum was for help, but there are a lot of people who ignore the posts. I've tried several things, I really have, every day I copy files to test and see if it stops, I've changed the map, I've changed files from deguix to topsrc and nothing. I'm really having trouble.
  7. mcjc

    Game Crasche ?

    I've asked several people for help, but no one answers, no one teaches me either. I've been trying and trying for days and nothing. I'm having trouble creating clickable icons to appear on the name. I've asked for help from all over the world, but it's complicated. I had someone helping me, but he's very busy, so I'm alone, but I don't know how to do it either. It's difficult. I've compiled more than half of the deguix files on the public topsrc server, but I haven't been able to fix it. People here look at the comments a lot and ignore them. I'm not doing it to sell. I thought the forum was for help, but there are a lot of people who ignore the posts.
  8. mcjc

    Icon Name

    like this ?
  9. mcjc

    Icon Name

    like this ?
  10. Why is the tree getting out of control? Is the game crashing? Where can I modify it? Does anyone know the game server or client files? I couldn't record a video to post, but the tree keeps shaking like crazy. I thought it was some basic configuration of the gate or group server, but I couldn't find anything. This happens in the Topscs files. Not in the deguix files. Where can I fix it?
  11. mcjc

    Icon Name

    yes. I'm actually having trouble with both things. For example, when updating Nightmare lvl 1 to lvl 2, the icon changes by itself! However, I couldn't do it at all. The code in UiHeadsay and Character doesn't help, even changing the function so that it shows different icons when updating it doesn't change, and even if I separate equipment for example 9160nightmare lvl 1 9160nightmare lvl 2 or 9160 nightmare lvl 1 9161 nightmare lvl 2 it doesn't change the name icon. In neither case
  12. mcjc

    Dan

    pode me ajudar com uma questão que estou quebrando a cabeça ? 

    bom estou aprendendo sobre adidicionar icones ao nome do usuarios tipo o do helm nightmare, e consegui fazer um codigo de leitura para eles para o character.cpp  porem ao adicionar o parametro i=1 ele fica fixado ao icone evil_lvl 1 e não atualiza quando o equipamento atualiza, o que estou fazendo de errado ? 
    estou editando em UIHeadSay.ccp


    character.cpp

     

        if (_pHeadSay) {

            // Verifica se o ID do equipamento é 9160

            if (stPart.SLink[enumEQUIP_HEAD].sID == 9160) {

                _pHeadSay->SetIsShowEvil(1);  // Ativa a exibição do "Evil"

       

                // Obtém o valor da energia

                int energyValue = stPart.SLink[enumEQUIP_HEAD].sEnergy[1];

               

                // Verifica se o valor da energia é negativo, se for, define como 0

                if (energyValue < 0) energyValue = 0;

       

                // Define o nível de "Evil" com base no valor de energia progressivamente de 2 a 5

                int evilLevel = 0;

               

                if (energyValue >= 1 && energyValue < 2) {

                    evilLevel = 2;

                    stPart.SLink[enumEQUIP_HEAD].sEnergy[2] = 2;  // Ajusta a energia para 2

                } else if (energyValue >= 2 && energyValue < 3) {

                    evilLevel = 3;

                    stPart.SLink[enumEQUIP_HEAD].sEnergy[3] = 3;  // Ajusta a energia para 3

                } else if (energyValue >= 3 && energyValue < 4) {

                    evilLevel = 4;

                    stPart.SLink[enumEQUIP_HEAD].sEnergy[4] = 4;  // Ajusta a energia para 4

                } else if (energyValue >= 4) {

                    evilLevel = 5;

                    stPart.SLink[enumEQUIP_HEAD].sEnergy[5] = 5;  // Ajusta a energia para 5

                }

       

                // Define o nível de Evil

                _pHeadSay->SetEvilLevel(evilLevel);

            } else {

                _pHeadSay->SetIsShowEvil(0);

            }

        }

        RefreshItem( true );

    }


    UIHeadSay.ccp
     

    for (int i = 0; i < EVIL_MAX; i++) {
        char buffer[64] = {0};

        // Dependendo do índice (i), definimos o nível de 'evil' e a imagem
        if (i == 0) {
            sprintf(buffer, "texture/icon/evil_lv%d.tga", 1);  // Nível 1
        } else if (i == 1) {
            sprintf(buffer, "texture/icon/evil_lv%d.tga", 2);  // Nível 2
        } else if (i == 2) {
            sprintf(buffer, "texture/icon/evil_lv%d.tga", 3);  // Nível 3
        } else if (i == 3) {
            sprintf(buffer, "texture/icon/evil_lv%d.tga", 4);  // Nível 4
        } else if (i == 4) {
            sprintf(buffer, "texture/icon/evil_lv%d.tga", 5);  // Nível 5
        }
            
            if (!_pImgEvil)
                break;

            _pImgEvil.LoadImage(buffer, 16, 16, 0, 0, 0, 0.0, 0.0);
        }
        return true;
    }
     

  13. I give up, it doesn't work! functions work correctly, but the &¨%$# of the icon does not work I've been trying for days to make the icon change according to the item update, I've deleted the database, I've created a new account and I've made several changes to UIHeadSay.cpp Caracter.cpp I've tried two other codes generated by AI, I've reset UIHeadSay and nothing works, nothing changes the player icon, it stays fixed, I give up on this. Ximboliex sent me a simple but very functional code and it doesn't change the DOG at all! I'm a beginner in programming, I'm learning on my own and he helps me but nothing works! //Ximboliex Code if (_pHeadSay) { if (stPart.SLink[enumEQUIP_HEAD].sID == 9160) { _pHeadSay->SetIsShowEvil(1); if (stPart.SLink[enumEQUIP_HEAD].sEnergy[1] >= 5) { _pHeadSay->SetEvilLevel(5); } else { _pHeadSay->SetEvilLevel(stPart.SLink[enumEQUIP_HEAD].sEnergy[1]); } } else { _pHeadSay->SetIsShowEvil(0); } } RefreshItem( true ); } //ME CODE 2 if (_pHeadSay) { // Verifica se o ID do equipamento é 9160 if (stPart.SLink[enumEQUIP_HEAD].sID == 9160) { _pHeadSay->SetIsShowEvil(1); // Ativa a exibição do "Evil" // Obtém o valor da energia int energyValue = stPart.SLink[enumEQUIP_HEAD].sEnergy[1]; // Verifica se o valor da energia é negativo, se for, define como 0 if (energyValue < 0) energyValue = 0; // Define o nível de "Evil" com base no valor de energia progressivamente de 2 a 5 int evilLevel = 0; if (energyValue >= 1 && energyValue < 2) { evilLevel = 2; stPart.SLink[enumEQUIP_HEAD].sEnergy[2] = 2; // Ajusta a energia para 2 } else if (energyValue >= 2 && energyValue < 3) { evilLevel = 3; stPart.SLink[enumEQUIP_HEAD].sEnergy[3] = 3; // Ajusta a energia para 3 } else if (energyValue >= 3 && energyValue < 4) { evilLevel = 4; stPart.SLink[enumEQUIP_HEAD].sEnergy[4] = 4; // Ajusta a energia para 4 } else if (energyValue >= 4) { evilLevel = 5; stPart.SLink[enumEQUIP_HEAD].sEnergy[5] = 5; // Ajusta a energia para 5 } // Define o nível de Evil _pHeadSay->SetEvilLevel(evilLevel); } else { _pHeadSay->SetIsShowEvil(0); } } RefreshItem( true ); } //ME CODE 2 if (_pHeadSay) { // Verifica se o ID do equipamento é 9160 if (stPart.SLink[enumEQUIP_HEAD].sID == 9160) { _pHeadSay->SetIsShowEvil(true); // Ativa a exibição do "Evil" // Obtém o valor da energia int energyValue = stPart.SLink[enumEQUIP_HEAD].sEnergy[1]; // Verifica se o valor da energia é negativo, se for, define como 0 if (energyValue < 0) energyValue = 0; // Define o nível de "Evil" com base no valor de energia int evilLevel = 0; if (energyValue >= 1 && energyValue < 2) { evilLevel = 2; stPart.SLink[enumEQUIP_HEAD].sEnergy[2] = 2; // Ajusta a energia para 2 } else if (energyValue >= 2 && energyValue < 3) { evilLevel = 3; stPart.SLink[enumEQUIP_HEAD].sEnergy[3] = 3; // Ajusta a energia para 3 } else if (energyValue >= 3 && energyValue < 4) { evilLevel = 4; stPart.SLink[enumEQUIP_HEAD].sEnergy[4] = 4; // Ajusta a energia para 4 } else if (energyValue >= 4) { evilLevel = 5; stPart.SLink[enumEQUIP_HEAD].sEnergy[5] = 5; // Ajusta a energia para 5 } // Define o nível de Evil _pHeadSay->SetEvilLevel(evilLevel); // Atualiza o nível de maldade após o upgrade } else { _pHeadSay->SetIsShowEvil(false); } } RefreshItem( true ); }
  14. Hello friends, how are you? After I managed to solve the problem with the mounts in the src, I actually fixed some things and they are working perfectly. My biggest problem now is with the icon on the nightmare helm. When updating the item, the icon remains evil_lvl 1. I went to UIheadSay and changed the parameter and noticed that it is fixed. How do I change it from fixed? Will I have to add a parameter for each one? if (i == 0) { sprintf(buffer, "texture/icon/evil_lv%d.tga", 1); // Level 1 } else if (i == 1) { sprintf(buffer, "texture/icon/evil_lv%d.tga", 2); // Level 2 } else if (i == 2) { sprintf(buffer, "texture/icon/evil_lv%d.tga", 3); // Level 3 } else if (i == 3) { sprintf(buffer, "texture/icon/evil_lv%d.tga", 4); // Level 4 } else if (i == 4) { sprintf(buffer, "texture/icon/evil_lv%d.tga", 5); // Level 5 } example i==1 j==2 like this
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