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Faller

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Posts posted by Faller


  1. 1 hour ago, wizel1 said:

    i must set maintenance = true

     

    then when i want restart, for kick all

     

    im type in local chat  &lua maintenance=true 

    ?

     

    will players have access to that?

     

     

    Yup, that's it, actually, type: &lua_all maintenance=true 
    ^ that way you'll kick players from all GameServers

     

    Players won't be able to use, only you have access to &lua/&lua_all commands.

    • Like 2

  2. 51 minutes ago, wizel1 said:

    any automatic system?

    examples:

    i want to restart

    or if server disconnect

     

    then kick all before closing

     

    Yea, simply add something like this to your char_timer:
     

    if maintenance then
    	KickCha(role)
    end

    Then when you're ready to make a maintenance, simply do "&lua maintenance=true". You can also add other conditions, like don't kick players who are GM, or don't kick X name.

     

    Ps.: Don't forget to add the following line to variables.lua:

    maintenance = false

     


  3. 3 hours ago, Totoka said:

    Hi @Faller :)

     

    I think these objects aren't shown 'cause the render engine has some nested limits that aren't easy to change through asm, if you really want to solve it best would be to use c++ source, and be aware that even if so, you will be facing more limits.


    As you may know the game was made using an small zoom that doesn't goes to far from the character, and this default camera is the one that moliyos developers used to optimize the game, so changing it would lead to bugs such as hidden objects while using camera tweaks

     

    Have you tried to generate it using a client without tweaks ?

    Hey Totoka! Thanks for your appearance :D

    I use a totally clean client as map editor, so there isn't any sort of tweaks :/

    Although, I've always been using it on 800x600 resolution, I'll try on 1024, who knows!


  4. 4 hours ago, Rinor said:

    I might be wrong but type at minimap (blue screen chat on editor) 0,0,x,y of map

    That's exactly what I do :P

    But it doesn't render objects properly as seen above.

     

    4 hours ago, Rinor said:

    Also i'd say is waste of time to make a world map, I've been working on it 3 years ago and I discontinued since people will just copy & paste ur hard work map and use on their server for free.

    What I mean by World Map is the Alt+W one hehehe
    And yea, I know your feeling.

     

    Thanks for the reply!

    • Like 1

  5. Hello, PKODev!

    I'd like to ask if anyone knows how to properly build up a minimap for a custom map.

    I use the client itself to generate the maps, but there's an issue that the objects aren't rendered properly as shown below:

    image.png.62647d508eab83852e8149b86b969aea.png

    That's it! I'll be really thankful if anyone can shout-out a solution, I plan to make a world map, although it looks terrible like this.


  6. 13 hours ago, FapFap said:

    Can someone help me to deny player talk more than 100 letters on localchat?!

    Server-side.. 

    Hi!

    I just made this up for you, works fine in my side.

    Quote

    if string.len(message) > 100 then
        BickerNotice(role,"<Chat> Message too long!")
        return false
    end

    Paste in the beginning of your ChatHandler function.

     

    Btw, if I may ask, why are you applying such limitation?


  7. On 11/28/2018 at 10:55 PM, FapFap said:

    Anyone can explain me why im getting disconnet when buying any SHIP from npc?
    using clean 1.36 base files

    Hi!

    I'm facing the same issue after updating to @V3ct0r's StallServer v3.3.
    I've tested it, the issue doesn't happen when using the previous 3.0 version.

     

    I'll contact him, let's see if he gives us an update on this.


  8. 1 minute ago, Rinor said:

    Ehh.. i never tried using other record number than quest one.. thought it should be same as quest id.. thanks for the info

    It can be anything. :P

    Records have nothing to do with quests, they are only used to do what it literally says, "record". It stores in the database that the determined record have been done.

    Do like I do: I have a list of all records in use and in what, it took me a while to list all of them, but it made my life way easier now.


  9. Just now, Rinor said:

    @Faller Yeah but theres quests with such ID's.. theres not chance to increase that limit?

    I'm talking about the Record, not quest. :P
    The "Record" number can be different than the quest ID. The limit for quests is 10k I think.

    Regarding increasing the limit, there's probably a way through hexing, but sadly I don't really know how to do it. :/
    Perhaps you can try your luck with V3ct0r or others who do hexing work, there might be a way. If you find it, please let me know! It will help me a lot.


  10. 4 hours ago, Rinor said:

    Hello,
    I'm having a problem when i'm trying to make a quest which is not repeatable, this is my quest script:
    12.png.6adcae472f57c617fd79d4ee55198b44.png

    and when i click the NPC, it doesn't show quest at npc but gives me this error at system:
    123.png.3f1d4cf8be9edd9c586906d55e7048c5.png

    I'm using 1.38 files by @V3ct0r, theres no errors given at lua.err, if i remove SetRecord at quest, the quest will show & work fine.. anyone can help me with this? thanks

    From what I can see, your record number is too high (6555), I think the limit is 2k or 3k (not quite sure, you can test).

     

    Try this:

    MisBeginCondition(NoRecord,1000)

    ....

    MisResultAction(SetRecord,1000)


  11. 11 hours ago, Makaveli96 said:

    Hello ,

     

    I'm new to this I'm just creating a server to play with my friends I'm trying to install GMSystem extension to forge items easier and faster but I'm having a problem i loaded the extension with dofile(GetResPath("script\GMSystem\Base.lua")) , and it load successfully but when i try to use login command &lua Login("AccountName","PassWord","CharName") nothing happens in game but in gameserver cmd i get this error :

    ...rce/script\GMSystem\Variables\LogsFunctions\Logs.lua:176: attempt to index global `Character' (a nil value)

     

     

    Hello, can you provide the code of this "GMSystem"? That way we can read it and find out what's wrong. Cheers!


  12. On 7/19/2018 at 3:33 PM, V3ct0r said:

    +21.5 Mbytes just for items. It is not so little if compare with 400 MBytes of total consumption of memory. And you have other increased limits (CharacterInfo, SceneobjInfo, etc), in summary they can take significant amount of memory.

    I see, thanks for the info! I never knew they used that much memory. Good thing I've been removing all unused items from my iteminfo. :)

     

    But even considering this quantity, I don't think we'd ever achieve such a huge decrease, after all, the only bins that are actually modified are iteminfo, character info, sceneceobj - the others only a few lines...

    • Like 1

  13. 9 minutes ago, quad said:

    do not forget they must have fixed all known (and possibly unknown) memory leaks.

    That's also another great option! But it's kinda impossible to only be changes to the bin limits. I know v3ct0r also mentioned that they must have done changes to the source code, and they surely did, they have some features we have never seen in other servers.
    But even though, it's a really BIG change to the memory usage. I think most of the textures (UI, terrain floor, etc...) are loaded to memory at boot up, they must have optimized it by changing things like that - only loaded when necessary.

    • Like 1

  14. On 7/14/2018 at 11:10 AM, V3ct0r said:

    Hello, @ahmad!

     

    Probably they did optimizations on the source code level. 

     

    I think you know about "limits" for .bin tables, for example ItemInfo.bin, CharacterInfo.bin and etc. Usually people wants to increase them, but you also can decrease the limits. 

     

    For instance lets take ItemInfo.bin. In my client one item occupies 868 bytes of memory. So, 6k items (default limit) will occupy about 5 Mbytes of memory, 9k items about 7.5 Mbytes and 32k items about 26.5 MBytes of memory.

    Even changing that, I can't imagine this whole change to the memory usage... I mean, it might help with a few megabytes, but decrease it by more than 10x?

    @ahmad have you checked the memory usage for PKO after you opened it? I mean, right after you open it. My best bet is that you already had these clients open for sometime and system redirected unsued memory to Virtual Memory to free space.

    • Thanks 1

  15. Here's my version of it:

    Quote

    function CheckPos(role,xi,xe,yi,ye)
        local x,y = GetChaPos(role)
        if x >= xi*100 and x <= xe*100 and y >= yi*100 and y <= ye*100 then
            return 1
        end
        return 0
    end

    The differences are:

    • It will also return 1 if the position is exactly the one required (in e1mer's version it will only return 1 if it's bigger than, I think it was mentioned by the 2nd commenter, but I can't understand anything in Russian).
    • You won't need to enter precise coordinates with the last 2 numbers, for example: 100.00,100.00 will become 100,100 because it's multiplying by 100.
    • It will work for ships (his script returns 0 if ChaIsBoat).
    • Doesn't need to specify map. This could go bad depending on how you're calling it, so it goes from how you write your scripts.
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