mkhzaleh 131 Report post Posted September 26, 2021 (edited) 23 hours ago, gainster81 said: Which states in the server side? do i need to delete them? ignore this guy, he mostly use my fix "workaround with no idea" the ids cause it : 96 dw 1 boss freeze stun 159 //flash stun 45 : which is State_Xy_Add all crus stun/champ etc 98) // death night 116) // Black Dragon Terror 87) // Algae Entanglement 86) // Tornado NOTE: you can fix this in client sure but its workaround as i said by manual deleting when effect over Edited September 26, 2021 by mkhzaleh Quote Share this post Link to post Share on other sites
gainster81 8 Report post Posted September 26, 2021 1 hour ago, mkhzaleh said: ignore this guy, he mostly use my fix "workaround with no idea" the ids cause it : 96 dw 1 boss freeze stun 159 //flash stun 45 : which is State_Xy_Add all crus stun/champ etc 98) // death night 116) // Black Dragon Terror 87) // Algae Entanglement 86) // Tornado NOTE: you can fix this in client sure but its workaround as i said by manual deleting when effect over Do i need to add an exception for those in SkillState.h from server source? Or which line/file is it? Sorry, i am not really into C++ Quote Share this post Link to post Share on other sites
mkhzaleh 131 Report post Posted September 27, 2021 for client can be done inside ChaState.cpp Quote Share this post Link to post Share on other sites
kyleflow 35 Report post Posted June 30, 2023 When working with CO files, does this mean if I'm to compile my own gameserver, can I attached LuaSQL.dll directly before compiling? would that confirm it to be working? Quote Share this post Link to post Share on other sites
mkhzaleh 131 Report post Posted June 30, 2023 20 minutes ago, kyleflow said: When working with CO files, does this mean if I'm to compile my own gameserver, can I attached LuaSQL.dll directly before compiling? would that confirm it to be working? means you're using source and no need for luasql as u have access to db from source already Quote Share this post Link to post Share on other sites
devilmaydie770 0 Report post Posted January 5 Hello! I have this giant question, why have no one ever made a 64 bit version of gameserver yet? wouldn't it make sense to be able to load all of the map in 1 gameserver instead of multiple gameserver to avoid the ram usage limitation as well as stopping the dupe issue? im aware there is program/fixes to prevent but since we have source, but no one ever made gameserver into 64 bit? Quote Share this post Link to post Share on other sites
V3ct0r 2,117 Report post Posted January 9 Hello @devilmaydie770, I can assume the following: 1) The server architecture is a microservice; your idea of running all maps on one instance of GameServer contradicts this approach; 2) This requires a lot of work with an incomprehensible result (change data types and functions/procedures to those that work with 64-bit data types). Quote Some useful links / Полезные ссылки Tips for making a topic in 'Questions & Help' / Рекомендации по созданию тем в разделе "Помощь" Server Advertising Section Rules / Правила раздела "Реклама серверов" Available e-mail domains for registration / Допустимые e-mail домены для регистрации User groups / Группы пользователей User ranks / Звания пользователей "Broken" pictures on the forum / "Битые" изображения на форуме Beware of scammers! / Осторожно, мошенники! My developments / Мои разработки Mods for client and server / Моды для клиента и сервера PKOdev.NET website for Tales of Pirates Server / PKOdev.NET веб-обвязка для сервера Пиратии I do not provide any help in private messages and outside the forum. Use 'Questions & Help' section please. Thank you for understanding! Я не оказываю какую-либо помощь в личных сообщениях и вне форума. Пожалуйста, используйте раздел "Пиратия: Помощь". Благодарю за понимание! Share this post Link to post Share on other sites