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XObedient

Mounts System[Corsairs Version]

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Soon enough 1.3x sources(exes) with all exploit fixes will be released, I hope more people will be motivated in opening again servers and not be scared that someone is going to ruin their server.

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15 hours ago, XObedient said:

For the people that got issues while building. (this one got the camera fixed)

Skills fix:


UISkillCommand.cpp

Line 184
if( pCha->GetIsOnMount())
	{
		g_pGameApp->ShowMidText("Cannot use skills while Mount is in use");
		return false;
	}

https://mega.nz/file/K3gnzQJJ#J9s9M4qKdXsBE5acyf3S7KIINA-DoE-ZffyVuF57yms

you have other files? build is fail because not have the rest of file, and is differents from corsair release maybe can upload gameserver src?

Edited by wizel1

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20 hours ago, XObedient said:

 

You can show here what's wrong, i'll help.

Its because I am very bad at adding code. I simply do not understand as much. However adding and replacing a complete file, that's something I can do ;)

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14 hours ago, XObedient said:

Soon enough 1.3x sources(exes) with all exploit fixes will be released, I hope more people will be motivated in opening again servers and not be scared that someone is going to ruin their server.

VERY good news.

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4 hours ago, wizel1 said:

you have other files? build is fail because not have the rest of file, and is differents from corsair release maybe can upload gameserver src?

You don't need to make the changes in the gameserver source, you have to do it in client source.

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11 hours ago, Rinor said:

@XObedient You have any idea why it won't show mount on carsise? the model of mount goes into the ground also flipped

Yes, fix is in making, I will share this week hover/carsise bug fix, hover is so you can't attack mobs while you are using the mount but you can only hover to see it's names.

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7 hours ago, XObedient said:

You don't need to make the changes in the gameserver source, you have to do it in client source.

where can get working building client?

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9 hours ago, Devorn said:

As far as I understood it, he will upload it soon.

Yes I will share the whole client source code with the mount fixes included, I will do so when I reach home.

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On 10/1/2020 at 7:26 PM, Eligigi said:

i might add this on my server.  since its super crowded they will love this

whats your server ? i miss you!

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On 9/30/2020 at 7:36 PM, XObedient said:

Yes I will share the whole client source code with the mount fixes included, I will do so when I reach home.

Have you reached home yet? Very much looking forward to that share!

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On 9/30/2020 at 7:36 PM, XObedient said:

Yes I will share the whole client source code with the mount fixes included, I will do so when I reach home.

So any news?

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On 9/30/2020 at 8:36 PM, XObedient said:

Yes I will share the whole client source code with the mount fixes included, I will do so when I reach home.

when?

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On 9/29/2020 at 11:32 AM, XObedient said:

Yes, fix is in making, I will share this week hover/carsise bug fix, hover is so you can't attack mobs while you are using the mount but you can only hover to see it's names.

Just saw this thread, wondering how long is your week? Hi from 2021 🤣

  • Haha 1

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Hello guys!😁
Is it possible someone can post a step by step tutorial on how to put the files in their correct place?
I am very interested in this topic but nobody contributes anything.
Thank you.🤔

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Hi everyone I have successfully compiled the code and it works fine for me, but for some reason mounting to a swing gives me a dump.

 

Is there a reason for this?

 

10-02 23:43:04SC_CharacterActionAccess Violation
The thread attempted to read from or write to a virtual address for which it does not have the appropriate access
xxxx\src\intel\strncpy.asm(157) : Game.exe at strncpy()
xxxx\client\src\character.cpp(1104) : Game.exe at CCharacter::setName()
xxxx\client\src\character.cpp(1733) : Game.exe at CCharacter::UpdataItem()
xxxx\client\src\character.cpp(1553) : Game.exe at CCharacter::UpdataFace()
xxxx\client\src\netprotocol.cpp(1535) : Game.exe at NetChangeChaPart()
xxxx\client\src\packetcmd_sc.cpp(1118) : Game.exe at SC_CharacterAction()

 

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23 hours ago, wouter2004 said:

Hi everyone I have successfully compiled the code and it works fine for me, but for some reason mounting to a swing gives me a dump.

 

Is there a reason for this?

 


10-02 23:43:04SC_CharacterActionAccess Violation
The thread attempted to read from or write to a virtual address for which it does not have the appropriate access
xxxx\src\intel\strncpy.asm(157) : Game.exe at strncpy()
xxxx\client\src\character.cpp(1104) : Game.exe at CCharacter::setName()
xxxx\client\src\character.cpp(1733) : Game.exe at CCharacter::UpdataItem()
xxxx\client\src\character.cpp(1553) : Game.exe at CCharacter::UpdataFace()
xxxx\client\src\netprotocol.cpp(1535) : Game.exe at NetChangeChaPart()
xxxx\client\src\packetcmd_sc.cpp(1118) : Game.exe at SC_CharacterAction()

 

hi wouter can you pass me your discord please?

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On 10/3/2021 at 11:47 PM, Nate32 said:

hi wouter can you pass me your discord please?

Animatie.gif.b333d13a0a0f9ec8002346c5e4c2971a.gif.947bfaa9200332824c1b89c525adeed4.gif

 

Fixed the mount animation in the client, swings still dont work

 

To get animated mounts update the following the the Character.ccp

void CCharacter::FrameMove(DWORD dwTimeParam)
{
	CSceneNode::FrameMove(dwTimeParam);	

	if( !_isArrive )
	{
		if( _IsMoveTimeType )
		{
			static float dis;
			static D3DXVECTOR2 vTmp;

			dis = (float)( CGameApp::GetCurTick() - _dwStartTime ) * _fMoveSpeed;
			if( dis>_fMoveLen )
			{
				setPos( (int)_vMoveEnd.x, (int)_vMoveEnd.y );
				
++				if(pMount) 
++					pMount->CCharacterModel::PlayPose(POSE_WAITING, PLAY_LOOP_SMOOTH, -1, 30, 1); // wouter

				_isArrive = true;
			}
			else
			{

++				if(pMount)
++					pMount->CCharacterModel::PlayPose(POSE_RUN, PLAY_LOOP_SMOOTH, -1, 30, 1); // wouter

				vTmp = _vMoveStart + _vMoveDir * dis;
				setPos( (int)vTmp.x, (int)vTmp.y );
			}
		}
		else if( GetChaState()->IsTrue(enumChaStateMove) )
		{
			// ????????ProgressRate(??????j???????)------------------------------------------------------------------------------
			if( _nTurnCnt>1 )
				_fStepProgressRate = _fStepProgressRate + _fStep * CWaitMoveState::GetMoveRate() / (float)_nTurnCnt;
			else
				_fStepProgressRate = _fStepProgressRate + _fStep * CWaitMoveState::GetMoveRate();

			_CalPos(_fStepProgressRate);
			if(_fStepProgressRate >= 1.0f)
			{
++				if(pMount) 
++					pMount->CCharacterModel::PlayPose(POSE_WAITING, PLAY_LOOP_SMOOTH, -1, 30, 1); // wouter

				_isArrive = true;				
			}
			else if( _isStopMove )
			{
++				if(pMount) 
++					pMount->CCharacterModel::PlayPose(POSE_WAITING, PLAY_LOOP_SMOOTH, -1, 30, 1); // wouter

				_isArrive = true;
			}
			else
			{
++				if(pMount) 
++					pMount->CCharacterModel::PlayPose(POSE_RUN, PLAY_LOOP_SMOOTH, -1, 30, 1); // wouter

			}
		}
	}

 

Edited by wouter2004
small typo correction
  • Thanks 1

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On 10/22/2021 at 4:37 PM, wouter2004 said:

Animatie.gif.b333d13a0a0f9ec8002346c5e4c2971a.gif.947bfaa9200332824c1b89c525adeed4.gif

 

Fixed the mount animation in the client, swings still dont work

 

To get animated mounts update the following the the Character.ccp


void CCharacter::FrameMove(DWORD dwTimeParam)
{
	CSceneNode::FrameMove(dwTimeParam);	

	if( !_isArrive )
	{
		if( _IsMoveTimeType )
		{
			static float dis;
			static D3DXVECTOR2 vTmp;

			dis = (float)( CGameApp::GetCurTick() - _dwStartTime ) * _fMoveSpeed;
			if( dis>_fMoveLen )
			{
				setPos( (int)_vMoveEnd.x, (int)_vMoveEnd.y );
				
++				if(pMount) 
++					pMount->CCharacterModel::PlayPose(POSE_WAITING, PLAY_LOOP_SMOOTH, -1, 30, 1); // wouter

				_isArrive = true;
			}
			else
			{

++				if(pMount)
++					pMount->CCharacterModel::PlayPose(POSE_RUN, PLAY_LOOP_SMOOTH, -1, 30, 1); // wouter

				vTmp = _vMoveStart + _vMoveDir * dis;
				setPos( (int)vTmp.x, (int)vTmp.y );
			}
		}
		else if( GetChaState()->IsTrue(enumChaStateMove) )
		{
			// ????????ProgressRate(??????j???????)------------------------------------------------------------------------------
			if( _nTurnCnt>1 )
				_fStepProgressRate = _fStepProgressRate + _fStep * CWaitMoveState::GetMoveRate() / (float)_nTurnCnt;
			else
				_fStepProgressRate = _fStepProgressRate + _fStep * CWaitMoveState::GetMoveRate();

			_CalPos(_fStepProgressRate);
			if(_fStepProgressRate >= 1.0f)
			{
++				if(pMount) 
++					pMount->CCharacterModel::PlayPose(POSE_WAITING, PLAY_LOOP_SMOOTH, -1, 30, 1); // wouter

				_isArrive = true;				
			}
			else if( _isStopMove )
			{
++				if(pMount) 
++					pMount->CCharacterModel::PlayPose(POSE_WAITING, PLAY_LOOP_SMOOTH, -1, 30, 1); // wouter

				_isArrive = true;
			}
			else
			{
++				if(pMount) 
++					pMount->CCharacterModel::PlayPose(POSE_RUN, PLAY_LOOP_SMOOTH, -1, 30, 1); // wouter

			}
		}
	}

 

hello brother if you still have not solved the swings let me know to prepare a file and upload it...

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