Beiträge von Pedobear

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    look guild level from mysql. if level is really 461, there is an integer overflow problem.


    if level is not 461 in mysql, you probably have wrong packet problem. also upload button appears if this condition is met;


    if mainCharacterName == masterName:



    add this to above if cond (idk if this function will work, i am suck at python);


    print "mainCharacterName: %s -- mastername: %s" % mainCharacterName, masterName




    and compare the names. (also you can change page.uploadMarkButton.Hide() to page.uploadMarkButton.Show() for the problem is uiscript related or not)

    I noticed a problem on my server that one person had before, the problem is this;


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    As you can see, when I close the game with the shutdown command, if I try to log in, a packet error occurs and the game closes. I think this problem occurs after removing packet encryption (cryptopp).


    The cause of the problem is that AUTH core does not establish P2P connection like other cores, it only establishes connection with DB. Therefore, the P2P packet sent during the shutdown command does not reach AUTH.


    The solution is as follows;


    open game/cmd_general.cpp and search;

    Code
    1. ACMD(do_shutdown)


    and add this on top of " Shutdown(10); ";

    Code
    1. db_clientdesc->DBPacketHeader(HEADER_GD_GO_SHUTDOWN, 0, 0);


    open game/input_db.cpp and search;

    Code
    1. case HEADER_DG_WEDDING_END


    and add below this;

    Code
    1. case HEADER_DG_GO_SHUTDOWN:
    2. g_bNoMoreClient = true;
    3. break;


    open common/tables.h and search;

    Code
    1. HEADER_DG_ITEMAWARD_INFORMER = 180,



    and add below this;

    Code
    1. HEADER_DG_GO_SHUTDOWN = 182,


    search again;

    Code
    1. HEADER_GD_DELETE_AWARDID = 138,


    add below again this;

    Code
    1. HEADER_GD_GO_SHUTDOWN = 146,


    open db/clientmanager.cpp and search;

    Code
    1. case HEADER_GD_DELETE_AWARDID:


    add below this;

    Code
    1. case HEADER_GD_GO_SHUTDOWN:
    2. m_pkAuthPeer->EncodeHeader(HEADER_DG_GO_SHUTDOWN, 0, 0);
    3. break;


    Done.


    After the fix, it will now give a popup message instead of closing the game;


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    Hello bois,


    I do development and modernization for fantasy purposes. I invite you too my server, I would be very happy if you let me know if you have a problem.


    Server is completely focused on performance. I made a lot of QoL changes.

    The design of my server is OldSchool PvM / PvP, it is the same as metin2 in 2008.


    It is currently in the testing phase, I need to see if my server is stable. I will open a server in the future but I need your help, I would be very grateful if you test it and tell me your opinion about the game.



    Thanks!




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    idk what model your hdd is but it seems not normal. your hdds 4 KB write speed is very low.


    > 50 IOPS are normal for a hdd (because there is a mechanical disc inside them). (also your IOPS is not 1.71, you have not selected IOPS mode from CDM)


    The hdd in the link you threw is only good if you use it for storage purposes. its slower than a typical HDD (5400 RPM vs 7200 RPM) --> higher RPM == more speed

    3 and 4 is IOPS.


    In general terms, the most important and most noticeable are 3 and 4.

    Everything up there is IOPS (Input/Output per Second > 1/2/1/2)


    Steap
    Deine Zahlen sind sehr gering falls nur das deine Frage ist.

    no its not. writing and reading large files is always fast, but the important thing is that they read and write 4 kilobytes randomly. IOPS refers to the total input and output the device can do in one second, not just input and output.


    e.g benchmark (u can see IOPS);


    Bitte melden Sie sich an, um diesen Link zu sehen.


    (980 pro nmve ssd)

    Also, offline shop systems working with cache are prone to bugs as long as mutex / lock is not used.

    this is propaganda, the problem is not caching but wrong application of it. i'd strongly recommend working with the db-core as soon as a system has to deal with items. the problem is that items are created through the game-cores and that those trigger queries, which is simply not their job. ofc shit will hit the fan if you start throwing it around randomly

    no, not propaganda. i didn't say "cache is problem", i say "shop systems working with cache".


    and as you said;

    Zitat

    the problem is that items are created through the game-cores and that those trigger queries


    Yes, that's the problem I was talking about. The most correct solution to this problem is use a mutex / lock.

    .. von nova und war bereits in früheren versionen der fliegev3 verbaut (ich glaube sogar in der pub version) ..

    Das war nie in den pub versionen drinnen (die geleakt wurden), das wurde davor immer rausgelöscht bevor der stand hochgeladen wurde. War nicht in dem Stand der auf M2U (alter stand) pub war und auch nicht in dem Stand der auf TurkMMO (neuerer Stand) immer noch pub ist.


    Mies das jemand das einfach released, aber zum Glück fehlen noch gewisse Stellen vom Code die wichtig sind, so freezt euch der Client einfach weg sobald ein Programm mit Adminrechten gestartet wird. Immerhin erkennt man so die Server die Nova nicht bezahlt haben.

    this fix coming from eren3 global server files..

    yea, this is actually fixing outline fps drops.



    metin2 lags problem is drawprimitive's.. normally, outline have 4 primitive but this codes removing 3 primitives.



    4 primitive = up, down, left and right.


    %20 cpu usage per primitive;


    4x %20 == %100 cpu usage for outlines..




    mobs and metin stones lags another primitive;


    CGrannyModelInstance::RenderMeshNodeListWithTwoTexture ;



    STATEMANAGER.DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, vtxCount, pTriGroupNode->idxPos, pTriGroupNode->triCount, vtxMeshBasePos);




    just use the f*cking intel advisor / intel vtune or visual studio performance graphs, stupid idiots competing with IQ-level monkey 'developers''..