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kamerafahrt beim login ?
Discussion on kamerafahrt beim login ? within the Flyff Private Server forum part of the Flyff category.
02/07/2012, 16:34
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#1
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Join Date: Aug 2011
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kamerafahrt beim login ?
hallo zusammen
ich habe eine kleine frage wo man die welt einstellt wo die kamera fährt habe ich gefunden allerdings weiss ich nicht wie ich die koordinaten veränder kann mir da jemand weiterhelfen wo ich die koordinaten eingeben muss damit die kamera ihr standort ändert wäre echt nett danke im vorraus für die hilfe
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02/07/2012, 17:08
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#2
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Join Date: Nov 2011
Posts: 156
Received Thanks: 28
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Das ist ein video wenn ich mich nicht irre
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02/07/2012, 17:40
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#3
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elite*gold: 74
Join Date: Apr 2009
Posts: 5,908
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// Çʵå Ãâ·Â
if(m_pTitleWorld != NULL)
{
//static float fCameraPositionX = 445.0f;
//static float fCameraPositionY = 160.0f;
//static float fCameraPositionY = 572.0f;
static const float START_X = 345.0f;
static const float END_X = 445.0f;
static const float START_TO_END_X = END_X - START_X;
static const float START_Y = 110.0f;
static const float END_Y = 160.0f;
static const float START_TO_END_Y = END_Y - START_Y;
static const float START_Z = 572.0f;
static const float END_Z = 572.0f;
static const float START_TO_END_Z = END_Z - START_Z;
static const float SPEED_RATE = 500.0f;
static float fCameraPositionX = START_X;
static float fCameraSpeedX = START_TO_END_X / SPEED_RATE;
if( fCameraPositionX <= END_X )
{
fCameraPositionX += fCameraSpeedX;
}
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02/07/2012, 18:02
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#4
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Join Date: Aug 2011
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naja aber was hat das mit dem START und END auf sich ?
sry ich lerne noch und mag soviel erfahren wie es geht ^^
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02/07/2012, 18:47
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#5
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elite*gold: 455
Join Date: Jun 2009
Posts: 1,601
Received Thanks: 1,103
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Voll funktionsfähiges Login-Video:
DpClient.cpp:
Unter:
Code:
void CDPClient::SendJoin( BYTE nSlot, DWORD dwWorldID, CMover* pMover, CMessenger* pMessenger, u_long uIdofMulti )
#endif // __RT_1025
{
Das:
Code:
#ifdef __FLYFF_INITPAGE_EXT
CWndBase::m_Theme.DestoryTitleWorld();
#endif //__FLYFF_INITPAGE_EXT
Neuz.cpp:
Unter:
Code:
#if __VER >= 15 // __IMPROVE_SYSTEM_VER15
g_toolTipSub1.Process( point, &m_2DRender );
g_toolTipSub2.Process( point, &m_2DRender );
#endif // __IMPROVE_SYSTEM_VER15
g_DamageNumMng.Process();
Das:
Code:
#ifdef __FLYFF_INITPAGE_EXT
if(CWndBase::m_Theme.m_bRenderTitleWorld)
{
g_GameTimer.m_bFixed = TRUE;
g_GameTimer.m_nHour = 10;
}
else
g_GameTimer.Compute();
#else //__FLYFF_INITPAGE_EXT
g_GameTimer.Compute();
#endif //__FLYFF_INITPAGE_EXT
ITheme.cpp:
Unter:
Code:
#ifdef __LANG_1013
#include "langman.h"
#endif // __LANG_1013
Das:
Quote:
#ifdef __FLYFF_INITPAGE_EXT
#include "ResData.h"
#endif //__FLYFF_INITPAGE_EXT
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Unter:
Code:
CTheme::CTheme()
{
m_pVBTexture = NULL;
m_pVBGauge = NULL;
m_bNudeSkin = FALSE;
//m_pActiveDesktop = NULL;
//m_pd3dsdBackBuffer = NULL;
m_pd3dDevice =NULL;
m_pFontStatus = NULL;
Das:
Code:
#ifdef __FLYFF_INITPAGE_EXT
m_pTitleWorld = NULL;
m_bLoadTerrainScript = FALSE;
m_bRenderTitleWorld = FALSE;
m_dwTexturAlpha1 = 0;
m_dwTexturAlpha2 = 0;
m_dwStartTime = 0;
m_dwEndTime = 0;
m_bStartCameraWork = FALSE;
#endif //__FLYFF_INITPAGE_EXT
Unter:
Code:
#if __VER >= 12 // __SECRET_ROOM
m_mapFont.Lookup( _T("gulim11"), (void*&)m_pFontSRMyGiuld );
m_mapFont.Lookup( _T("gulim9_2"), (void*&)m_pFontSRGiuld );
#endif //__SECRET_ROOM
Das:
Code:
#ifdef __FLYFF_INITPAGE_EXT
ReadTitleWorld();
#endif //__FLYFF_INITPAGE_EXT
Unter:
Code:
#ifdef __GAME_GRADE_SYSTEM
m_GameGradeScreenTexture.DeleteDeviceObjects();
#endif // __GAME_GRADE_SYSTEM
//g_mesh.DeleteDeviceObjects();
POSITION pos = m_mapFont.GetStartPosition();
CString strFont; CD3DFont* pFont;
while(pos)
{
m_mapFont.GetNextAssoc( pos, strFont, (void*&)pFont );
pFont->DeleteDeviceObjects();
SAFE_DELETE( pFont );
}
m_mapFont.RemoveAll();
Das:
Code:
#ifdef __FLYFF_INITPAGE_EXT
if(m_pTitleWorld != NULL)
{
m_pTitleWorld->InvalidateDeviceObjects();
m_pTitleWorld->DeleteDeviceObjects();
SAFE_DELETE(m_pTitleWorld);
}
#endif //__FLYFF_INITPAGE_EXT
Unter dieser Funktion:
Code:
HRESULT CTheme::RestoreDeviceObjects( )
Das:
Code:
#ifdef __FLYFF_INITPAGE_EXT
void CTheme::ReadTitleWorld()
{
if(m_pTitleWorld == NULL)
{
m_pTitleWorld = new CWorld;
if(m_pTitleWorld != NULL)
{
if(!m_bLoadTerrainScript)
m_bLoadTerrainScript = prj.m_terrainMng.LoadScript("terrain.inc");
if(m_bLoadTerrainScript)
{
if(m_pTitleWorld->InitDeviceObjects( m_pd3dDevice ) == S_OK)
{
if(m_pTitleWorld->OpenWorld( MakePath( DIR_WORLD, "WdKebaras" ), TRUE ))
{
D3DXVECTOR3 vecWorld(128.0f, 128.0f, 128.0f);
m_pTitleWorld->ReadWorld(vecWorld);
D3DXVECTOR3 vecPos(149.0f, 105.0f, 170.0f);
D3DXVECTOR3 vecLookat(213.0f, 116.0f, 184.0f);
CCamera camera;
camera.SetPos(vecPos);
camera.m_vLookAt = vecLookat;
m_pTitleWorld->SetCamera(&camera);
/*m_pFlyffLogo = CWndBase::m_textureMng.AddTexture( m_pd3dDevice, MakePath( "Theme\\", ::GetLanguage(), _T( "flyfftitletest.bmp" ) ), 0xffff00ff );
m_pGameGrade = CWndBase::m_textureMng.AddTexture( m_pd3dDevice, MakePath( "Theme\\", ::GetLanguage(), _T( "gamegradetest.bmp" ) ), 0xffff00ff );
m_pAeonLogo = CWndBase::m_textureMng.AddTexture( m_pd3dDevice, MakePath( "Theme\\", ::GetLanguage(), _T( "aeonsoftlogotest.bmp" ) ), 0xffff00ff );
m_pGalaLogo = CWndBase::m_textureMng.AddTexture( m_pd3dDevice, MakePath( "Theme\\", ::GetLanguage(), _T( "galalogotest.bmp" ) ), 0xffff00ff );*/
m_bRenderTitleWorld = TRUE;
}
else
SAFE_DELETE(m_pTitleWorld);
}
}
}
}
}
void CTheme::DestoryTitleWorld()
{
if(m_pTitleWorld != NULL)
{
m_pTitleWorld->InvalidateDeviceObjects();
m_pTitleWorld->DeleteDeviceObjects();
SAFE_DELETE(m_pTitleWorld);
}
m_dwTexturAlpha1 = 0;
m_dwTexturAlpha2 = 0;
}
#endif //__FLYFF_INITPAGE_EXT
Direkt da drunter:
Code:
HRESULT CTheme::FrameMove()
{
#ifdef __FLYFF_INITPAGE_EXT
if(m_pTitleWorld != NULL)
{
m_pTitleWorld->Process();
if(!m_bStartCameraWork)
{
static const DWORD MAX_ALPHA = 255;
static const DWORD EVENT_ALPHA = 155;
static const DWORD EFFECT_ALPHA = 100;
static const float ALPHA_FRAME = 2.0f;
static bool bEffect = false;
if( bEffect == false )
{
if(m_dwTexturAlpha1 < MAX_ALPHA)
{
m_dwTexturAlpha1 += static_cast<DWORD>(ALPHA_FRAME);
if(m_dwTexturAlpha1 > MAX_ALPHA)
m_dwTexturAlpha1 = MAX_ALPHA;
}
if(m_dwTexturAlpha1 > EVENT_ALPHA && m_dwTexturAlpha2 < MAX_ALPHA)
{
m_dwTexturAlpha2 += static_cast<DWORD>(ALPHA_FRAME);
if(m_dwTexturAlpha2 > MAX_ALPHA)
m_dwTexturAlpha2 = MAX_ALPHA;
}
}
else
{
if(m_dwTexturAlpha1 > EFFECT_ALPHA)
{
m_dwTexturAlpha1 -= static_cast<DWORD>(ALPHA_FRAME);
if(m_dwTexturAlpha1 < EFFECT_ALPHA)
m_dwTexturAlpha1 = EFFECT_ALPHA;
}
if(m_dwTexturAlpha2 > EFFECT_ALPHA)
{
m_dwTexturAlpha2 -= static_cast<DWORD>(ALPHA_FRAME);
if(m_dwTexturAlpha2 < EFFECT_ALPHA)
m_dwTexturAlpha2 = EFFECT_ALPHA;
}
}
if( m_dwTexturAlpha1 == MAX_ALPHA && m_dwTexturAlpha2 == MAX_ALPHA )
{
bEffect = true;
}
if( m_dwTexturAlpha1 == EFFECT_ALPHA && m_dwTexturAlpha2 == EFFECT_ALPHA )
{
bEffect = false;
}
}
}
#endif //__FLYFF_INITPAGE_EXT
return S_OK;
}
Diese Funktion ist direkt die zweite nach der letzt bearbeiteten:
Code:
void CTheme::RenderDesktop( C2DRender* p2DRender )
{
#ifdef __FLYFF_INITPAGE_EXT
D3DVIEWPORT9 viewport;
viewport.X = 0;
viewport.Y = 0;
viewport.Width = 1360;
viewport.Height = 768;
viewport.MinZ = 0.0f;
viewport.MaxZ = 1.0f;
// ÇÁ·ÎÁ§¼Ç
FLOAT fAspect = (FLOAT)viewport.Width / (FLOAT)viewport.Height;
float fFov = D3DX_PI / 4.0f;
float fNear = CWorld::m_fNearPlane;
D3DXMatrixPerspectiveFovLH( &m_pTitleWorld->m_matProj, fFov, fAspect, fNear - 0.01f, CWorld::m_fFarPlane );
p2DRender->m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &m_pTitleWorld->m_matProj );
DWORD dwColor = CWorld::GetDiffuseColor();
p2DRender->m_pd3dDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER | D3DCLEAR_TARGET, dwColor /*D3DCOLOR_ARGB( 255, 255, 255, 255 )*/, 1.0f, 0 ) ;
// Çʵå Ãâ·Â
if(m_pTitleWorld != NULL)
{
//static float fCameraPositionX = 445.0f;
//static float fCameraPositionY = 160.0f;
//static float fCameraPositionY = 572.0f;
static const float START_X = 600.0f;
static const float END_X = 700.0f;
static const float START_TO_END_X = END_X - START_X;
static const float START_Y = 200.0f;
static const float END_Y = 200.0f;
static const float START_TO_END_Y = END_Y - START_Y;
static const float START_Z = 600.0f;
static const float END_Z = 700.0f;
static const float START_TO_END_Z = END_Z - START_Z;
static const float SPEED_RATE = 1000.0f;
static float fCameraPositionX = START_X;
static float fCameraSpeedX = START_TO_END_X / SPEED_RATE;
if( fCameraPositionX <= END_X )
{
fCameraPositionX += fCameraSpeedX;
}
static float fCameraPositionY = START_Y;
static float fCameraSpeedY = START_TO_END_Y / SPEED_RATE;
if( fCameraPositionY <= END_Y )
{
fCameraPositionY += fCameraSpeedY;
}
static float fCameraPositionZ = START_Z;
static float fCameraSpeedZ = START_TO_END_Z / SPEED_RATE;
if( fCameraPositionZ <= END_Z )
{
fCameraPositionZ += fCameraSpeedZ;
}
D3DXVECTOR3 vecPos( fCameraPositionX, fCameraPositionY, fCameraPositionZ );
D3DXVECTOR3 vecLookat(530.9f, 123.0f, 503.6f);
CCamera camera;
camera.SetPos(vecPos);
camera.m_vLookAt = vecLookat;
m_pTitleWorld->SetCamera( &camera );
m_pTitleWorld->Render( p2DRender->m_pd3dDevice, m_pFontWorld );
p2DRender->m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
p2DRender->m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
p2DRender->m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
p2DRender->m_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE );
p2DRender->m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
p2DRender->m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
p2DRender->m_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, TRUE );
p2DRender->m_pd3dDevice->SetRenderState( D3DRS_ALPHAREF, 0x08 );
if(m_pFlyffLogo != NULL)
{
CPoint ptPos;
ptPos.x = (g_Option.m_nResWidth / 2) - (m_pFlyffLogo->m_size.cx / 2);
ptPos.y = g_Option.m_nResHeight / 9;
m_pFlyffLogo->Render( p2DRender, ptPos, m_dwTexturAlpha1 );
}
if(m_pGameGrade != NULL)
{
CPoint ptPos;
ptPos.x = (g_Option.m_nResWidth - 10) - m_pGameGrade->m_size.cx;
ptPos.y = 20;
m_pGameGrade->Render( p2DRender, ptPos, m_dwTexturAlpha2 );
}
if(m_pAeonLogo != NULL)
{
CPoint ptPos;
ptPos.x = (g_Option.m_nResWidth - 10) - m_pAeonLogo->m_size.cx;
ptPos.y = g_Option.m_nResHeight - m_pAeonLogo->m_size.cy - 10;
m_pAeonLogo->Render( p2DRender, ptPos, m_dwTexturAlpha2 );
}
if(m_pGalaLogo != NULL)
{
CPoint ptPos;
ptPos.x = 10;
ptPos.y = g_Option.m_nResHeight - m_pGalaLogo->m_size.cy - 10;
m_pGalaLogo->Render( p2DRender, ptPos, m_dwTexturAlpha2 );
}
}
#else //__FLYFF_INITPAGE_EXT
#if __VER >= 9 // __CSC_VER9_RESOLUTION
int xOffset = 0;
int rectWidth = 0;
BOOL isWide = FALSE;
#endif //__CSC_VER9_RESOLUTION
CTexture texture
= m_texWallPaper;
texture.SetAutoFree( FALSE );
p2DRender->m_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE );
CRect rectWindow = p2DRender->m_clipRect;
if( m_dwWallPaperType == WPT_STRETCH ) // Àüü ´Ã¸®±â
{
#if __VER >= 9 // __CSC_VER9_RESOLUTION
if(rectWindow.Width() == 1280 && (rectWindow.Height() == 720 || rectWindow.Height() == 768 || rectWindow.Height() == 800)) //Wide
{
rectWidth = 960;
isWide = TRUE;
}
else
{
switch(rectWindow.Width())
{
case 1360:
rectWidth = 1024;
isWide = TRUE;
break;
case 1440:
rectWidth = 1200;
isWide = TRUE;
break;
case 1680:
rectWidth = 1400;
isWide = TRUE;
break;
}
}
if(isWide)
{
texture.m_size.cx = rectWidth;
texture.m_size.cy = rectWindow.Height();
xOffset = (rectWindow.Width() - rectWidth) / 2;
}
else
{
texture.m_size.cx = rectWindow.Width();
texture.m_size.cy = rectWindow.Height();
}
p2DRender->m_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, m_d3dcBackground, 1.0f, 0 ) ;
p2DRender->RenderTexture( CPoint( xOffset, 0 ), &texture );
#else //__CSC_VER9_RESOLUTION
texture.m_size.cx = rectWindow.Width();
texture.m_size.cy = rectWindow.Height();
p2DRender->m_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, m_d3dcBackground, 1.0f, 0 ) ;
p2DRender->RenderTexture( CPoint( 0, 0 ), &texture );
#endif //__CSC_VER9_RESOLUTION
}
else
if( m_dwWallPaperType == WPT_CENTER ) // Áß¾Ó Á¤·Ä
{
CPoint pt( ( rectWindow.Width() / 2 ) - ( texture.m_size.cx / 2 ), ( rectWindow.Height() / 2 ) - ( texture.m_size.cy / 2 ) );
p2DRender->m_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, m_d3dcBackground, 1.0f, 0 ) ;
p2DRender->RenderTexture( pt, &texture );
}
else
if( m_dwWallPaperType == WPT_CENTERSTRETCH ) // Áß¾Ó ´Ã¸®±â
{
if(( (int) rectWindow.Width() - texture.m_size.cx ) < ( (int)rectWindow.Height() - texture.m_size.cy ) )
{
// texture.m_size.cx : m_pd3dsdBackBuffer->Width = texture.m_size.cy : y;
texture.m_size.cy = rectWindow.Width() * texture.m_size.cy / texture.m_size.cx;
texture.m_size.cx = rectWindow.Width();
}
else
{
// texture.m_size.cy : m_pd3dsdBackBuffer->Height = texture.m_size.cx : x;
texture.m_size.cx = rectWindow.Height() * texture.m_size.cx / texture.m_size.cy;
texture.m_size.cy = rectWindow.Height();
}
CPoint pt( ( rectWindow.Width() / 2 ) - ( texture.m_size.cx / 2 ), ( rectWindow.Height() / 2 ) - ( texture.m_size.cy / 2 ) );
p2DRender->m_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, m_d3dcBackground, 1.0f, 0 ) ;
p2DRender->RenderTexture( pt, &texture );
}
else
if( m_dwWallPaperType == WPT_TILE ) // ŸÀÏ Á¤·Ä
{
FLOAT fu = (FLOAT)rectWindow.Width() / texture.m_size.cx;
FLOAT fv = (FLOAT)rectWindow.Height() / texture.m_size.cy;
texture.m_size.cx = rectWindow.Width();
texture.m_size.cy = rectWindow.Height();
texture.m_fuLT = 0.0f; texture.m_fvLT = 0.0f;
texture.m_fuRT = fu ; texture.m_fvRT = 0.0f;
texture.m_fuLB = 0.0f; texture.m_fvLB = fv ;
texture.m_fuRB = fu ; texture.m_fvRB = fv ;
p2DRender->m_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, m_d3dcBackground, 1.0f, 0 ) ;
p2DRender->RenderTexture( CPoint( 0, 0), &texture );
}
p2DRender->m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
p2DRender->m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
#if __VER >= 9 // __CSC_VER9_RESOLUTION
p2DRender->TextOut( 1 + xOffset, 1, "Version", 0xffffffff );
p2DRender->TextOut( 50 + xOffset, 1, g_szVersion, 0xffffffff );
#else //__CSC_VER9_RESOLUTION
p2DRender->TextOut( 1, 1, "Version", 0xffffffff );
p2DRender->TextOut( 50, 1, g_szVersion, 0xffffffff );
#endif //__CSC_VER9_RESOLUTION
#endif //__FLYFF_INITPAGE_EXT
}
Zu guter letzt den Kram noch in der VersionCommon.h der Neuz definieren:
Code:
#define __FLYFF_INITPAGE_EXT
___________________________
Den ganzen Kram umändern kannst du in diesen Zeilen:
Code:
if(m_pTitleWorld->OpenWorld( MakePath( DIR_WORLD, "WdKebaras" ), TRUE )) //Welche Welt angezeigt werden soll, hier ist gerade Azria eingetragen.
{
D3DXVECTOR3 vecWorld(128.0f, 128.0f, 128.0f);//Position 1
m_pTitleWorld->ReadWorld(vecWorld);
D3DXVECTOR3 vecPos(149.0f, 105.0f, 170.0f);//Position 2
D3DXVECTOR3 vecLookat(213.0f, 116.0f, 184.0f); // In welche Richtung er schauen soll
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02/07/2012, 19:44
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#6
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elite*gold: 0
Join Date: Aug 2011
Posts: 392
Received Thanks: 26
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noch eine frage am rande sry anscheinend bin ich zu dumm oder so um das zu verstehen aber das sind alles 3 stellige zahlen wenn ich beast aufmache und mir eine posi raussuche sind das bei x=9340 y=100 z=9650 zum beispiel muss ich die posis nicht mit dem beast raussuchen ?
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02/07/2012, 21:16
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#7
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elite*gold: 23
Join Date: Jun 2008
Posts: 949
Received Thanks: 376
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Ja doch, du sollst mit den Positionen ja die Startposition (x,y,z) und die Endposition der Map-"fahrt" angeben.
Es kommt ja drauf an was für eine Map du öffnest, manche sind näher am "Meeresspiegel" und manche halt nicht.
Such dir im Beast bei der jeweiligen Map die Koordinaten raus und add sie im Source
Das f steht für float (datentyp)
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02/07/2012, 22:53
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#8
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elite*gold: 0
Join Date: Aug 2011
Posts: 392
Received Thanks: 26
|
Quote:
if(m_pTitleWorld != NULL)
{
//static float fCameraPositionX = 445.0f;
//static float fCameraPositionY = 160.0f;
//static float fCameraPositionY = 572.0f;
static const float START_X = 6959.0f;
static const float END_X = 1100.0f;
static const float START_TO_END_X = END_X - START_X;
static const float START_Y = 110.0f;
static const float END_Y = 110.0f;
static const float START_TO_END_Y = END_Y - START_Y;
static const float START_Z = 3266.0f;
static const float END_Z = 3280.0f;
static const float START_TO_END_Z = END_Z - START_Z;
static const float SPEED_RATE = 1000.0f;
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ich habe das nu so umgeschrieben allerdings zeigt der mir nur den himmel was ist denn da falsch nu die koordinaten sind doch von flaris markt Oo ????
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02/10/2012, 02:39
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#9
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elite*gold: 0
Join Date: Aug 2011
Posts: 392
Received Thanks: 26
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hmm also ich bin immer noch nicht weiter -.-
ich gebe die daten an und der zeigt mir nur wolken und wasser an
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02/10/2012, 05:41
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#10
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elite*gold: 455
Join Date: Jun 2009
Posts: 1,601
Received Thanks: 1,103
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Bei welcher World(Map) versuchst du es denn einzustellen? :S
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02/10/2012, 12:22
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#11
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elite*gold: 0
Join Date: Aug 2011
Posts: 392
Received Thanks: 26
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bei der WdMadrigal dann habe ich versucht WdCisland beides geht nichts immer bekomme ich nur wolken zu sehen
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06/20/2015, 10:04
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#12
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elite*gold: 0
Join Date: Feb 2015
Posts: 87
Received Thanks: 20
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Bei mir ist es wenn ich starte bleibt das Fenster weiß und es kommt kein Login Fenster nichts und es hängt sich auf weiß einer wieso?
es kommen auch keine errors
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Hallo,
Ich habe vor kurzem einen Topic gelesen in dem es um Kamerafahrten ging.
Ich habe geschrieben das ich mich mal erkundige was ich auch gemacht habe nur habe ich selber keine Lösung gefunden.
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@CssGermanTutorials
Falls du den Topic ließt ich habe noch eine Frage.
Ich habe gelesen das du weißt wie es geht das man die Bot's steuern kann.
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Demo Kamerafahrt (Smoothen)
12/02/2010 - Counter-Strike - 5 Replies
Wenn ich 'Make Key' drück springt der dahin zurück wo ich gestartet bin <.< Was machen ?
Keiner Ahnung davon ?
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