[Mini-Release] Custom Unique Notifies

09/01/2020 14:58 CrimsonFace#31
Quote:
Originally Posted by irockalone View Post
The project is not completed and contains too much errors, compilers tested : 2005 , 2010 , 2019
HB mentioned before that you can copy the ".h" ".cpp" files to a new project in whatever visual studio version.. Compiling it as v80 or v100 might work from platform tools version that what I've done with 2019 vs and it worked pretty without any errors
09/02/2020 01:50 Muse*#32
Quote:
Originally Posted by #HB View Post
A lot of reasons.

-Why would I waste network, memory and processing to re-send a data that is already being sent but just in a different shape?
Since this packet is received by all clients, so my way will be more network saving than yours. That's small things that some people may not notice or care about. But scientifically, they can make even a tiny difference in speed.
Why do you think joymax did that in sro_client internally as well instead of server files?

-It's not about being a DLL or filter, we usually use a DLL to modify/control main executable code, at least in this field.
So, you can imagine that this is the real executable code, because in theory, it is true.
Huh?
I understand you want to stand by your release. BUT you have to accept other ways of work and keep shit talk away.

Practically, the method @[Only registered and activated users can see links. Click Here To Register...] has suggested is much more simple and effecient.
If you had the source code of the sro_client itself available for compiling I might have been able to understand your claims.
By then, it's better to use server performance for "packet replacing" instead of attaching a DLL to each player's client and play around with its memory.
09/02/2020 14:41 elmagico321#33
Quote:
Originally Posted by Muse* View Post
Huh?
I understand you want to stand by your release. BUT you have to accept other ways of work and keep shit talk away.

Practically, the method @[Only registered and activated users can see links. Click Here To Register...] has suggested is much more simple and effecient.
If you had the source code of the sro_client itself available for compiling I might have been able to understand your claims.
By then, it's better to use server performance for "packet replacing" instead of attaching a DLL to each player's client and play around with its memory.
with respect what @HB said is not the only method it's the best method via filter is too much easier for sure but why wasting networking / memory for such a job ? with his src you can easily add it your game dll file ( if found)
you don't have to have the sro client src as you said
in simple words the data which the packet sending already inside of the sro client so you got 2 ways re send the full data or just modify a byte inside of that packet ?
09/03/2020 22:11 irockalone#34
Quote:
Originally Posted by CrimsonFace View Post
HB mentioned before that you can copy the ".h" ".cpp" files to a new project in whatever visual studio version.. Compiling it as v80 or v100 might work from platform tools version that what I've done with 2019 vs and it worked pretty without any errors
tried to compile using V80 platform in 2019, errors still occurs
09/04/2020 08:56 florian0#35
Quote:
Originally Posted by irockalone View Post
tried to compile using V80 platform in 2019, errors still occurs
It would be really, really helpful to know what errors you are having.
09/04/2020 13:17 irockalone#36
Quote:
Originally Posted by florian0 View Post
It would be really, really helpful to know what errors you are having.
Hey flor, thanks for your attention
Sorry for being unable to embed images.

EDIT : Platform 100 worked with me but client crashes.
09/04/2020 15:16 florian0#37
Quote:
Originally Posted by irockalone View Post
[Only registered and activated users can see links. Click Here To Register...]
Ah yea. The code uses "auto". This is, in the form it is used, a c++11 feature. Before c++11, it had a different meaning. VC80 is from ~2005 so it's "unlikely" to support C++11 (which is from 2011)

I guess it's only used for iterators. You can convert them as following:

Code:
std::vector<int> myIntVector;

for (auto it = myIntVector.begin(); it != myIntVector.end(); ++it) { /* ... */ }

// turns into 

for (std::vector<int>::iterator it = myIntVector.begin(); it != myIntVector.end(); ++it) { /* ... */ }
Other example:

Code:
std::vector<std::string> myStrVector;

for (auto it = myStrVector.begin(); it != myStrVector.end(); ++it) { /* ... */ }

// turns into 

for (std::vector<std::string>::iterator it = myStrVector.begin(); it != myStrVector.end(); ++it) { /* ... */ }
Take what ever the type of the variable is, add a ::iterator and put it instead of the auto
05/08/2021 04:46 denise456#38
have dll for back for original glow
05/08/2021 07:03 NorseGodTyr#39
Quote:
Originally Posted by denise456 View Post
have dll for back for original glow
:facepalm: Original Glows inside Media in a Textfile :D

Media/resinfo/itemtypenumber.txt
you have to check old client to get it
05/08/2021 12:38 denise456#40
Quote:
Originally Posted by NorseGodTyr View Post
:facepalm: Original Glows inside Media in a Textfile :D

Media/resinfo/itemtypenumber.txt
you have to check old client to get it
you already read the text of the post I want to change the color from unique to original because I inject the dll in my sro client
05/09/2021 01:33 Devsome#41
Read the first post, there is a new thread linked.
#closed