We've mentioned this a bunch of times. You have to send a new show gear packet which includes the uid for the item in each equipped slot. That controls what is displayed on the character.
I gave you hints for the packet a week ago...
why aren't you using them?
Edit: Yikes... that's NewestCoServer. ><
That gave me the chills.
You can't be 100% sure of that just from the screen shot and code snippet. Ever wonder maybe he just likes the packet builder? So maybe that's just something he took out of ncs.
You can't be 100% sure of that just from the screen shot and code snippet. Ever wonder maybe he just likes the packet builder? So maybe that's just something he took out of ncs.
I'm 100% sure because I saw him working on it and it gave me the chills.
I'm 100% sure because I saw him working on it and it gave me the chills.
As far as I've seen the socket system is the only **** part of it, and really, I switched it out with an entirely different socket system for a friend, and the server runs like a charm.
You must be an idiot. Take out the threading, replace it with your own, and your good to go. And yes the socket system is the biggest problem cause it can't take many connections for 6+ hours or else, laaag. Character.cs, tell me whats wrong with that hmm? And Try/Catches, take them out and you're good to go. But knowing you, you'd take them out of the most important places they're needed.
If threading wasn't a problem, why replace it? o.o
For character.cs find Step().
Lol you know what, I want you to actually TELL me, whats wrong with threading. Cause I'm pretty sure you're goiing by on what you've been just told, not with any valid proof.
Not the actual threading, but the things threading.
But the main part of the bad things in it. is the tries and catches.
Example:
Code:
try
{
foreach (Hashtable H in Kernel.Items.Values)
{
ArrayList Deleted = new ArrayList();
try
{
foreach (DroppedItem I in H.Values)
if (DateTime.Now > I.DropTime.AddSeconds(60))
Deleted.Add(I);
foreach (DroppedItem I in Deleted)
I.Dissappear();
}
catch { }
}
}
catch { }
Could just been used one catch, since no exception are caughed.
You are retarded. Learn to code. Try/Catches catch exceptions no matter what. It just doesn't write them to the console when there's nothing in the catch. Look at it this way, if those try catches weren't there, and something went wrong with that void, server crashes, but since the server catches, then then nothing happens. Nothing happening is better than a server crashing.
Code:
try
{
foreach (Hashtable H in Kernel.Items.Values)
{
ArrayList Deleted = new ArrayList();
try
{
foreach (DroppedItem I in H.Values)
if (DateTime.Now > I.DropTime.AddSeconds(60))
Deleted.Add(I);
foreach (DroppedItem I in Deleted)
I.Dissappear();
}
catch { }
}
Telling the server to do a foreach, if it can't do it, then catch the error so the server won't crash.
Code:
try
{
foreach (DroppedItem I in H.Values)
if (DateTime.Now > I.DropTime.AddSeconds(60))
Deleted.Add(I);
foreach (DroppedItem I in Deleted)
I.Dissappear();
}
catch { }
Telling the server to try doing the actions listed, if it can't then it catches the error, instead of the server crashing.
WTB : Titan Character(s) and Items. 06/17/2010 - Silkroad Online Trading - 6 Replies Hello, I am looking for something like a Glaive FF 85+ | wizz/cleric FF 85+. But if you have any other character on Titan you are selling you can still post it also. Thanks.
I would also like to buy a Sword and Shield(or a Spear) SUN 10D and also a Bow SUN 10D. Thanks.
MSN: [email protected] Add me.
spawning items at any npc 03/03/2009 - RF Online - 2 Replies just a question... would it be possible to spawn an item on an npc? let say intense dark items both weapons and armors... just wondering... would it be possible?...
tnx... ^_^