P Server "NPC base code/shops/drop items" for who asked me 2 do it
Discussion on P Server "NPC base code/shops/drop items" for who asked me 2 do it within the CO2 Private Server forum part of the Conquer Online 2 category.
I already tried your source. I tried using scatter, fortress and speedlightning.. Whenever I kill more than 3-4 monsters at the same time and they respawn, my client crashes.. =(
EDIT: I just installed Qonquer, downloaded from their website.. It still crashes whenever a bigger group of monsters respawns at the same time
Ur Client probely crash of the effect when monsters spawn, Delete them by urself,
Sorry to everyone firstly, I originally thought that the disconnect issue was due to a malformed packet or incorrectly formatted packet, I now know this is not the case, if you kill 1 monster at a time, they will spawn 1 at a time. You do not get disconnected.
If you kill more then 1 at a time and they spawn, Boom... You're disconnected.
I now have this theory,
The server is saying 3 mobs have just spawned, and sends a packet for only 1 of these mobs, then the client crashed without an error... I will look into adding a Loop / While to send a packet for each monster spawn. =D Hopefully this would fix it!
//EDIT;
Guess what everyone... I have solved the problem of disconnecting when more then 1 monster is spawning.
It will be included in the next SVN deposit. (WOOHOO) Problem is, that when you use a skill that mass kills, I.E. scatter, each monster will die one by one at a speed of 100MS between them, you can see and hear it happen, but it's only really a nice looking light show
FANTASTIC!!@
//EDIT 2;
Guess what, the newer and updated WorldHandler.CS file is now in the SVN Deposit. This file includes a temporary fix to the client crash when mobs spawn bug!
Wiki updated to include how to edit the fix to reduce it's wait effect.
Sorry to everyone firstly, I originally thought that the disconnect issue was due to a malformed packet or incorrectly formatted packet, I now know this is not the case, if you kill 1 monster at a time, they will spawn 1 at a time. You do not get disconnected.
If you kill more then 1 at a time and they spawn, Boom... You're disconnected.
I now have this theory,
The server is saying 3 mobs have just spawned, and sends a packet for only 1 of these mobs, then the client crashed without an error... I will look into adding a Loop / While to send a packet for each monster spawn. =D Hopefully this would fix it!
//EDIT;
Guess what everyone... I have solved the problem of disconnecting when more then 1 monster is spawning.
It will be included in the next SVN deposit. (WOOHOO) Problem is, that when you use a skill that mass kills, I.E. scatter, each monster will die one by one at a speed of 100MS between them, you can see and hear it happen, but it's only really a nice looking light show
FANTASTIC!!@
//EDIT 2;
Guess what, the newer and updated WorldHandler.CS file is now in the SVN Deposit. This file includes a temporary fix to the client crash when mobs spawn bug!
Wiki updated to include how to edit the fix to reduce it's wait effect.
Well, I don't really understand it, But what ever
YAY !! Congratulation, This is Number 200 of all my Postst !
Sorry to everyone firstly, I originally thought that the disconnect issue was due to a malformed packet or incorrectly formatted packet, I now know this is not the case, if you kill 1 monster at a time, they will spawn 1 at a time. You do not get disconnected.
If you kill more then 1 at a time and they spawn, Boom... You're disconnected.
I now have this theory,
The server is saying 3 mobs have just spawned, and sends a packet for only 1 of these mobs, then the client crashed without an error... I will look into adding a Loop / While to send a packet for each monster spawn. =D Hopefully this would fix it!
//EDIT;
Guess what everyone... I have solved the problem of disconnecting when more then 1 monster is spawning.
It will be included in the next SVN deposit. (WOOHOO) Problem is, that when you use a skill that mass kills, I.E. scatter, each monster will die one by one at a speed of 100MS between them, you can see and hear it happen, but it's only really a nice looking light show
FANTASTIC!!@
//EDIT 2;
Guess what, the newer and updated WorldHandler.CS file is now in the SVN Deposit. This file includes a temporary fix to the client crash when mobs spawn bug!
Wiki updated to include how to edit the fix to reduce it's wait effect.
Thank you SO much! I knew this was the issue, I just didn't know how to fix it. Wow, +thanks, respect, karma, coolness, etc. for you !
Wah , u guys runs very fast , coool mates i think , keep that good work ,,
@gfun1:-i dd make the W/H base still need the store and pull commands , think u can do it?
@Adz:- i dd make the Guild base (create and view actions) ,still need the requests (view alley /enemy/join) actions , think u can do it?
I'll try but i'll need the source lemme know when you upload it.
Quote:
Originally Posted by GRASSHOPPA
*adz*
do u have guilds working?
i noticed u have the guild.cs and the sendguild.cs in the client requests...
would we need like a retrieveguild.cs also? (not asking u to make so dun get all pist off -.-)
Verkaufe: Guild Wars "Platin", "Ectos, "Items" mehr... 09/12/2008 - Guild Wars Trading - 0 Replies Hallo,
ich biete gegen Euro viele schöne dinge für das Spiel Guild Wars an. Bitte meldet euch dann bei mir per PM was genau ihr haben möchtet und wieviel von den jeweiligen Virtuellen Gegenständen. Die Übergabe kann wie folgt ab laufen. Ich erstelle extra für euch die Ebay Auktion mit der gewünschten menge der jeweiligen Virtuellen Guild Wars gegenstände. Wenn ihr kein Ebay habt und euch auch kein Account anlegen möchtet kann die Übergabe auch ausserhalb Ebays statt finden hierzu erhaltet...