I've asked this before, but I think I was drunk when I asked so I'm going to make it clearer this time around...
I'm attempting to compress DMap data for my private server. I've already gotten the DMaps into the structure I want (only containing coordinate access validity and portal data), but some valid coordinates are being marked as invalid. I believe this is due to me not calculating scene and puzzle files into the final DMap product. Is this true? If so, does anyone have the correct structures for the scene or puzzle files, or does anyone have any information about them? If not, what should I do/what am I doing wrong?
Also, some of the valid DMap coordinates that are being flagged as invalid don't seem to have any special structures on them. This is why I'm doubting myself about the scene and puzzle files.
Yes, the scene and puzzle files add additional coordinate information on top of the dmap structure. The FusionOrigins Source i released in the private server section contains a project which loads dmaps, puzzle files and scene files to provide a complete dmap structure, it also stores the data very efficiently (using bits as the smallest value, not bytes). It should have everything you need in it.
Yes, the scene and puzzle files add additional coordinate information on top of the dmap structure. The FusionOrigins Source i released in the private server section contains a project which loads dmaps, puzzle files and scene files to provide a complete dmap structure, it also stores the data very efficiently (using bits as the smallest value, not bytes). It should have everything you need in it.
I looked at it, but didn't quite understand or see how the dmap files work with the puzzle and scene files. Actually, I didn't see where puzzle files were taken into the final dmap product, or the structure for them.
I looked at it, but didn't quite understand or see how the dmap files work with the puzzle and scene files. Actually, I didn't see where puzzle files were taken into the final dmap product, or the structure for them.
You obviously didnt look hard enough as the scene files are in there and how they replace data in the dmap structure. Have a look through it again.
COnquer coordinate in cartesian coordinate ? 02/07/2011 - CO2 Programming - 5 Replies i m working on my minimap in pro4never proxy, i cleaning map from coquer site and put in picture box
now i want to locate my char in this minimap likes in game :) but the coordinate in game are different view of classic cartesian coordinate :)
some1 had module to trasform Conquer coordinate in cartesian coordinate ?
or explain me why cood traslation in math not work :// :handsdown:
i m working on this sistem
z-coordinate 07/06/2010 - Aion - 0 Replies anyone knows how to manipulate my z-position?
im able to find it via uce as float-value, but nothing happens when i freeze it or change it...
dont realy understand that xD
greetz
Guide: Determining Serversidedness 07/05/2010 - Mabinogi Hacks, Bots, Cheats & Exploits - 0 Replies NobodyNobody
I have received a plethora or PM's on epvp that all seem to say the same thing; "Oh great and powerful Bishop, how do we as modders know whether or not a function or edit will be checked by the server?". Ok so they didn't exactly say that first part, but they do ask how we can, as modders make an educated guess as to the viability of a mod based on it being server sided, or client sided. So in response I present to you a quick guide about the servers functionality and 3 quick...
[Release]E-mail validity checker for register pages! 03/20/2010 - CO2 PServer Guides & Releases - 21 Replies Well, I got a bit bored, and decided I need something like this, and you guys do too, so here's a little e-mail validity checker I coded up:
<?php
function checkemail($email)
{
if (!ereg("^{1,64}@{1,255}$", $email))
{
return false;
}
$email_array = explode("@", $email);
Determining Drop Rates ? 04/25/2009 - Florensia - 12 Replies Hey, I have no idea if this is possible for Florensia.
I've seen in other games, that people were able to determine drop rates from the game files.
I don't have much of an idea about this kind of thing, but I'm just thinking it would be interesting to look into Florensia's drop rates, maybe it's worth a thought for those of you who have the programming knowledge to do it, if it even is in any of the client files at all.