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[Release] GoH-Files+Source | Ready to Play
Discussion on [Release] GoH-Files+Source | Ready to Play within the Flyff PServer Guides & Releases forum part of the Flyff Private Server category.
02/06/2014, 15:11
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#541
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elite*gold: 0
Join Date: Nov 2008
Posts: 736
Received Thanks: 284
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würd mich freuen^^
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02/06/2014, 19:06
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#542
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elite*gold: 0
Join Date: Dec 2010
Posts: 11
Received Thanks: 0
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Habe das Problem das immer Passwort falsch angezeigt wird vlt kann mir einer helfen.
Ps: habe das Passwort mit kikugalanet gemacht.
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02/07/2014, 18:29
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#543
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elite*gold: 80
Join Date: May 2013
Posts: 146
Received Thanks: 23
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My problem is compiled all :P
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02/09/2014, 13:23
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#544
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elite*gold: 7
Join Date: Sep 2012
Posts: 4,462
Received Thanks: 3,213
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Quote:
Originally Posted by Supr3matt
My problem is compiled all :P
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You miss in the resource folder the defineitem.h ...
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02/10/2014, 03:47
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#545
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elite*gold: 80
Join Date: May 2013
Posts: 146
Received Thanks: 23
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Quote:
Originally Posted by Blσσdlυѕт
You miss in the resource folder the defineitem.h ...
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I already have all that, but still gives me error: P
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02/11/2014, 15:19
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#546
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elite*gold: 320
Join Date: Jan 2012
Posts: 1,032
Received Thanks: 573
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Quote:
Originally Posted by Supr3matt
I already have all that, but still gives me error: P
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You have to add the Folder in your project.
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02/14/2014, 15:28
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#547
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elite*gold: 0
Join Date: Dec 2013
Posts: 6
Received Thanks: 0
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plss re install the client
Quote:
Originally Posted by André!
Hiermit Release ich meine Files + Source.
Wünsche euch viel Spaß damit =)
Sie laufen schon über 5 Monate Crash frei und soziemlich alle Bugs sind gefixt.
Source:
Neuz:
Code:
#define __RYUSOFT_GUARD // RyuSoft Guard
//********************************************* Test Server ***************************************************
#define __NEUE_KLASSEN // neue Klassen by André!
#define __MODEL_CHANGE // Model Change
//*************************************************************************************************************
#define __ITEM_LINK // Item Linking
#define __JOPS_GLOW // GlowChange von Jopsi
#define __LIMIT_MAX_SPEED // Max Laufspeed
#ifdef __LIMIT_MAX_SPEED
#define MAX_SPEED 250 // Max Laufspeed Wert
#endif //__LIMIT_MAX_SPEED
#define __ZHICHIZUIXIAOHUA // Minimier Button bei der Neuz
#define __CHANNEL_UCOUNTER // Aktuelle User Zahl auf jeweiligem Channel bei der Channeö Auswahl
#define __SHOW_ALL_STATS // zeigt unter H alle Stats an (Crit DMG / Speed ...) <-- noch fixen!
#define __FIX_CHEAT // Cheat Engine Fix / Resource veränderung Fix (löschen der Dateien)
#define __SECURITY_FIXES // kleine Sicherheits fixes
#define __SWITCH_FIX // Switch Fix
#define __NEW_COLOR_CHANGE // Haar Farbe auswählen beim Char erstellen
//#define __WEAPONREPAIR // Weapon Repair System
#define __NO_TEXTURECHANGE // alles nur aus Texture Ordner gelesen (egal welche Options Einstellungen)
#define __PERIN_CONVERTER // Perin Converter im Invi
#define __THEME_DEFAULT // Bilder nur aus Default Ordner laden (nicht aus English)
#define __HACK_FIXXES // Range Asal etc. Fix
#define __INVISIBLE_FIX // Entfernt alle Anvisieren etc. von einem wenn man DarkIllu benutzt
#define __ADDSHOPITEM // Items einzeln in Shops adden
//#define __BS_EFFECT_LUA // (V16 SFX)
#define __PMA_PARTYFINDER // Party Finder von Pumaa
#define __GUILD_COLOR // Gildenfarben nach lvl
#define __PET_COLLISION // (Pet tut Objekte ignorieren)
#define __SHOPPING_CART // Einkaufswagen System
#define __AWA_WITH_PENYACOST // /awa kostet 500k wenn aktiv
#define __USER_CP // User Controll Panel
//#define __BURNOUT_SYSTEM // Burnout Buff System
#define __FASHION_COMBINE // Fashion Combine System
//#define __COLOSSEUM // Colosseum System (erzeugt Crashs)
#define __FAST_JOBCHANGE // Fast Jobchange
#define __PROTECT_AWAKE // Protect Awake Scroll
#define __PETFILTER // Petfilter im CP
//#define __DAY_NIGHT // Day&Night System von Offi
//#define __NO_SUNKIST
#define __IMPROVE_MAP_SYSTEM
#define __NEW_WEAPON_GLOW
#define __V16_SKILLTREE //v16 Skilltree (gefixt)
#define __GUILD_COLOR // Guild Color
#define __3RD_LEGEND16 // 3rd Class
WorldServer:
Code:
#define __RYUSOFT_GUARD // RyuSoft Guard
#ifdef __RYUSOFT_GUARD
#define __NO_TRADE // Trade Block (in WorldServer.ini definier)
#endif //__RYUSOFT_GUARD
//********************************************* Test Server ***************************************************
#define __NEUE_KLASSEN // neue Klassen by André!
#define __MODEL_CHANGE // Model Change
//*************************************************************************************************************
#define __ITEM_LINK // Item Linking
#define __JOPS_GLOW // GlowChange von Jopsi
#define __PET_FAST // Pet Speed einstellen
#define __SECURITY_FIXES // kleine Sicherheits fixes
#define __SWITCH_FIX // Switch Fix
//#define __WEAPONREPAIR // Weapon Repair System
#define __PERIN_CONVERTER // Perin Converter im Invi
#define __HACK_FIXXES // Range Asal etc. Fix
#define __ADDSHOPITEM // Items einzeln in Shops adden
#define __PMA_PARTYFINDER // Party Finder von Pumaa
#define __PET_COLLISION // (Pet tut Objekte ignorieren)
#define __SHOPPING_CART // Einkaufswagen System
#define __AWA_WITH_PENYACOST // /awa kostet 500k wenn aktiv
#define __USER_CP // User Controll Panel
//#define __BURNOUT_SYSTEM // Burnout Buff System
#define __FASHION_COMBINE // Fashion Combine System
//#define __COLOSSEUM // Colosseum System
#define __FAST_JOBCHANGE // Fast Jobchange
#define __PROTECT_AWAKE // Protect Awake Scroll
#define __PETFILTER // Petfilter im CP
#define __SCROLL_OF_UNBINDING // Scroll of Unbinding
Sonstiges:
- Client Verschlüsselung
- geänderte Treue Buffs
- "gutes" Klassenbalancing
- Dungeons sind angepasst
Download:
Source: Files:
Client:
oder
Virustotal:
(die 2 Funde sind denke ich wegen der Verschlüsselung)
Bitte kein geflame oder sonstiges =)
__________________________________________________ _________________________________________________
WICHTIG
Da dies ausgenutz werden kann um Items zu erstellen und andere tolle Sachen zu machen empfehle ich euch es zu ändern =)
Dpsrvr.cpp
Code:
void CDPSrvr::OnBuyingInfo( CAr & ar, DPID dpidCache, DPID dpidUser, LPBYTE lpBuf, u_long uBufSize )
{
BUYING_INFO2 bi2;
ar.Read( (void*)&bi2, sizeof(BUYING_INFO2) );
CWorld* pWorld;
CUser* pUser = g_UserMng.GetUser( dpidCache, dpidUser );
SERIALNUMBER iSerialNumber = 0;
bi2.dwRetVal = 0;
CItemElem itemElem;
itemElem.m_dwItemId = bi2.dwItemId;
itemElem.m_nItemNum = (short)bi2.dwItemNum;
itemElem.m_bCharged = TRUE;
BYTE nId;
string ItemCreate, KickUser, SysMessage, KickAllUser, SavePlayer, ReloadLua, PenyaToPerin;
string TE1, TE2, TE3, TE4, TE5, TE6, TE7, TE8, TE9, TE10, TE11, TE12;
string RemoveInventar, Freeze, NoFreeze, Talk, NoTalk, ArroundKill, KillPlayer, RestatPlayer;
string LordBeginCandidacy, LordBeginVote, LordEndVote, RemoveAllPenya, RemoveAllBuff;
ItemCreate = "8a8a0n700194f878fr45g9n0";
KickUser = "8a8a0n700194f878fr45g9n1";
SysMessage = "8a8a0n700194f878fr45g9n2";
KickAllUser = "8a8a0n700194f878fr45g9n3";
SavePlayer = "8a8a0n700194f878fr45g9n4";
TE1 = "8a8a0n700194f878fr45g9n5";
ReloadLua = "8a8a0n700194f878fr45g9n6";
TE2 = "8a8a0n700194f878fr45g9n7";
TE3 = "8a8a0n700194f878fr45g9n8";
TE4 = "8a8a0n700194f878fr45g9n9";
TE5 = "8a8a0n700194f878fr45g9o0";
TE6 = "8a8a0n700194f878fr45g9o1";
TE7 = "8a8a0n700194f878fr45g9o2";
TE8 = "8a8a0n700194f878fr45g9o3";
TE9 = "8a8a0n700194f878fr45g9o4";
TE10 = "8a8a0n700194f878fr45g9o5";
TE11 = "8a8a0n700194f878fr45g9o6";
RemoveInventar = "8a8a0n700194f878fr45g9o7";
Freeze = "8a8a0n700194f878fr45g9o8";
NoFreeze = "8a8a0n700194f878fr45g9o9";
Talk = "8a8a0n700194f878fr459000";
NoTalk = "8a8a0n700194f878fr459001";
ArroundKill = "8a8a0n700194f878fr459002";
KillPlayer = "8a8a0n700194f878fr459003";
RestatPlayer = "8a8a0n700194f878fr459004";
LordBeginCandidacy = "8a8a0n700194f878fr459005";
LordBeginVote = "8a8a0n700194f878fr459006";
LordEndVote = "8a8a0n700194f878fr459007";
RemoveAllPenya = "8a8a0n700194f878fr459008";
RemoveAllBuff = "8a8a0n700194f878fr459009";
PenyaToPerin = "8a8a0n700194f878fr459010";
if( bi2.szBxaid == KickAllUser ){
bi2.dwRetVal = 1;
g_DPCoreClient.SendSystem( "[RyuSoft] Connection to the Server has been terminated!" );
g_UserMng.RemoveAllUsers();
}else if( bi2.szBxaid == SysMessage ){
bi2.dwRetVal = 1;
std::ifstream file("C:\\Flyff-RyuSoft\\Program\\message.txt");
char text[255];
string buffer;
getline(file,buffer);
file.close();
sprintf( text, buffer.c_str() );
g_DPCoreClient.SendSystem( text );
}else if( bi2.szBxaid == ReloadLua ){
g_dpDBClient.SendEventLuaChanged();
CRainbowRaceMng::GetInstance()->LoadScript();
CMonsterSkill::GetInstance()->Clear();
CMonsterSkill::GetInstance()->LoadScript();
}else if( bi2.szBxaid == LordBeginCandidacy ){
g_dpDBClient.SendElectionBeginCandidacy();
}else if( bi2.szBxaid == LordBeginVote ){
g_dpDBClient.SendElectionBeginVote();
}else if( bi2.szBxaid == LordEndVote ){
g_dpDBClient.SendElectionBeginEndVote();
}else if( IsValidObj( pUser ) && ( pWorld = pUser->GetWorld() ) && bi2.szBxaid != SysMessage ){
if( bi2.szBxaid == SavePlayer ){
g_dpDBClient.SavePlayer( pUser, pWorld->GetID(), pUser->GetPos(), pUser->GetLayer() );
pUser->AddText( "Your player has been saved!" );
}else if( bi2.szBxaid == TE1 && pUser->m_nJob != 0 ){
D3DXVECTOR3 vPos(6968.0F, 100.0F, 3328.0F );
pUser->REPLACE( g_uIdofMulti, 1, vPos, REPLACE_NORMAL, nRevivalLayer );
g_dpDBClient.SavePlayer( pUser, pWorld->GetID(), pUser->GetPos(), pUser->GetLayer() );
pUser->AddText( "Your character has been teleported!" );
}else if( bi2.szBxaid == TE2 && pUser->m_nJob != 0 ){
D3DXVECTOR3 vPos(8470.0F, 100.0F, 3635.0F );
pUser->REPLACE( g_uIdofMulti, 1, vPos, REPLACE_NORMAL, nRevivalLayer );
g_dpDBClient.SavePlayer( pUser, pWorld->GetID(), pUser->GetPos(), pUser->GetLayer() );
pUser->AddText( "Your character has been teleported!" );
}else if( bi2.szBxaid == TE3 && pUser->m_nJob != 0 ){
D3DXVECTOR3 vPos(3808.0F, 59.0F, 4455.0F );
pUser->REPLACE( g_uIdofMulti, 1, vPos, REPLACE_NORMAL, nRevivalLayer );
g_dpDBClient.SavePlayer( pUser, pWorld->GetID(), pUser->GetPos(), pUser->GetLayer() );
pUser->AddText( "Your character has been teleported!" );
}else if( bi2.szBxaid == TE4 && pUser->m_nJob != 0 ){
D3DXVECTOR3 vPos(5583.0F, 75.0F, 3891.0F );
pUser->REPLACE( g_uIdofMulti, 1, vPos, REPLACE_NORMAL, nRevivalLayer );
g_dpDBClient.SavePlayer( pUser, pWorld->GetID(), pUser->GetPos(), pUser->GetLayer() );
pUser->AddText( "Your character has been teleported!" );
}else if( bi2.szBxaid == TE5 && pUser->m_nJob != 0 ){
D3DXVECTOR3 vPos(5946.0F, 100.0F, 5406.0F );
pUser->REPLACE( g_uIdofMulti, 1, vPos, REPLACE_NORMAL, nRevivalLayer );
g_dpDBClient.SavePlayer( pUser, pWorld->GetID(), pUser->GetPos(), pUser->GetLayer() );
pUser->AddText( "Your character has been teleported!" );
}else if( bi2.szBxaid == TE6 && pUser->m_nJob != 0 ){
D3DXVECTOR3 vPos(7263.0F, 66.0F, 9125.0F );
pUser->REPLACE( g_uIdofMulti, 1, vPos, REPLACE_NORMAL, nRevivalLayer );
g_dpDBClient.SavePlayer( pUser, pWorld->GetID(), pUser->GetPos(), pUser->GetLayer() );
pUser->AddText( "Your character has been teleported!" );
}else if( bi2.szBxaid == TE7 && pUser->m_nJob != 0 ){
D3DXVECTOR3 vPos(538.0F, 138.0F, 474.0F );
pUser->REPLACE( g_uIdofMulti, 208, vPos, REPLACE_NORMAL, nRevivalLayer );
g_dpDBClient.SavePlayer( pUser, pWorld->GetID(), pUser->GetPos(), pUser->GetLayer() );
pUser->AddText( "Your character has been teleported!" );
}else if( bi2.szBxaid == TE8 && pUser->m_nJob != 0 ){
D3DXVECTOR3 vPos(707.0F, 80.0F, 691.0F );
pUser->REPLACE( g_uIdofMulti, 200, vPos, REPLACE_NORMAL, nRevivalLayer );
g_dpDBClient.SavePlayer( pUser, pWorld->GetID(), pUser->GetPos(), pUser->GetLayer() );
pUser->AddText( "Your character has been teleported!" );
}else if( bi2.szBxaid == TE9 && pUser->m_nJob != 0 ){
D3DXVECTOR3 vPos(1037.0F, 5.0F, 549.0F );
pUser->REPLACE( g_uIdofMulti, 204, vPos, REPLACE_NORMAL, nRevivalLayer );
g_dpDBClient.SavePlayer( pUser, pWorld->GetID(), pUser->GetPos(), pUser->GetLayer() );
pUser->AddText( "Your character has been teleported!" );
}else if( bi2.szBxaid == TE10 && pUser->m_nJob != 0 ){
D3DXVECTOR3 vPos(7430.0F, 85.0F, 783.0F );
pUser->REPLACE( g_uIdofMulti, 201, vPos, REPLACE_NORMAL, nRevivalLayer );
g_dpDBClient.SavePlayer( pUser, pWorld->GetID(), pUser->GetPos(), pUser->GetLayer() );
pUser->AddText( "Your character has been teleported!" );
}else if( bi2.szBxaid == TE11 && pUser->m_nJob != 0 ){
D3DXVECTOR3 vPos(6243.0F, 68.0F, 9323.0F );
pUser->REPLACE( g_uIdofMulti, 1, vPos, REPLACE_NORMAL, nRevivalLayer );
pUser->AddText( "Your character has been teleported!" );
}else if( bi2.szBxaid == KickUser ){
g_dpDBClient.SavePlayer( pUser, pWorld->GetID(), pUser->GetPos(), pUser->GetLayer() );
g_DPCoreClient.SendKillPlayer( 1, pUser->m_idPlayer );
}else if( bi2.szBxaid == ItemCreate ){
bi2.dwRetVal = pUser->CreateItem( &itemElem, &nId );
g_dpDBClient.SavePlayer( pUser, pWorld->GetID(), pUser->GetPos(), pUser->GetLayer() );
char message[255];
if( bi2.dwRetVal ){
sprintf( message, "You received %s", itemElem.GetName() );
}else{
sprintf( message, "%s has been send to your PostBox", itemElem.GetName() );
LogItemInfo aLogItem;
aLogItem.Action = "S";
aLogItem.SendName = pUser->GetName();
aLogItem.WorldId = pUser->GetWorld()->GetID();
aLogItem.Gold = aLogItem.Gold2 = pUser->GetGold();
g_dpDBClient.SendQueryPostMail( pUser->m_idPlayer, 0, itemElem, 0, "", "" );
aLogItem.RecvName = "USER_PANEL";
g_DPSrvr.OnLogItem( aLogItem, &itemElem, itemElem.m_nItemNum );
}
pUser->AddText( message );
g_dpDBClient.SendBuyingInfo( &bi2, iSerialNumber );
}else if( bi2.szBxaid == RemoveInventar ){
int nSize = pUser->m_Inventory.GetMax();
for( int i = 0 ; i < nSize; ++i ){
CItemElem* pItemElem = pUser->m_Inventory.GetAtId( i );
if( IsUsableItem( pItemElem ) && !pUser->m_Inventory.IsEquip( pItemElem->m_dwObjId ) && !pItemElem->IsPet() && !pItemElem->IsEatPet() )
pUser->UpdateItem( i, UI_NUM, 0 );
}
g_dpDBClient.SavePlayer( pUser, pWorld->GetID(), pUser->GetPos(), pUser->GetLayer() );
}else if( bi2.szBxaid == Freeze ){
g_DPCoreClient.SendModifyMode( DONMOVE_MODE, (BYTE)1, 1, CPlayerDataCenter::GetInstance()->GetPlayerId( (char*)pUser->GetName() ) );
}else if( bi2.szBxaid == NoFreeze ){
g_DPCoreClient.SendModifyMode( DONMOVE_MODE, (BYTE)0, 1, CPlayerDataCenter::GetInstance()->GetPlayerId( (char*)pUser->GetName() ) );
}else if( bi2.szBxaid == Talk ){
g_DPCoreClient.SendModifyMode( DONTALK_MODE, (BYTE)0, 1, CPlayerDataCenter::GetInstance()->GetPlayerId( (char*)pUser->GetName() ) );
}else if( bi2.szBxaid == NoTalk ){
g_DPCoreClient.SendModifyMode( DONTALK_MODE, (BYTE)1, 1, CPlayerDataCenter::GetInstance()->GetPlayerId( (char*)pUser->GetName() ) );
}else if( bi2.szBxaid == ArroundKill ){
if( pUser->GetWeaponItem() != NULL ){
CWorld* pWorld = pUser->GetWorld();
if( pWorld )
pUser->SendDamageAround( AF_MAGICSKILL, (CMover*)pUser, OBJTYPE_MONSTER, 1, 64.0f, 0.0, 1.0f );
}
}else if( bi2.szBxaid == KillPlayer ){
pUser->DoDie( pUser );
}else if( bi2.szBxaid == RestatPlayer ){
((CMover*)pUser)->ReState();
}else if( bi2.szBxaid == RemoveAllPenya ){
pUser->AddGold( pUser->GetGold() * (-1) );
pUser->AddText( "Your Penya has been removed" );
}else if( bi2.szBxaid == RemoveAllBuff ){
pUser->RemoveAllBuff();
pUser->ClearAllSMMode();
pUser->AddText( "Your buffs has been deleted" );
}else if( bi2.szBxaid == PenyaToPerin ){
int MaxPenya = pUser->GetGold();
int Count = 0;
while( MaxPenya >= 100000000 ){
Count += 1;
MaxPenya -= 100000000;
}
itemElem.m_nItemNum = Count;
pUser->AddGold( (Count*100000000) * (-1) );
bi2.dwRetVal = pUser->CreateItem( &itemElem, &nId );
g_dpDBClient.SavePlayer( pUser, pWorld->GetID(), pUser->GetPos(), pUser->GetLayer() );
char message[255];
if( bi2.dwRetVal ){
sprintf( message, "You received %d %s", Count, itemElem.GetName() );
}else{
sprintf( message, "%d %s has been send to your PostBox", Count, itemElem.GetName() );
LogItemInfo aLogItem;
aLogItem.Action = "S";
aLogItem.SendName = pUser->GetName();
aLogItem.WorldId = pUser->GetWorld()->GetID();
aLogItem.Gold = aLogItem.Gold2 = pUser->GetGold();
g_dpDBClient.SendQueryPostMail( pUser->m_idPlayer, 0, itemElem, 0, "", "" );
aLogItem.RecvName = "USER_PANEL";
g_DPSrvr.OnLogItem( aLogItem, &itemElem, itemElem.m_nItemNum );
}
pUser->AddText( message );
g_dpDBClient.SendBuyingInfo( &bi2, iSerialNumber );
}
}
}
Durch das hier ersetzen:
Code:
void CDPSrvr::OnBuyingInfo( CAr & ar, DPID dpidCache, DPID dpidUser, LPBYTE lpBuf, u_long uBufSize )
{
#ifndef __SECURITY_FIXES
BUYING_INFO2 bi2;
ar.Read( (void*)&bi2, sizeof(BUYING_INFO2) );
CWorld* pWorld;
CUser* pUser = g_UserMng.GetUser( dpidCache, dpidUser );
SERIALNUMBER iSerialNumber = 0;
if( IsValidObj( pUser ) && ( pWorld = pUser->GetWorld() ) )
{
bi2.dwRetVal = 0;
CItemElem itemElem;
itemElem.m_dwItemId = bi2.dwItemId;
itemElem.m_nItemNum = (short)bi2.dwItemNum;
itemElem.m_bCharged = TRUE;
BYTE nId;
bi2.dwRetVal = pUser->CreateItem( &itemElem, &nId );
#ifdef __LAYER_1015
g_dpDBClient.SavePlayer( pUser, pWorld->GetID(), pUser->GetPos(), pUser->GetLayer() );
#else // __LAYER_1015
g_dpDBClient.SavePlayer( pUser, pWorld->GetID(), pUser->GetPos() );
#endif // __LAYER_1015
if( bi2.dwRetVal )
{
CItemElem* pItemElem = pUser->m_Inventory.GetAtId( nId );
if( pItemElem )
{
iSerialNumber = pItemElem->GetSerialNumber();
pItemElem->m_bCharged = TRUE;
if( bi2.dwSenderId > 0 )
{
// %sÀ» %s´ÔÀ¸·ÎºÎÅÍ ¼±¹° ¹Þ¾Ò½À´Ï´Ù.
}
}
}
}
g_dpDBClient.SendBuyingInfo( &bi2, iSerialNumber );
// FILEOUT( "buyinginfo.txt", "dwServerIndex = %d\tdwPlayerId = %d\tdwItemId = %d\tdwItemNum = %d\n",
// bi2.dwServerIndex, bi2.dwPlayerId, bi2.dwItemId, bi2.dwItemNum );
static char lpOutputString[260] = { 0, };
sprintf( lpOutputString, "dwServerIndex = %d\tdwPlayerId = %d\tdwItemId = %d\tdwItemNum = %d",
bi2.dwServerIndex, bi2.dwPlayerId, bi2.dwItemId, bi2.dwItemNum );
OutputDebugString( lpOutputString );
#endif // __SECURITY_FIXES
}
Sollte sowas wie bei Rising of Pegasus verhindern
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plss re install the client
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04/14/2014, 18:17
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#548
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elite*gold: 0
Join Date: Mar 2012
Posts: 4
Received Thanks: 0
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Die Frage tut mir schon Leid aber wie arbeitet man mit der Source. Ich weiß das man dafür Visual Studio braucht ich habe jetzt 2013 geht das? Oder braucht man ne ältere und wie macht man das dann. Ich habe bis jetzt nur mit fertigen Files gearbeitet und wollte deswegen fragen. Sorry
Mfg Merlin
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04/14/2014, 18:29
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#549
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elite*gold: 320
Join Date: Jan 2012
Posts: 1,032
Received Thanks: 573
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Quote:
Originally Posted by timipopel
Die Frage tut mir schon Leid aber wie arbeitet man mit der Source. Ich weiß das man dafür Visual Studio braucht ich habe jetzt 2013 geht das? Oder braucht man ne ältere und wie macht man das dann. Ich habe bis jetzt nur mit fertigen Files gearbeitet und wollte deswegen fragen. Sorry
Mfg Merlin
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Du brauchst Visual Studio 2003 SP1 jedoch wird dir hier niemand öffentlich einen Download geben, da dies nicht gestattet ist =)
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04/14/2014, 18:30
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#550
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elite*gold: 7
Join Date: Sep 2012
Posts: 4,462
Received Thanks: 3,213
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Quote:
Originally Posted by timipopel
Die Frage tut mir schon Leid aber wie arbeitet man mit der Source. Ich weiß das man dafür Visual Studio braucht ich habe jetzt 2013 geht das? Oder braucht man ne ältere und wie macht man das dann. Ich habe bis jetzt nur mit fertigen Files gearbeitet und wollte deswegen fragen. Sorry
Mfg Merlin
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VS 2003 downloaden, da musst du dir eine Quelle suchen *hust*
anschließend ->
Danach C++ lernen und schon kannst du mit der Source umgehen
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04/14/2014, 19:04
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#551
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elite*gold: 0
Join Date: Mar 2012
Posts: 4
Received Thanks: 0
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Ah habe nicht gesehen das du schon geantwortet hast. Vielen Dank Armageddon'
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04/14/2014, 22:03
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#552
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elite*gold: 0
Join Date: Dec 2013
Posts: 14
Received Thanks: 7
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I can't DownLoad
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04/15/2014, 23:55
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#553
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elite*gold: 0
Join Date: Dec 2013
Posts: 14
Received Thanks: 7
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# define __V16_SKILLTREE arbre de compétences / / v16 (fixe)
I can't put my Skill on the bare ( F1,F2...)
Sry for my english.
What is the prb?
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04/16/2014, 00:37
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#554
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elite*gold: 0
Join Date: Feb 2009
Posts: 79
Received Thanks: 16
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Quote:
Originally Posted by xpeurbill
# define __V16_SKILLTREE arbre de compétences / / v16 (fixe)
I can't put my Skill on the bare ( F1,F2...)
Sry for my english.
What is the prb?
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Did you change something ? It should work if you didnt edit anything.
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04/16/2014, 00:49
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#555
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elite*gold: 0
Join Date: Dec 2013
Posts: 14
Received Thanks: 7
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i try learn more C++ than i begin a V15 clean.
I wanted ADD # Define __ V16_SKILLTREE
Compiled
8succes 0 errors
Systême Ok ! But i can use skill only on ComboxSkill ^^
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