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[Custom LoL Client] Wintermint lets do it together
Discussion on [Custom LoL Client] Wintermint lets do it together within the League of Legends Hacks, Bots, Cheats & Exploits forum part of the League of Legends category.
04/20/2014, 05:31
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#181
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elite*gold: 0
Join Date: Feb 2014
Posts: 89
Received Thanks: 11
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Quote:
Originally Posted by 810963963
how to use on garena sever
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Not enabled yet
Quote:
Originally Posted by Sniiker
patch.exe crashes
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Don't run patch.exe, run legendaryclient.exe
It has the patcher intergrated, Patch.exe is there to update the client but currently that will be done manually until I put a update website out
Quote:
Originally Posted by Kev-
Personally I would say to finish up the project and add functionality to everything prior to fixing issues with other users.
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Actually I released this because I thought I was finished, except for team queues but nobody knew the rtmp server and what it returned. Only recently some people managed to find what it returned, and I have chosen to add for features. I just want to know all the bugs which will be hopefully patched in the 3rd release
Also Kev,
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace PVPNetConnect.RiotObjects.Platform.Matchmaking
{
public class GameQueueConfig : RiotGamesObject
{
public override string TypeName
{
get
{
return this.type;
}
}
private string type = "com.riotgames.platform.matchmaking.GameQueueConfi g";
public GameQueueConfig()
{
}
public GameQueueConfig(Callback callback)
{
this.callback = callback;
}
public GameQueueConfig(TypedObject result)
{
base.SetFields(this, result);
}
public delegate void Callback(GameQueueConfig result);
private Callback callback;
public override void DoCallback(TypedObject result)
{
base.SetFields(this, result);
callback(this);
}
[InternalName("blockedMinutesThreshold")]
public Int32 BlockedMinutesThreshold { get; set; }
[InternalName("minimumParticipantListSize")]
public Int32 MinimumParticipantListSize { get; set; }
[InternalName("ranked")]
public Boolean Ranked { get; set; }
[InternalName("maxLevel")]
public Int32 MaxLevel { get; set; }
[InternalName("minLevel")]
public Int32 MinLevel { get; set; }
[InternalName("gameTypeConfigId")]
public Int32 GameTypeConfigId { get; set; }
[InternalName("thresholdEnabled")]
public Boolean ThresholdEnabled { get; set; }
[InternalName("queueState")]
public String QueueState { get; set; }
[InternalName("type")]
public String Type { get; set; }
[InternalName("cacheName")]
public String CacheName { get; set; }
[InternalName("id")]
public Double Id { get; set; }
[InternalName("queueBonusKey")]
public String QueueBonusKey { get; set; }
[InternalName("queueStateString")]
public String QueueStateString { get; set; }
[InternalName("pointsConfigKey")]
public String PointsConfigKey { get; set; }
[InternalName("teamOnly")]
public Boolean TeamOnly { get; set; }
[InternalName("minimumQueueDodgeDelayTime")]
public Int32 MinimumQueueDodgeDelayTime { get; set; }
[InternalName("supportedMapIds")]
public List<Int32> SupportedMapIds { get; set; }
[InternalName("gameMode")]
public String GameMode { get; set; }
[InternalName("typeString")]
public String TypeString { get; set; }
[InternalName("numPlayersPerTeam")]
public Int32 NumPlayersPerTeam { get; set; }
[InternalName("maximumParticipantListSize")]
public Int32 MaximumParticipantListSize { get; set; }
[InternalName("disallowFreeChampions")]
public Boolean DisallowFreeChampions { get; set; }
[InternalName("mapSelectionAlgorithm")]
public String MapSelectionAlgorithm { get; set; }
[InternalName("thresholdSize")]
public Double ThresholdSize { get; set; }
[InternalName("matchingThrottleConfig")]
public MatchingThrottleConfig MatchingThrottleConfig { get; set; }
}
}
this is the code for matchmaking. Only recently I learn the "com." part and the InternalName.
Quote:
Originally Posted by xGoDxViRuSx
But... how to actually log in?
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Umm. You need to wait for it to patch then hit play
You should get
Logical right?
-------README-------
Please Post all bugs/issues into my github

Doing this will let me code the 2nd release and fix the bugs for the 3rd release without hunting the bugs
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04/20/2014, 08:21
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#182
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elite*gold: 0
Join Date: Jun 2012
Posts: 3
Received Thanks: 0
|
Quote:
Originally Posted by eddy5641
Not enabled yet
Don't run patch.exe, run legendaryclient.exe
It has the patcher intergrated, Patch.exe is there to update the client but currently that will be done manually until I put a update website out
Actually I released this because I thought I was finished, except for team queues but nobody knew the rtmp server and what it returned. Only recently some people managed to find what it returned, and I have chosen to add for features. I just want to know all the bugs which will be hopefully patched in the 3rd release
Also Kev,
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace PVPNetConnect.RiotObjects.Platform.Matchmaking
{
public class GameQueueConfig : RiotGamesObject
{
public override string TypeName
{
get
{
return this.type;
}
}
private string type = "com.riotgames.platform.matchmaking.GameQueueConfi g";
public GameQueueConfig()
{
}
public GameQueueConfig(Callback callback)
{
this.callback = callback;
}
public GameQueueConfig(TypedObject result)
{
base.SetFields(this, result);
}
public delegate void Callback(GameQueueConfig result);
private Callback callback;
public override void DoCallback(TypedObject result)
{
base.SetFields(this, result);
callback(this);
}
[InternalName("blockedMinutesThreshold")]
public Int32 BlockedMinutesThreshold { get; set; }
[InternalName("minimumParticipantListSize")]
public Int32 MinimumParticipantListSize { get; set; }
[InternalName("ranked")]
public Boolean Ranked { get; set; }
[InternalName("maxLevel")]
public Int32 MaxLevel { get; set; }
[InternalName("minLevel")]
public Int32 MinLevel { get; set; }
[InternalName("gameTypeConfigId")]
public Int32 GameTypeConfigId { get; set; }
[InternalName("thresholdEnabled")]
public Boolean ThresholdEnabled { get; set; }
[InternalName("queueState")]
public String QueueState { get; set; }
[InternalName("type")]
public String Type { get; set; }
[InternalName("cacheName")]
public String CacheName { get; set; }
[InternalName("id")]
public Double Id { get; set; }
[InternalName("queueBonusKey")]
public String QueueBonusKey { get; set; }
[InternalName("queueStateString")]
public String QueueStateString { get; set; }
[InternalName("pointsConfigKey")]
public String PointsConfigKey { get; set; }
[InternalName("teamOnly")]
public Boolean TeamOnly { get; set; }
[InternalName("minimumQueueDodgeDelayTime")]
public Int32 MinimumQueueDodgeDelayTime { get; set; }
[InternalName("supportedMapIds")]
public List<Int32> SupportedMapIds { get; set; }
[InternalName("gameMode")]
public String GameMode { get; set; }
[InternalName("typeString")]
public String TypeString { get; set; }
[InternalName("numPlayersPerTeam")]
public Int32 NumPlayersPerTeam { get; set; }
[InternalName("maximumParticipantListSize")]
public Int32 MaximumParticipantListSize { get; set; }
[InternalName("disallowFreeChampions")]
public Boolean DisallowFreeChampions { get; set; }
[InternalName("mapSelectionAlgorithm")]
public String MapSelectionAlgorithm { get; set; }
[InternalName("thresholdSize")]
public Double ThresholdSize { get; set; }
[InternalName("matchingThrottleConfig")]
public MatchingThrottleConfig MatchingThrottleConfig { get; set; }
}
}
this is the code for matchmaking. Only recently I learn the "com." part and the InternalName.
Umm. You need to wait for it to patch then hit play
You should get
Logical right?
-------README-------
Please Post all bugs/issues into my github

Doing this will let me code the 2nd release and fix the bugs for the 3rd release without hunting the bugs
|
Whenever a queue pops the client instantly crashes....
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04/20/2014, 08:34
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#183
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elite*gold: 0
Join Date: Feb 2014
Posts: 89
Received Thanks: 11
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Quote:
Originally Posted by Insensitivity
Whenever a queue pops the client instantly crashes....
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Please post in github next time
You must enable auto accept queue
Please People READ ME

Post in my github
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04/20/2014, 09:45
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#184
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elite*gold: 0
Join Date: Apr 2013
Posts: 61
Received Thanks: 10
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Quote:
Originally Posted by eddy5641
Please post in github next time
You must enable auto accept queue
Please People READ ME

Post in my github
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People aren't about to read that because 80% of people don't search before typing, another 20% don't really even know how to compile/run it. You'd be better off creating another thread if you wanted more attention towards it, or just stop responding on here if you don't want that much attention?
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04/20/2014, 10:09
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#185
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elite*gold: 5
Join Date: May 2012
Posts: 420
Received Thanks: 24
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Why only crashes?
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04/20/2014, 12:09
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#186
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elite*gold: 0
Join Date: Jan 2010
Posts: 30
Received Thanks: 5
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I can't see my runes pages, how to fix it?
crash in queue pop
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04/20/2014, 12:23
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#187
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elite*gold: 20
Join Date: Mar 2007
Posts: 840
Received Thanks: 452
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Got the client working now, had to hardcode the path to the gamestate_en_US. Now the problem is that all the folders and names of the pictures are wrong. For example the splash art. The client searches the following folder: ExecuteDirectory\\Assets\\champions\\Velkoz_Splash _0.jpg", but there is no folder "championS", only a folder named "champion". Same is with all the other picture files.
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04/20/2014, 15:15
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#188
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elite*gold: 0
Join Date: Jan 2012
Posts: 17
Received Thanks: 11
|
Quote:
Originally Posted by eddy5641
Not enabled yet
Don't run patch.exe, run legendaryclient.exe
It has the patcher intergrated, Patch.exe is there to update the client but currently that will be done manually until I put a update website out
Actually I released this because I thought I was finished, except for team queues but nobody knew the rtmp server and what it returned. Only recently some people managed to find what it returned, and I have chosen to add for features. I just want to know all the bugs which will be hopefully patched in the 3rd release
Also Kev,
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace PVPNetConnect.RiotObjects.Platform.Matchmaking
{
public class GameQueueConfig : RiotGamesObject
{
public override string TypeName
{
get
{
return this.type;
}
}
private string type = "com.riotgames.platform.matchmaking.GameQueueConfi g";
public GameQueueConfig()
{
}
public GameQueueConfig(Callback callback)
{
this.callback = callback;
}
public GameQueueConfig(TypedObject result)
{
base.SetFields(this, result);
}
public delegate void Callback(GameQueueConfig result);
private Callback callback;
public override void DoCallback(TypedObject result)
{
base.SetFields(this, result);
callback(this);
}
[InternalName("blockedMinutesThreshold")]
public Int32 BlockedMinutesThreshold { get; set; }
[InternalName("minimumParticipantListSize")]
public Int32 MinimumParticipantListSize { get; set; }
[InternalName("ranked")]
public Boolean Ranked { get; set; }
[InternalName("maxLevel")]
public Int32 MaxLevel { get; set; }
[InternalName("minLevel")]
public Int32 MinLevel { get; set; }
[InternalName("gameTypeConfigId")]
public Int32 GameTypeConfigId { get; set; }
[InternalName("thresholdEnabled")]
public Boolean ThresholdEnabled { get; set; }
[InternalName("queueState")]
public String QueueState { get; set; }
[InternalName("type")]
public String Type { get; set; }
[InternalName("cacheName")]
public String CacheName { get; set; }
[InternalName("id")]
public Double Id { get; set; }
[InternalName("queueBonusKey")]
public String QueueBonusKey { get; set; }
[InternalName("queueStateString")]
public String QueueStateString { get; set; }
[InternalName("pointsConfigKey")]
public String PointsConfigKey { get; set; }
[InternalName("teamOnly")]
public Boolean TeamOnly { get; set; }
[InternalName("minimumQueueDodgeDelayTime")]
public Int32 MinimumQueueDodgeDelayTime { get; set; }
[InternalName("supportedMapIds")]
public List<Int32> SupportedMapIds { get; set; }
[InternalName("gameMode")]
public String GameMode { get; set; }
[InternalName("typeString")]
public String TypeString { get; set; }
[InternalName("numPlayersPerTeam")]
public Int32 NumPlayersPerTeam { get; set; }
[InternalName("maximumParticipantListSize")]
public Int32 MaximumParticipantListSize { get; set; }
[InternalName("disallowFreeChampions")]
public Boolean DisallowFreeChampions { get; set; }
[InternalName("mapSelectionAlgorithm")]
public String MapSelectionAlgorithm { get; set; }
[InternalName("thresholdSize")]
public Double ThresholdSize { get; set; }
[InternalName("matchingThrottleConfig")]
public MatchingThrottleConfig MatchingThrottleConfig { get; set; }
}
}
this is the code for matchmaking. Only recently I learn the "com." part and the InternalName.
Umm. You need to wait for it to patch then hit play
You should get
Logical right?
-------README-------
Please Post all bugs/issues into my github

Doing this will let me code the 2nd release and fix the bugs for the 3rd release without hunting the bugs
|
I'm talking about wintermint, not the legendary client one you showed on the picture, anyways, where's the download lnk for legendary client?
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04/20/2014, 17:35
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#189
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elite*gold: 0
Join Date: Apr 2014
Posts: 2
Received Thanks: 0
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legendaryclient.exe doesn't works
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04/20/2014, 17:51
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#190
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elite*gold: 0
Join Date: Oct 2013
Posts: 36
Received Thanks: 2
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Quote:
Originally Posted by xGoDxViRuSx
But... how to actually log in?
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Enter your LOL name and password to login o.O
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04/20/2014, 19:28
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#191
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elite*gold: 0
Join Date: Feb 2014
Posts: 89
Received Thanks: 11
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Quote:
Originally Posted by bUTL9R
Got the client working now, had to hardcode the path to the gamestate_en_US. Now the problem is that all the folders and names of the pictures are wrong. For example the splash art. The client searches the following folder: ExecuteDirectory\\Assets\\champions\\Velkoz_Splash _0.jpg", but there is no folder "championS", only a folder named "champion". Same is with all the other picture files.
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Eddy here.
There should be a a folder called champions in assets
Your assets folder should look like this:

try copying
C:\Riot Games\League of Legends\RADS\projects\lol_air_client\releases\0.0. 1.80\deploy\assets\images
into your assets folder
Quote:
Originally Posted by Kev-
People aren't about to read that because 80% of people don't search before typing, another 20% don't really even know how to compile/run it. You'd be better off creating another thread if you wanted more attention towards it, or just stop responding on here if you don't want that much attention?
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I want issues posted in here. It helps because when I go bug hunting, it is all there. I have a new bug, euw from astrionn and will be worked on because i dont have to receive all this spam on this form. In fact I have already started on this bug
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04/20/2014, 21:17
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#192
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elite*gold: 20
Join Date: Mar 2007
Posts: 840
Received Thanks: 452
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Thanks, manually copying the folders champions and abilities fixed the problem. The next error i got was when the client tried to start the game. The GetGameDirectory function returned nonsense, so i hardcoded my game path (it's located at G:\Games\League of Legends). Everything is working now as far as i tested it.
//EDiT: Is ist possible to invite friends for games or get invited? I don't get any invitations and it seems that i can't send them aswell.
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04/20/2014, 23:38
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#193
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elite*gold: 100
Join Date: Oct 2010
Posts: 988
Received Thanks: 49
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I am a bit confused. People talk about LegendaryClient but its the thread for wintermint. Or ist wintermint now LegendaryClient?
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04/21/2014, 00:51
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#194
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elite*gold: 30
Join Date: Mar 2011
Posts: 741
Received Thanks: 134
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Quote:
Originally Posted by Janji
I am a bit confused. People talk about LegendaryClient but its the thread for wintermint. Or ist wintermint now LegendaryClient?
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Wintermint and Legendary are 2 different clients with different funktions both of them are down
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04/21/2014, 00:54
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#195
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elite*gold: 100
Join Date: Oct 2010
Posts: 988
Received Thanks: 49
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Is there another Client? My Client is buggy, i cant buy champions
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