|
You last visited: Today at 11:11
Advertisement
[Mini-Release] Custom Unique Notifies
Discussion on [Mini-Release] Custom Unique Notifies within the SRO PServer Guides & Releases forum part of the SRO Private Server category.
09/01/2020, 14:58
|
#31
|
elite*gold: 0
Join Date: Jul 2017
Posts: 35
Received Thanks: 16
|
Quote:
Originally Posted by irockalone
The project is not completed and contains too much errors, compilers tested : 2005 , 2010 , 2019
|
HB mentioned before that you can copy the ".h" ".cpp" files to a new project in whatever visual studio version.. Compiling it as v80 or v100 might work from platform tools version that what I've done with 2019 vs and it worked pretty without any errors
|
|
|
09/02/2020, 01:50
|
#32
|
elite*gold: 0
Join Date: Aug 2020
Posts: 17
Received Thanks: 3
|
Quote:
Originally Posted by #HB
A lot of reasons.
-Why would I waste network, memory and processing to re-send a data that is already being sent but just in a different shape?
Since this packet is received by all clients, so my way will be more network saving than yours. That's small things that some people may not notice or care about. But scientifically, they can make even a tiny difference in speed.
Why do you think joymax did that in sro_client internally as well instead of server files?
-It's not about being a DLL or filter, we usually use a DLL to modify/control main executable code, at least in this field.
So, you can imagine that this is the real executable code, because in theory, it is true.
|
Huh?
I understand you want to stand by your release. BUT you have to accept other ways of work and keep **** talk away.
Practically, the method @  has suggested is much more simple and effecient.
If you had the source code of the sro_client itself available for compiling I might have been able to understand your claims.
By then, it's better to use server performance for "packet replacing" instead of attaching a DLL to each player's client and play around with its memory.
|
|
|
09/02/2020, 14:41
|
#33
|
elite*gold: 0
Join Date: Oct 2013
Posts: 665
Received Thanks: 209
|
Quote:
Originally Posted by Muse*
Huh?
I understand you want to stand by your release. BUT you have to accept other ways of work and keep **** talk away.
Practically, the method @  has suggested is much more simple and effecient.
If you had the source code of the sro_client itself available for compiling I might have been able to understand your claims.
By then, it's better to use server performance for "packet replacing" instead of attaching a DLL to each player's client and play around with its memory.
|
with respect what @HB said is not the only method it's the best method via filter is too much easier for sure but why wasting networking / memory for such a job ? with his src you can easily add it your game dll file ( if found)
you don't have to have the sro client src as you said
in simple words the data which the packet sending already inside of the sro client so you got 2 ways re send the full data or just modify a byte inside of that packet ?
|
|
|
09/03/2020, 22:11
|
#34
|
elite*gold: 0
Join Date: Apr 2020
Posts: 79
Received Thanks: 42
|
Quote:
Originally Posted by CrimsonFace
HB mentioned before that you can copy the ".h" ".cpp" files to a new project in whatever visual studio version.. Compiling it as v80 or v100 might work from platform tools version that what I've done with 2019 vs and it worked pretty without any errors
|
tried to compile using V80 platform in 2019, errors still occurs
|
|
|
09/04/2020, 08:56
|
#35
|
elite*gold: 100
Join Date: Apr 2008
Posts: 860
Received Thanks: 1,488
|
Quote:
Originally Posted by irockalone
tried to compile using V80 platform in 2019, errors still occurs
|
It would be really, really helpful to know what errors you are having.
|
|
|
09/04/2020, 13:17
|
#36
|
elite*gold: 0
Join Date: Apr 2020
Posts: 79
Received Thanks: 42
|
Quote:
Originally Posted by florian0
It would be really, really helpful to know what errors you are having.
|
Hey flor, thanks for your attention
https://imgur.com/hztPyFQ
https://imgur.com/omAOi1S
https://imgur.com/IwwhaSO
Sorry for being unable to embed images.
EDIT : Platform 100 worked with me but client crashes.
|
|
|
09/04/2020, 15:16
|
#37
|
elite*gold: 100
Join Date: Apr 2008
Posts: 860
Received Thanks: 1,488
|
Quote:
Originally Posted by irockalone
|
Ah yea. The code uses "auto". This is, in the form it is used, a c++11 feature. Before c++11, it had a different meaning. VC80 is from ~2005 so it's "unlikely" to support C++11 (which is from 2011)
I guess it's only used for iterators. You can convert them as following:
Code:
std::vector<int> myIntVector;
for (auto it = myIntVector.begin(); it != myIntVector.end(); ++it) { /* ... */ }
// turns into
for (std::vector<int>::iterator it = myIntVector.begin(); it != myIntVector.end(); ++it) { /* ... */ }
Other example:
Code:
std::vector<std::string> myStrVector;
for (auto it = myStrVector.begin(); it != myStrVector.end(); ++it) { /* ... */ }
// turns into
for (std::vector<std::string>::iterator it = myStrVector.begin(); it != myStrVector.end(); ++it) { /* ... */ }
Take what ever the type of the variable is, add a ::iterator and put it instead of the auto
|
|
|
05/08/2021, 04:46
|
#38
|
elite*gold: 0
Join Date: Jan 2011
Posts: 398
Received Thanks: 87
|
have dll for back for original glow
|
|
|
05/08/2021, 07:03
|
#39
|
elite*gold: 0
Join Date: May 2013
Posts: 2,223
Received Thanks: 1,483
|
Quote:
Originally Posted by denise456
have dll for back for original glow
|
 Original Glows inside Media in a Textfile
Media/resinfo/itemtypenumber.txt
you have to check old client to get it
|
|
|
05/08/2021, 12:38
|
#40
|
elite*gold: 0
Join Date: Jan 2011
Posts: 398
Received Thanks: 87
|
Quote:
Originally Posted by NorseGodTyr
 Original Glows inside Media in a Textfile
Media/resinfo/itemtypenumber.txt
you have to check old client to get it
|
you already read the text of the post I want to change the color from unique to original because I inject the dll in my sro client
|
|
|
05/09/2021, 01:33
|
#41
|
dotCom
elite*gold: 9840
Join Date: Mar 2009
Posts: 16,888
Received Thanks: 4,690
|
Read the first post, there is a new thread linked.
#closed
|
|
|
 |
|
Similar Threads
|
[CUSTOM SALE] PokeMMO! Custom Bots, Exp Leveling Bot, Shiny Catcher! [CUSTOM SALE]
04/08/2014 - Trading - 90 Replies
Update: 2013-05-20
BOT IS NOW FULLY AIO SUPPORTS ALL LOCATIONS IN POKEMMO!!
Auto-leveling bot:
Supports PP healing
Supports Death pokemon healing
Supports death pokemon switching
Supports walking to healing
Fully flawless & catches shinies!!!
|
[WTB] unded mini ghostly/mini panada/mini polar bear
05/07/2012 - Guild Wars Trading - 2 Replies
Hi,
Would like to buy one of those pets. Make me an offer if you got one.
Thanks.
|
[BETA]Beta-Max Online ~ 120 CAP ~ D13 ~ Custom Events ~ Custom Quests ~ Custom Areas
03/25/2012 - SRO PServer Advertising - 109 Replies
Hello there,
I would like to announce the BETA opening of Astro Server, We are here for the community not for competition. We don't care if we are #1 or #1001.
The BETA will last one week, to find any small bugs that may still exist. During this time users will receive 5000 Wonga as soon as you register this is part of the BETA test. Also users will be rewarded for helping when we go live, Which you can find more information on this at the forum.
Please be aware after the BETA ends...
|
Beta-Max Online ~ 120 CAP ~ D13 ~ Custom Events ~ Custom Quests ~ Custom Areas
03/19/2012 - SRO PServer Advertising - 6 Replies
Fantastic Server. If reliablility is what you want then Beta-Max is for you. Unique PVP Battles - Pets - Items - Quests - Jobs - Wonga and so much more
Server Details:
Level Cap: 120
Skill Cap: 120
Chinese Mastery Cap: 360
European Mastery Cap: 240
Item Degree: 13th Degree
Active Areas: All (Including Jupiter)
|
All times are GMT +1. The time now is 11:14.
|
|