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 [SRC+FILES] HGServer-Client-Files

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Yingo




[SRC+FILES] HGServer-Client-Files - Page 7 Empty
PostSubject: Re: [SRC+FILES] HGServer-Client-Files   [SRC+FILES] HGServer-Client-Files - Page 7 EmptyTue 22 Oct 2019, 10:22 pm

Centuu podrias subir HGServer sources v3.0 by HBx Team
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Centuu.-
♡ Game Master



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PostSubject: Re: [SRC+FILES] HGServer-Client-Files   [SRC+FILES] HGServer-Client-Files - Page 7 EmptyWed 23 Oct 2019, 8:13 am

[You must be registered and logged in to see this link.] wrote:
Centuu podrias subir HGServer sources v3.0 by HBx Team

El source Base o el mío editado?
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Centuu.-
♡ Game Master



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PostSubject: Re: [SRC+FILES] HGServer-Client-Files   [SRC+FILES] HGServer-Client-Files - Page 7 EmptyWed 23 Oct 2019, 8:14 am

[You must be registered and logged in to see this link.] wrote:
I found the reason why you are still having issues, even after I fix them. Centuu have uploaded and replace my fixes with the old source. Hence the tremendous amount of error and issues.

I am not sure is it because the files I uploaded can't be viewed by all, or Centuu uploaded the wrong source.

This is the Server Files, with the compiled HGServer inside GameServer. And Also the HGServer source, all using VB6.0 to compile.

Next post will be the Client Source, and also the Client Files that is needed to play the game.

My mistake :LOL:
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Yingo




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PostSubject: Re: [SRC+FILES] HGServer-Client-Files   [SRC+FILES] HGServer-Client-Files - Page 7 EmptyWed 23 Oct 2019, 7:53 pm

Centuu mil disculpas, no había leído los comentarios de LifeX, ya con esos Files me sirvió, pido nuevamente disculpas por no leer :B
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Hernan34




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PostSubject: Re: [SRC+FILES] HGServer-Client-Files   [SRC+FILES] HGServer-Client-Files - Page 7 EmptyWed 23 Oct 2019, 10:54 pm

ya no da errores al compilar los Source Client y del HG, pero si da error al querer levantar el servidor arrojando el siguiente mensaje STOPPED! POTION configuration error, ya que si alguien intenta bajarlo y no sabe como solucionarlo no podra usar los files.
Otra cosa, queria preguntar el porque estos files al usar la la ip 127.0.0.1 el servidor levanta, pero al intentar ingresar da conexion lost el cliente. he usado muchos files diferentes y nunca tuve este error. Si alguien me puede sacar esa duda. Gracias
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TSP




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PostSubject: Re: [SRC+FILES] HGServer-Client-Files   [SRC+FILES] HGServer-Client-Files - Page 7 EmptyThu 24 Oct 2019, 12:50 am

I cannot read Spanish and google translate doesn't always work on this site (As in this case, too). So my apologies if my answer isn't what you're looking for.

The potion configuration error is incorrect unless you actually meddled with that configuration file. The problem is actually as follows:

The server files do not come with a DupItemID.cfg file, but hgserver needs that file. You can just create an empty txt file and rename it to DupItemID.cfg. Make sure DupItemID.cfg is in the same folder as GateServer.exe/MainLServer.exe/WorldLServer.exe

If you did it correctly, you won't get a potion configuration error message anymore.
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LifeX
♡ Game Master



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PostSubject: Re: [SRC+FILES] HGServer-Client-Files   [SRC+FILES] HGServer-Client-Files - Page 7 EmptyThu 24 Oct 2019, 6:56 am

I have never used DupItemID,cfg inside the server files, why would it be needed?

I use the file that I provide with no issues.
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Hernan34




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PostSubject: Re: [SRC+FILES] HGServer-Client-Files   [SRC+FILES] HGServer-Client-Files - Page 7 EmptyThu 24 Oct 2019, 1:41 pm

El archivo ya se encuentra dentro de la carpeta del servidor y sigue dando ese error al ejecutar el hg (no levanta) Use los archivos que subió lifex, compile tanto el client como el hg y al intentar levantar el servidor en el hg tira ese error.
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Yingo




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PostSubject: Re: [SRC+FILES] HGServer-Client-Files   [SRC+FILES] HGServer-Client-Files - Page 7 EmptyThu 24 Oct 2019, 3:06 pm

Hernan34 descargar los Files que subio Centuu 
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encontraras el block de notas DupItemID.cfg, agregalo a la carpeta del server y listo tiene que funcionar
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Hernan34

avatar


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PostSubject: Re: [SRC+FILES] HGServer-Client-Files   [SRC+FILES] HGServer-Client-Files - Page 7 EmptyThu 24 Oct 2019, 8:24 pm

si Yingo ya lo resolvi, gracias! Pasa que tengo una version anterior del servidor donde estaba ese archivo y otras cosas mas, y a medida que se fueron actualizando (arreglando ciertos problemas) empezaron a aparecer otros problemas como que daba error al compilar el cliente y demas, y el server q subio LifeX no esta ese archivo (raro porque el estuvo trabajando sobre los mismos files) y que necesita el server para upear. Ya lo tengo funcionando.
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TSP

TSP


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PostSubject: Re: [SRC+FILES] HGServer-Client-Files   [SRC+FILES] HGServer-Client-Files - Page 7 EmptyFri 25 Oct 2019, 4:56 am

Where can I find the experience table for leveling up? I'd like to reduce the curve a little bit. So far I found:

iExp
DEF_MAXEXPTABLE (value of 3500)
m_iLevelExpTable

But I wasn't able to find any concrete formula or set leveling list (i.e. "exptolevel = prevlevelexp *1.1") I I tried to be thorough but I've reached a dead end here I think.

Edit: Of course I see the level-chart in the server files, but editing that doesn't seem to change anything.
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Centuu.-
♡ Game Master
Centuu.-


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PostSubject: Re: [SRC+FILES] HGServer-Client-Files   [SRC+FILES] HGServer-Client-Files - Page 7 EmptyFri 25 Oct 2019, 6:52 am

iGetNextExpLevel
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TSP

TSP


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PostSubject: Re: [SRC+FILES] HGServer-Client-Files   [SRC+FILES] HGServer-Client-Files - Page 7 EmptyFri 25 Oct 2019, 6:58 am

[You must be registered and logged in to see this link.] wrote:
iGetNextExpLevel
Searching for 'iGetNextExpLevel'...
Cannot find the string 'iGetNextExpLevel'.

Using the search function to search everywhere in the hgserver source or client source. Do you perhaps have the file/line where I can see/edit the formula? i.e. game.cpp, line 1 ?
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Centuu.-
♡ Game Master
Centuu.-


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PostSubject: Re: [SRC+FILES] HGServer-Client-Files   [SRC+FILES] HGServer-Client-Files - Page 7 EmptyFri 25 Oct 2019, 7:17 am

[You must be registered and logged in to see this link.] wrote:
[You must be registered and logged in to see this link.] wrote:
iGetNextExpLevel
Searching for 'iGetNextExpLevel'...
Cannot find the string 'iGetNextExpLevel'.

Using the search function to search everywhere in the hgserver source or client source. Do you perhaps have the file/line where I can see/edit the formula? i.e. game.cpp, line 1 ?

I'm sorry, this is the function:

Code:
long CGame::iGetLevelExp(int iLevel)
{
 unsigned long iRet;
   
   if (iLevel == 0) return 0;
   
   iRet = iGetLevelExp(iLevel - 1) + iLevel * ( 50 + (iLevel * (iLevel / 17) * (iLevel / 17) ) );

   return iRet;
}

It returns the specified exp for determined level.
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TSP

TSP


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PostSubject: Re: [SRC+FILES] HGServer-Client-Files   [SRC+FILES] HGServer-Client-Files - Page 7 EmptyFri 25 Oct 2019, 7:33 am

[You must be registered and logged in to see this link.] wrote:
[You must be registered and logged in to see this link.] wrote:
[You must be registered and logged in to see this link.] wrote:
iGetNextExpLevel
Searching for 'iGetNextExpLevel'...
Cannot find the string 'iGetNextExpLevel'.

Using the search function to search everywhere in the hgserver source or client source. Do you perhaps have the file/line where I can see/edit the formula? i.e. game.cpp, line 1 ?

I'm sorry, this is the function:

Code:
long CGame::iGetLevelExp(int iLevel)
{
 unsigned long iRet;
 
 if (iLevel == 0) return 0;
 
 iRet = iGetLevelExp(iLevel - 1) + iLevel * ( 50 + (iLevel * (iLevel / 17) * (iLevel / 17) ) );

 return iRet;
}

It returns the specified exp for determined level.
Aaah thank you, that's exactly what I was looking for!

By the by, what was the train for thought behind adding spell damage attributes to melee weapons? i.e. esterks with "+5% damage to Energy-Strike"? Is there a way to cast spells while wielding these weapons? Or something else I'm missing?
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Centuu.-
♡ Game Master
Centuu.-


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PostSubject: Re: [SRC+FILES] HGServer-Client-Files   [SRC+FILES] HGServer-Client-Files - Page 7 EmptyFri 25 Oct 2019, 7:42 am

When you hit, it cast the spell and reduce mana. Simple as that. Magic items only appears in high drops or manufacture (high rare prob).
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Centuu.-
♡ Game Master
Centuu.-


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PostSubject: Re: [SRC+FILES] HGServer-Client-Files   [SRC+FILES] HGServer-Client-Files - Page 7 EmptyFri 25 Oct 2019, 8:07 am

[You must be registered and logged in to see this link.] wrote:
[You must be registered and logged in to see this link.] wrote:
[You must be registered and logged in to see this link.] wrote:
[You must be registered and logged in to see this link.] wrote:
iGetNextExpLevel
Searching for 'iGetNextExpLevel'...
Cannot find the string 'iGetNextExpLevel'.

Using the search function to search everywhere in the hgserver source or client source. Do you perhaps have the file/line where I can see/edit the formula? i.e. game.cpp, line 1 ?

I'm sorry, this is the function:

Code:
long CGame::iGetLevelExp(int iLevel)
{
 unsigned long iRet;
 
 if (iLevel == 0) return 0;
 
 iRet = iGetLevelExp(iLevel - 1) + iLevel * ( 50 + (iLevel * (iLevel / 17) * (iLevel / 17) ) );

 return iRet;
}

It returns the specified exp for determined level.
Aaah thank you, that's exactly what I was looking for!

By the by, what was the train for thought behind adding spell damage attributes to melee weapons? i.e. esterks with "+5% damage to Energy-Strike"? Is there a way to cast spells while wielding these weapons? Or something else I'm missing?

You have to change it in the Client source too ! The function is in HG and Client.
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Centuu.-
♡ Game Master
Centuu.-


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PostSubject: Re: [SRC+FILES] HGServer-Client-Files   [SRC+FILES] HGServer-Client-Files - Page 7 EmptyFri 25 Oct 2019, 8:11 am

UPDATED

- Fixed Next-Exp for Majestic Levels (missed '+1')
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TSP

TSP


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PostSubject: Re: [SRC+FILES] HGServer-Client-Files   [SRC+FILES] HGServer-Client-Files - Page 7 EmptyFri 25 Oct 2019, 12:27 pm

I figured out that it needed to be changed clientside as well, thanks for reminding. The weapons that cast the magic... I didn't even try that as I thought it only changed the damage of your casts, not that it procs off weapon attacks! That's definitely very, very powerful. Can those attributes also appear on rare items or just statted items? Definitely going to try it out when I get back from the weekend with the family!

On another note; Some of the creatures cannot drop items at all. I think It was the ettin and mountain giant, maybe a few others here and there too. Was this a conscious decision or overlooked? Some of the default weapons also deviate from the original damage dices. I assume this was a conscious decision by whomever edited the source before you got your hands on it?

I also urge you to look for the drop rates, as the drop rate percentages are only accurate with the base settings. i.e. "dice 1.10000 < primarydroprate" will get greatly reduced chance of triggering the lower the settings go. It'd be much better as a "dice 1.(1 * primarydroprate) < primarydroprate" (Though I dont know the exact code to get what you (or they) originally intended.)

Just some tips, but I'd like to hear your thoughts behind it. Perhaps do it even more complicated, have increased drop rates reduce the chance of lower rolls (I.e. low PA values) and increase the chance of higher rolls. as a 0.1% chance on an item (or stat proc on item) drop as some of it is in the code is still going to be a <1% chance to drop per kill even with a rare rate of 1.

Just some food for thought.
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Yingo

avatar


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PostSubject: Re: [SRC+FILES] HGServer-Client-Files   [SRC+FILES] HGServer-Client-Files - Page 7 EmptyFri 25 Oct 2019, 8:09 pm

Centuu puede ser que a los block de notas de GateServer, HMLServer, WLServer le falten algunas lineas para upear el server y que entre gente??

originalmente trae esto el GateServer:

gate-server-port = 6502
build-date = 1126
game-server-list = 192.168.0.000

y viendo otros que son asi:

gate-server-address = IP interior
gate-server-port = 6502

game-server-list = IP interior
game-server-list = IP externa(internet ip)
game-server-address = IP interior
game-server-address = IP interior
game-server-port = 2101
build-date = 1126

game-server-list = IP interior
game-server-list = IP externa(internet ip)

permitted-address =IP interior
permitted-address = IP externa(internet ip)
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TSP

TSP


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PostSubject: Re: [SRC+FILES] HGServer-Client-Files   [SRC+FILES] HGServer-Client-Files - Page 7 EmptySat 26 Oct 2019, 2:24 am

You have set the game-server-list set erroneously to 192.168.0.000; thats not a valid ip address. Also, if I remember correctly, the gateserver will force itself on your internal ip address no matter what ip you told it to use. You can use that information to make absolutely sure you have set up the correct internal address. In case of virtual lans such as hamachi, it might try to listen to that. So just double check.

Furthermore, make sure you set the ports open in the router as the server files don't have upnp features. Good luck. I could help you more if you used English.
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LifeX
♡ Game Master
LifeX


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PostSubject: Re: [SRC+FILES] HGServer-Client-Files   [SRC+FILES] HGServer-Client-Files - Page 7 EmptyMon 28 Oct 2019, 3:19 am

I strongly advise to change the function of iGetLevelExp because as you can see in the function, its a never ending loop. To avoid any memory lost, change the function name, and allow only 1 function to calculate and another to be called.

On TSP question, I answer below. Kindly mind my function name cuz i change my function name to suit me with that way so I know what I am doing. 

1. Magic Weapons if I am not mistaken does not have weapon damage but rather spell damage based on your Magic.cfg. I might be wrong as I dont have the source now, but yea. If what I say is true, regardless on what weapon it has the magic dmg, the weapon damage wont make any difference, hence having an Energy Strike Dagger and Energy Strike Devastator, wont make any difference. If I am not mistaken, the Magic Weapons stats is calculated and created in NpcDeadItemGenerator, which means it will be calculated and created upon normal drop weapons. If you want the rare weapons to drop those stats, you will need the same code of calculation and creation inside NpcDeadItemGenerator, and put into the rare items drop function, like DeleteNpc and also GetMultipleItem.

2.  What kind of items are you referring to? Give some examples. Pots? Gold? Sword with Stats, Armor with Stats? as you know, all these drops are inside one function. Then DeleteNpc is the mats and rare 2nd drop function. You need to see which drops you are referring to.

3. The dices are actually very easy, pardon me on this as my edited functions are different. What I can remember is that iDice is normally calculated either to 10000, or 30000 in HB. For Primary Drop Rate by default i think is 6500, and Secondary I think is 3000. From the formula you mention, iDice(1,10000) < m_iPrimaryDropRate. This means that under the RNG (Random Number Generator) is what HB is all about, if you kill 1 NPC, the RNG will calculate any number from 1-10000 ( thats why it is (1,10000). you cannot edit the minimum that is "1", BUT you can edit the "10000". So when PrimaryDropRate is 6500, which means out of 100% of drop rate, each npc u kill, you are getting a 65% chance that it has a drop, and the remaining 35% will be empty. If you would like a 100% drop rate for each npc kill, you change the 6500 to 9999. Think the number of 10000 = 100% and 6500 = 65%, that way it easier for you to gauge what Primary Drop Rate you would like. But the formula must used the sign "<". If you use iDice(1,10000) > 6500, it means the drop rate is now 35% and not 65% because of the ">" sign.

4. There is a code inside the item generator, that calculates the posibility of what stats is drop. similar to the answer I give in 3. Where it uses iDice too. There is alot of codes you need to understand. Like what code is for weapon, what code is for armor, and what code is for hp,mp,ma,pa,dr,mr. and which code is for hit prob, cad, and also code for ancient, critical, agile, sharp, strong, and those others, and in this particular source, the new Magic Weapon. And then you will need to interpret how the codes are send to client and how the client reads the code and display the text as Ancient GBH Hit Prob +7, or Strong Hauberk PA+30.

There is indeed alot to learn my friend. If you come from a programming background, you would pick it up, if not this will take a close 5-10 years for you to fully understand it. Having to learn C++ from HB is what got me to learn coding, now I know .NET, VB, C++, PHP, HTML5 all from my will to host and code Helbreath. I am sure you can too. :-) Keep it up.


LifeX

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TSP

TSP


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PostSubject: Re: [SRC+FILES] HGServer-Client-Files   [SRC+FILES] HGServer-Client-Files - Page 7 EmptyMon 28 Oct 2019, 3:45 am

[You must be registered and logged in to see this link.] wrote:
2.  What kind of items are you referring to? Give some examples. Pots? Gold? Sword with Stats, Armor with Stats? as you know, all these drops are inside one function. Then DeleteNpc is the mats and rare 2nd drop function. You need to see which drops you are referring to.

Every monster has (or should have) a loot table that specifies what kind of items they can drop, right? So that you don't get Flamberge +2's from slimes. In the case of mountain giants and ettins (And some others) they are not part of those loot tables. I.e. they cannot drop daggers, or flamberges, or hauberks etc.

[You must be registered and logged in to see this link.] wrote:
Quote :
3. The dices are actually very easy

They are very easy. The issue isn't me not understanding it. The issue is that the code doesn't work anymore in certain values because the formula stops working. I'll give an example. This exists in the code of hgserver:

-------------------

if (iDice(1,10000) <= m_iRareDropRate) { // MORLA 2.6 - Rare droops

This piece of code is supposed to increase the rare drops the lower the value is (as with primary and secondary drops). However, you can clearly see it shows < instead of the supposed >.

-------------------

 if (iDice(1,10000) >= m_iPrimaryDropRate) {
     // 35% Drop 60% of that is gold
     // 35% Chance of drop (35/100)
     if (iDice(1,10000) <= m_iGoldRate) { // Centuu : Agregado para controlar el drop de oro.
           iItemID = 90; // Gold: (35/100) * (60/100) = 21% 




This piece of code is supposed to reliably drop entities (gold, items) on a specific chance. i.e. "If something drops, then 60% of those drops should be gold" however, if you change the m_iPrimaryDropRate value in the CFG, then suddenly the gold drop rate is no longer 60%. Say you have a primary drop rate of 10, then the code says "If something drops (Which is now very frequent), more than 99% of anything that drops, will be gold."

You would have to drastically alter m_iGoldRate to get back to the 60% and give all other entities a fair chance of dropping. But if you alter the primary drop value from 50 to 100 or back to 6500 then you have to go back and alter the gold drop rates again.

This is only the gold example, it's the same for weapons (Where melee weapons will drop while shields/armor/rares will stop dropping completely with certain primary/secondary drop rates that are supposed to drop lots more (i.e. value of 1000 or less)
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TSP

TSP


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PostSubject: Re: [SRC+FILES] HGServer-Client-Files   [SRC+FILES] HGServer-Client-Files - Page 7 EmptyMon 28 Oct 2019, 3:58 am

Looking at the weapon code, it's not melee weapons that would constantly drop but wands:

// 1.4% chance Valuable Drop 60% that it is a Weapon
if (iDice(1,10000) <= m_iPrimaryDropRate) {
if (iDice(1,10000) <= m_iSecondaryDropRate) {
// 70% the Weapon is Melee

So if you set primary drop rate and secondary drop rate to 100 and 1000 respectively, melee weapons will almost seize to drop while other items will get a drastic increase. This is because m_iSecondaryDropRate and the primary version is a dynamic number (host can change the number) while the iDice is a strict 1 - 10000 range. The proposed % for drop rates (weapons, gold, armor) goes out the window when you chance the drop rate values. Therefore having a formula that is much more flexible is desired:


Code:
If <1 - 10000> is higher than (variable but set number anywhere between 1 - 10000)

when you want something to reliably trigger 60% of the time (Gold drop for example) is a bad formula.


Code:
If 1 - ((variable but set number anywhere between 1 - 10000) + 30%) = higher than (variable but set number anywhere between 1 - 10000)



Would make the code "drop-rate-value-editing-proof" and work as intended
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