Jump to content

Recommended Posts

Posted
On 06/10/2017 at 9:24 AM, eressea said:

Thank you for that CacheD it is what I was missing I think time to time at rare occasion I had non cached sell list error :)
 

Posted
1 hour ago, Jojo_ said:

Thank you for that CacheD it is what I was missing I think time to time at rare occasion I had non cached sell list error :)

That error has nothing to do with cached.

Also I currently do  almost nothing with cached https://bitbucket.org/l2shrine/extender-public/src/10b68191202e0796c0f447825420187efc124ee3/MyExt64/Cached/Cached.cpp?at=master&fileviewer=file-view-default

Posted (edited)
On 14/10/2017 at 8:53 PM, eressea said:

I do not want to seem stupid but really, since I have put your cacheD I do not have such errors.
At first each day I had to reboot NPC server to fix it, now after few days I still have no issues :)
So maybe that a coincidence and in theory it should but I like it.
Edit:
Also tiny question where the command .expon .expoff is store in your code?
Just telling the file that enough I want to learn on this first (debutting in code and I will try to understand these)
(I can read it "that clear" yet unsure if I would be able to change it without breaking it :P)

Edit2: Seem I have found it do not mind me then it was logic i was not looking carefully :D

Edited by Jojo_
  • 3 weeks later...
Posted
On 05/11/2017 at 9:41 AM, eressea said:

MyExt64 now supports Item Refund, if you find any bug, please let me know :)

Maybe that an error in my side.
Also unsure about it on Epilogue but when you sell, buy and refund it should close that window, to let the NPC speak.


Beisde it, it seem to work pretty fine.

Posted

That was true on Gracia Final, on Epilogue the buy/sell/refund window doesn't close and shows the message that transaction was done.

Posted (edited)

I have tiny big issue with splited AI 

11/13/2017 15:00:37.821, Loading Split AI: Can't load file aiai_adiantum_skilluse\adiantum_skilluse.txt


And this for all classes.
Yes I do have splited AI folder with txt etc.
I did it with make.py all you provided some post again in a .tar
what make me think there is something wrong is that "aiai_" after Loading Split AI: Can't load file ....
It seem to miss a back slash in to assume it as path (ai\ai_ )
Did I fail somewhere ?

Pfff do not mind me I am stupid really.
That in Classes.txt ... 
Now when do fix classes.txt it show that error and for all : 

11/13/2017 15:12:32.116, Fail to load. Reset the AI. Line[0]
11/13/2017 15:12:32.157, Cannot find AI class[farm_maker]
11/13/2017 15:12:32.158, Maker[oren15_azit_teleporter01] doesn't have ai handler. cannot set the ai parameter[CastleID]

I will try to find why :)

Edited by Jojo_
Posted
On 11/13/2017 at 3:04 PM, Jojo_ said:

Now when do fix classes.txt it show that error and for all : 


11/13/2017 15:12:32.116, Fail to load. Reset the AI. Line[0]
11/13/2017 15:12:32.157, Cannot find AI class[farm_maker]
11/13/2017 15:12:32.158, Maker[oren15_azit_teleporter01] doesn't have ai handler. cannot set the ai parameter[CastleID]

 

 

Do you have header there? Create header.txt in ai folder:

SizeofPointer 8
SharedFactoryVersion 69
NPCHVersion 79
NASCVersion 2
NPCEventHVersion 2
Debug 0

and add it as first file loaded in classes.txt

Posted

Ah yes seem my header.txt was present and listed in classes.txt but empty.
I might have skipped that part somehow.
Thank you :)

Posted (edited)

Hmm.

Where could be the problem?

 

1>Linking...
1>   Creating library ..\Server\MyExt64.lib and object ..\Server\MyExt64.exp
1>Beta.obj : error LNK2019: unresolved external symbol "public: void __cdecl CUser::SavePoint(int,int)" (?SavePoint@CUser@@QEAAXHH@Z) referenced in function "public: static void __cdecl Beta::Bypass(class CUser *,class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > const &)" (?Bypass@Beta@@SAXPEAVCUser@@AEBV?$basic_string@_WU?$char_traits@_W@std@@V?$allocator@_W@2@@std@@@Z)
1>Beta.obj : error LNK2019: unresolved external symbol "public: void __cdecl CUser::SendUserInfo(class CUserSocket *)" (?SendUserInfo@CUser@@QEAAXPEAVCUserSocket@@@Z) referenced in function "public: static void __cdecl Beta::Bypass(class CUser *,class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > const &)" (?Bypass@Beta@@SAXPEAVCUser@@AEBV?$basic_string@_WU?$char_traits@_W@std@@V?$allocator@_W@2@@std@@@Z)
1>Beta.obj : error LNK2019: unresolved external symbol "public: __int64 __cdecl CUser::ExpInc(__int64,bool)" (?ExpInc@CUser@@QEAA_J_J_N@Z) referenced in function "public: static void __cdecl Beta::Bypass(class CUser *,class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > const &)" (?Bypass@Beta@@SAXPEAVCUser@@AEBV?$basic_string@_WU?$char_traits@_W@std@@V?$allocator@_W@2@@std@@@Z)
1>BuilderCmd2Handler.obj : error LNK2019: unresolved external symbol "public: bool __cdecl CUser::TakeItem(unsigned int,unsigned __int64)" (?TakeItem@CUser@@QEAA_NI_K@Z) referenced in function "public: static bool __cdecl BuilderCmd2Handler::Take(class CUserSocket *,class CUser *,class CCreature *,unsigned char const *,class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > const &)" (?Take@BuilderCmd2Handler@@SA_NPEAVCUserSocket@@PEAVCUser@@PEAVCCreature@@PEBEAEBV?$basic_string@_WU?$char_traits@_W@std@@V?$allocator@_W@2@@std@@@Z)
1>GraciaEpilogueSkillEnchant.obj : error LNK2001: unresolved external symbol "public: bool __cdecl CUser::TakeItem(unsigned int,unsigned __int64)" (?TakeItem@CUser@@QEAA_NI_K@Z)
1>CCreature.obj : error LNK2019: unresolved external symbol "public: bool __cdecl CUser::IsInOlympiad(void)const " (?IsInOlympiad@CUser@@QEBA_NXZ) referenced in function "public: bool __cdecl CCreature::UseItem(class CItem *,int)" (?UseItem@CCreature@@QEAA_NPEAVCItem@@H@Z)
1>CSkillInfo.obj : error LNK2001: unresolved external symbol "public: bool __cdecl CUser::IsInOlympiad(void)const " (?IsInOlympiad@CUser@@QEBA_NXZ)
1>OlympiadFixes.obj : error LNK2001: unresolved external symbol "public: bool __cdecl CUser::IsInOlympiad(void)const " (?IsInOlympiad@CUser@@QEBA_NXZ)
1>CInstantZone.obj : error LNK2019: unresolved external symbol "public: unsigned int __cdecl CUser::GetDbId(void)" (?GetDbId@CUser@@QEAAIXZ) referenced in function "public: void __cdecl CInstantZone::SetBinding(class CUser *,unsigned int)" (?SetBinding@CInstantZone@@QEAAXPEAVCUser@@I@Z)
1>GraciaEpilogueBuySell.obj : error LNK2001: unresolved external symbol "public: unsigned int __cdecl CUser::GetDbId(void)" (?GetDbId@CUser@@QEAAIXZ)
1>CInventory.obj : error LNK2019: unresolved external symbol "public: unsigned __int64 __cdecl CUser::GetItemCount(unsigned int)" (?GetItemCount@CUser@@QEAA_KI@Z) referenced in function "public: static class CItem * __cdecl CInventory::GetByServerIDIgnoreMoreStacks(class CInventory *,int)" (?GetByServerIDIgnoreMoreStacks@CInventory@@SAPEAVCItem@@PEAV1@H@Z)
1>GraciaEpilogueSkillEnchant.obj : error LNK2001: unresolved external symbol "public: unsigned __int64 __cdecl CUser::GetItemCount(unsigned int)" (?GetItemCount@CUser@@QEAA_KI@Z)
1>CMultiPartyCommandChannel.obj : error LNK2019: unresolved external symbol "public: void __cdecl CUser::SendRelationChanged(class CUserSocket *)" (?SendRelationChanged@CUser@@QEAAXPEAVCUserSocket@@@Z) referenced in function "public: void __cdecl CMultiPartyCommandChannel::SendRelationUpdates(void)" (?SendRelationUpdates@CMultiPartyCommandChannel@@QEAAXXZ)
1>CParty.obj : error LNK2001: unresolved external symbol "public: void __cdecl CUser::SendRelationChanged(class CUserSocket *)" (?SendRelationChanged@CUser@@QEAAXPEAVCUserSocket@@@Z)
1>CPet.obj : error LNK2019: unresolved external symbol "public: void __cdecl CUser::TradeCancel(void)" (?TradeCancel@CUser@@QEAAXXZ) referenced in function "public: void __cdecl CPet::GiveAllItemToMaster(bool)" (?GiveAllItemToMaster@CPet@@QEAAX_N@Z)
1>CSummon.obj : error LNK2019: unresolved external symbol "public: class CMultiPartyCommandChannel * __cdecl CUser::GetMPCC(void)" (?GetMPCC@CUser@@QEAAPEAVCMultiPartyCommandChannel@@XZ) referenced in function "public: bool __cdecl CSummon::IsEnemyTo(class CCreature *)" (?IsEnemyTo@CSummon@@QEAA_NPEAVCCreature@@@Z)
1>CUserSocket.obj : error LNK2001: unresolved external symbol "public: class CMultiPartyCommandChannel * __cdecl CUser::GetMPCC(void)" (?GetMPCC@CUser@@QEAAPEAVCMultiPartyCommandChannel@@XZ)
1>CSummon.obj : error LNK2019: unresolved external symbol "public: class CParty * __cdecl CUser::GetParty(void)" (?GetParty@CUser@@QEAAPEAVCParty@@XZ) referenced in function "public: bool __cdecl CSummon::IsEnemyTo(class CCreature *)" (?IsEnemyTo@CSummon@@QEAA_NPEAVCCreature@@@Z)
1>CUserSocket.obj : error LNK2001: unresolved external symbol "public: class CParty * __cdecl CUser::GetParty(void)" (?GetParty@CUser@@QEAAPEAVCParty@@XZ)
1>CUserSocket.obj : error LNK2019: unresolved external symbol "public: bool __cdecl CUser::IsNowTrade(void)const " (?IsNowTrade@CUser@@QEBA_NXZ) referenced in function "public: bool __cdecl CUserSocket::HtmlCmdObserver(class CUser *,wchar_t const *,wchar_t const *)" (?HtmlCmdObserver@CUserSocket@@QEAA_NPEAVCUser@@PEB_W1@Z)
1>GraciaEpilogueBuySell.obj : error LNK2001: unresolved external symbol "public: bool __cdecl CUser::IsNowTrade(void)const " (?IsNowTrade@CUser@@QEBA_NXZ)
1>NpcServer.obj : error LNK2001: unresolved external symbol "public: bool __cdecl CUser::IsNowTrade(void)const " (?IsNowTrade@CUser@@QEBA_NXZ)
1>CUserSocket.obj : error LNK2019: unresolved external symbol "public: bool __cdecl CUser::CanOpenPrivateShop(int)" (?CanOpenPrivateShop@CUser@@QEAA_NH@Z) referenced in function "public: bool __cdecl CUserSocket::InGamePacketHandler(unsigned char const *,unsigned char)" (?InGamePacketHandler@CUserSocket@@QEAA_NPEBEE@Z)
1>GraciaEpilogueBuySell.obj : error LNK2019: unresolved external symbol "public: void __cdecl CUser::AddRefundItem(class CItem *,__int64,__int64)" (?AddRefundItem@CUser@@QEAAXPEAVCItem@@_J1@Z) referenced in function "public: static unsigned char const * __cdecl GraciaEpilogue::DisassembleSoldItem(unsigned char const *,class CUser *,int *,__int64 *)" (?DisassembleSoldItem@GraciaEpilogue@@SAPEBEPEBEPEAVCUser@@PEAHPEA_J@Z)
1>GraciaEpilogueBuySell.obj : error LNK2019: unresolved external symbol "public: struct std::pair<int,class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > > __cdecl CUser::GetRefundData(void)" (?GetRefundData@CUser@@QEAA?AU?$pair@HV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@std@@XZ) referenced in function "public: static bool __cdecl GraciaEpilogue::NpcShowBuySellPagePacket(void *,unsigned char const *)" (?NpcShowBuySellPagePacket@GraciaEpilogue@@SA_NPEAXPEBE@Z)
1>NpcServer.obj : error LNK2001: unresolved external symbol "public: struct std::pair<int,class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > > __cdecl CUser::GetRefundData(void)" (?GetRefundData@CUser@@QEAA?AU?$pair@HV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@std@@XZ)
1>GraciaEpilogueBuySell.obj : error LNK2019: unresolved external symbol "public: bool __cdecl CUser::IsItemUsable(void)" (?IsItemUsable@CUser@@QEAA_NXZ) referenced in function "public: static bool __cdecl GraciaEpilogue::RequestRefundItem(class CUserSocket *,unsigned char const *,unsigned char)" (?RequestRefundItem@GraciaEpilogue@@SA_NPEAVCUserSocket@@PEBEE@Z)
1>NpcServer.obj : error LNK2001: unresolved external symbol "public: bool __cdecl CUser::IsItemUsable(void)" (?IsItemUsable@CUser@@QEAA_NXZ)
1>GraciaEpilogueBuySell.obj : error LNK2019: unresolved external symbol "public: class CTrade * __cdecl CUser::GetTrade(void)" (?GetTrade@CUser@@QEAAPEAVCTrade@@XZ) referenced in function "public: static bool __cdecl GraciaEpilogue::RequestRefundItem(class CUserSocket *,unsigned char const *,unsigned char)" (?RequestRefundItem@GraciaEpilogue@@SA_NPEAVCUserSocket@@PEBEE@Z)
1>NpcServer.obj : error LNK2019: unresolved external symbol "public: bool __cdecl CUser::RideForEvent(int,int,bool)" (?RideForEvent@CUser@@QEAA_NHH_N@Z) referenced in function "public: static bool __cdecl NpcServer::NpcRideWyvern2(void *,unsigned char const *)" (?NpcRideWyvern2@NpcServer@@SA_NPEAXPEBE@Z)
1>Server.obj : error LNK2019: unresolved external symbol "public: static void __cdecl CUser::Init(void)" (?Init@CUser@@SAXXZ) referenced in function "public: static void __cdecl Server::Init(void)" (?Init@Server@@SAXXZ)
1>..\Server\MyExt64.dll : fatal error LNK1120: 19 unresolved externals
1>Build log was saved at "file://c:\Users\Mindaugas\Desktop\L2\myext64\l2shrine-extender-public-adb0068f9c71\MyExt64\x64\Release\BuildLog.htm"
1>MyExt64 - 32 error(s), 0 warning(s)

 

Edited by DarthVader
Posted
19 hours ago, DarthVader said:

Hmm.

Where could be the problem?

 

My fault, there was conflict because of CUser.obj from Server and CUser.obj (newly added) from Cached. As I compile it in Visual Studio 2015, I haven't noticed. Fixed, just git pull and it should compile.

Posted
53 minutes ago, Rootware said:

Hello. What the L2OFF pack you uses for test? Your pack have scripts folder w/o editions?

 

We've used l2server_l2off_gracia_final_83, unfortunately I don't have it (we've made lot of fixes there, some quest rates etc), now we're using Epilogue data mixed from GF data, Freya leak and AdvExt Epilogue from year 2016 (found somewhere on net)

  • 3 weeks later...
Posted (edited)

Hi, 
I have seen you have made some change about mail system, do you accept suggestion about it ?

If yes check spoiler :


1. Do you think we could send item with mail from SQL? (similar to dimensional merchant)
2. The date a mail stay can be changed? (If I am right on official that 30 days) But here will you add a param in .ini to configure the delay before delete (like 0 = never and next that counted in day?)
3. Not a suggestion just a question, will you check if we can send item in mail with the params is tradable from itemdata.txt?
4. Really thank you for your extender I know I can seem intrusive but really you do something wonderful ! 

Edited by Jojo_

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now



  • Posts

    • ⭐ 100% Safe on your personal Gmail: Zero VPN needed, worldwide access, and backed by 24/7 customer replacement support.     FINAL CALL: Google is Shutting This Down After October 2026! Google will NEVER bring back this window of opportunity again. Once this month ends, this massive backdoor upgrade is gone permanently!  BUY 2, GET 1 FREE IS STILL LIVE! Stock up now for yourself, your family, your business, and your friends! Think about it: Every single person you know uses a Gmail account, and everyone is running out of storage. Don't let your loved ones get trapped paying $20–$30 every single month when you can set them up with 5TB Cloud Storage + Gemini Advanced (12–18 Months) right now for only $15! Why Buy Bulk Activations Today? Instant Gift Value: Perfect lifetime-style gift for clients, family, or team members. 100% Private & Safe: Activates on personal Gmails—zero passwords or logins required. Global Access: Works worldwide with zero VPN hassles. Instant Automated Delivery: Receive your activation links in seconds 24/7! ‍ Time is running out fast—secure your extra free licenses before the October deadline hits! Order Your Bundle Now on the Website
    • Version 0.8.0 - Export to Blender. Map tile transfer. Main/Classic support. New shadows   Download   Location export to Blender   Export works both from the main menu and inside a loaded world.   - Export location… saves one or more tiles (up to 25) into one glTF file (.glb) with textures. The file holds:   - the terrain, with all its layers baked into one texture of 2048, 4096 or 8192 px;   - the level geometry, static meshes, doors and, if you want, the grass. - Neighbouring tiles meet without gaps. Shared textures are written only once. - Water looks like the viewer's realistic water. It is smooth, with ripples, and its colour depends on the depth: turquoise over sand, dark in deep places. - Scale: 1 client unit = 4 cm, so people are 1.8 m tall. - A part exports a square of 200–1300 m instead of the whole tile. - Place NPCs from npcpos places the NPCs from the server's npcpos.txt. For each kind of NPC it writes a separate file with its skeleton and animations. - Time of day takes the client's sun, light, fog and sky (clouds, sun, moon) for the chosen hour.   NPC and player character export   - Export NPC… finds an NPC by name, title, id or mesh. It saves the NPC as glTF with its skeleton and all its animations: idle, walk, run, attacks, death and more. - NPCs built from player race parts, such as guards in armour, are exported too, with their weapons and shields. - Player character mode makes a character of any race in the armour and weapons you choose.   Open in Blender   - Every export comes with the open-in-blender.py script. If Blender is installed, an "Open in Blender" button appears after the export. - A character opens with its textures at once: the camera looks at its face, the idle animation plays, the bones are hidden, and the animations loop. - Locations and characters are lit by their own sun and sky, with shadows. - Each tile and each of its parts (terrain, meshes, grass) is in its own collection, so one checkbox hides it.   Copy, move and swap map tiles   - In Copy, move or swap tiles… you pick the source tile and a place on the map. Cruma shifts all the coordinates in the map. - The geodata region and the spawns from npcpos.txt can move along with the tile. A tile can also come from another client. If the two clients are from different chronicles, correct results are not guaranteed, so make a backup first. - Build from the map builds the geodata of the moved tiles again, and Rebuild pathnodes rebuilds the pathnode graph. - Update map image updates the map image in the start menu after the operation. - The dialog shows which world you are picking the tile in and which client will be changed.   Main and Classic worlds   - Clients with Classic maps have a Main / Classic switch. Classic opens X_Y_Classic.unr. - The Classic world has its own folders for captures, the map image and geodata. - If a client has no Classic maps, the switch is dimmed and cannot be changed.   Shadows (Custom Lighting) Note: the custom lighting must be enabled in settings/scene settings   - NPCs now also cast sun shadows on the ground and walls, and get darker in the shade of buildings and trees. - Shadows of buildings and trees are much sharper, with crisp edges on roofs and walls. - This has almost no effect on performance. Thanks, appreciate it!
    • 🎬 Creator Subscriptions: CapCut Pro, Canva Pro, and Adobe Creative Cloud available with instant automated setup!   FINAL CALL: Google is Shutting This Down After October 2026! Google will NEVER bring back this window of opportunity again. Once this month ends, this massive backdoor upgrade is gone permanently!  BUY 2, GET 1 FREE IS STILL LIVE! Stock up now for yourself, your family, your business, and your friends! Think about it: Every single person you know uses a Gmail account, and everyone is running out of storage. Don't let your loved ones get trapped paying $20–$30 every single month when you can set them up with 5TB Cloud Storage + Gemini Advanced (12–18 Months) right now for only $15! Why Buy Bulk Activations Today? Instant Gift Value: Perfect lifetime-style gift for clients, family, or team members. 100% Private & Safe: Activates on personal Gmails—zero passwords or logins required. Global Access: Works worldwide with zero VPN hassles. Instant Automated Delivery: Receive your activation links in seconds 24/7! ‍ Time is running out fast—secure your extra free licenses before the October deadline hits! Order Your Bundle Now on the Website
  • Topics

×
×
  • Create New...

Important Information

This community uses essential cookies to function properly. Non-essential cookies and third-party services are used only with your consent. Read our Privacy Policy and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..