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  Make Moonstone
Posted by: Matt Hias - 08-21-2022, 03:27 PM - Forum: Ep4 Support - Replies (1)


Hi.

I have a question.

Is it possible to improve the production of moonstones from red to blue, for example?

that you have to use eg 10 moonstones and you get 3 out of it.

So I want to use more stones at once.

 

Many Thanks

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  [Guide]Convert your client to support multiple Catalog files (For multilang purpose)
Posted by: nicolasg - 07-29-2022, 09:35 PM - Forum: Ep4 Guides - Replies (3)


Yesterday I reverted the g@migo catalog.lod file to upload it to my database. And I noticed of November version does not support multi-language for the catalog, so I made a small code for the client to load catalog_*.lod file depending of language defined in g_iCountry. in addition to that I modified the '2' that /index.php?/profile/11151-vogelj1988/&do=hovercard" data-mentionid="11151" href="/index.php?/profile/11151-vogelj1988/" rel="">@Vogelj1988 shared on Github for exports catalog files with the strings (name & description) depending of selected language.

Here is client code, Just replace old function with this one. (in my case i use ifs and only add 3 languages, you can use a switch or ifs and add the rest(If you share the code with all languages you get a chocolate chip cookie ?))

void CWorld::loadCatalog()
{
CTString fnTemp;
CTString strFullPath = _fnmApplicationPath.FileDir();

{
static BOOL bLoadCashShopData = TRUE;
if(bLoadCashShopData && !_bWorldEditorApp)
{
CallProgressHook_t(0.0f);

{
wo_aCashGoodsData.m_vShopItemArray.clear();

fnTemp = strFullPath + "data\\catalog";

// hardcore
if (_pNetwork->m_iServerType == SERVER_TYPE_HARDCORE)
fnTemp += "_hardcore";
// NICOLASG MARK (LOAD CATALOG FILE BY LANG)
if (g_iCountry == USA)
fnTemp += "_usa";
if (g_iCountry == SPAIN)
fnTemp += "_spn";
if (g_iCountry == BRAZIL)
fnTemp += "_brz";
// NICOLASG MARK END

fnTemp += ".lod";

int iNumOfShop = CCashShopData::LoadShopDataFromFile(wo_aCashGoodsData, fnTemp);
}
bLoadCashShopData = FALSE;
CallProgressHook_t(1.0f);
}
}
}

 

Here you have the source code of the tool already modified and also the binary files

2

2

Small clarification:

1) I modified the export encoding of the catalog lod file, I defined 'Encoding.Default'(work fine 4 me), maybe this is not ideal and need have to change to 'Encoding.GetEncoding(1252)'... Maybe someone else with more knowledge than me can clarify this point. Btw the code is fucking horrible, I have no idea of c#, I did what I could.

2) In addition to that, according to the defined language, title & description are loaded & saved in the Catalog Editor.

 

If u don't want download source+bin, Here have only bin files (I'm not attaching virustotal in this case because these files contain a Trojan and I don't want them to notice.)

2

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  HP Bar for players
Posted by: nicolasg - 07-27-2022, 04:26 PM - Forum: Ep4 Support - Replies (4)


I am creating the code to implement a life bar above the characters. My question is: Does anyone know if the server constantly send the life values of the other characters?

On the server side I found:

if(ch->IsSearchLife() == true)
{
if(ch->m_targetPC != NULL && ch->m_targetPC->m_type != MSG_CHAR_UNKNOWN)
{
CPC* targetPC = ch->m_targetPC;
CNetMsg::SP rmsg(new CNetMsg);
UpdateClient::CharHpInfoMsg(rmsg, targetPC->m_index, targetPC->m_maxHP, targetPC->m_hp);
SEND_Q(rmsg, ch->m_desc);
}
}

I know that the server sends the values if a target is selected and you have the life searcher activated, but apart from that, the server sends the values constantly or only if the client requests them?

 

--UPDATE--

I came to the conclusion that the server only sends hp values in 3 cases, If the life searcher object is activated, If a player attacks another Or if a player enters the render range of another player(AppearMsg), so Showing these values would imply sending packets constantly and possibly consuming considerable bandwidth...

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  Is possible get Account ID from other client in client side?
Posted by: nicolasg - 07-23-2022, 01:23 PM - Forum: Ep4 Support - Replies (5)


I am doing a simple ban system, and I wanted to know if it is possible to obtain the id of another user's account from the client side, or must I do it on the server side?

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  Client and gameserver
Posted by: HARLOCK - 07-21-2022, 11:11 AM - Forum: Ep4 Support - Replies (5)


Hello friends, does anyone know something about closing the GameServer when I click on my character to direct the city of juno closes the GameServer and disconnects in the game

 

If anyone can help, thanks in advance

 

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  help ShareLib.lib
Posted by: HARLOCK - 07-16-2022, 11:44 PM - Forum: Ep4 Support - Replies (5)


can anyone help me to solve it? I added the properties but still no success

thanks in advance

 

2

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  How export sat & [CeNsOrEd] from "unknown" map
Posted by: nicolasg - 07-15-2022, 06:13 PM - Forum: Ep4 Support - Replies (4)


Could someone explain to me how to export sat & [CeNsOrEd] from a map? I would like to add the new map (M_comTe), but I have no idea how to do it, I don't know how to know the size of the map and I don't know how to configure the files when exporting. Does anyone have any guidance or could give me even a little help?



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  Uitool-fixed/l Fixed
Posted by: nicolasg - 07-14-2022, 02:51 AM - Forum: Tools - Replies (12)


In short: I have corrected a bug when saving the .xml files, specifically a bug related to the UICheck, now its attributes are saved correctly. You should be able to edit interfaces with UIChecks without problems. Like for example CharecterInfoNew.xml (With Other UITools when saving this file your client will crash and the next time you want to open said UITool file it will also crash), this version solves that problem, also I took the liberty of correcting some texts, not all, but something is something xD

 

In case someone found a bug, I would appreciate it if you could communicate it in this post to try to solve it ^^

2

2

 

If someone has problems running the application, it is possible that this will solve them, simply unzip it in the root folder of your client^^

 

2

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  How send packet to all clients
Posted by: nicolasg - 06-29-2022, 08:11 PM - Forum: Ep4 Support - No Replies


Is it possible to send the same message to all clients?

something like

SEND_Q(rmsg, ALL);

Instead of

SEND_Q(rmsg, ch->m_desc);

Or

SEND_Q(rmsg, gserver->m_messenger);

?

 

--- Update ---

#Solved 

PCManager::instance()->sendToAll(rmsg);

 

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  Remove Notices/Notifications Icon
Posted by: nicolasg - 06-25-2022, 04:50 PM - Forum: Ep4 Guides - Replies (1)


If, like me, it makes you nervous to see the news notification icon

I mean this one↓



You can use these codes for the following

In nov source:

News.cpp Line 41

Replace This

if (pNotice != NULL )

With this one

if (pNotice != NULL && m_nCurRevision > 0)

With this change, if your t_notice_all table is empty, the icon will not appear.

And with this code when you open the notification window, the notification icon will be deleted from the list of icons. (Upon relogin the Icon will reappear. Thus the user will not miss any relevant warning/notification)

NewsUI.cpp Line 209 ~ 210

After this

UIMGR()->GetNotice()->SetIconBlink(Notice::NOTICE_NEWS_NORMAL, false);

Paste this one

GAMEDATAMGR()->GetNotice()->DelFromNoticeList(NEWS_NORMAL, Notice::NOTICE_NEWS_NORMAL);

 

 

It's really stupid, but maybe someone will find it useful.

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