kennylovecode Posted March 23 Posted March 23 I am using version 5517 to develop my private server, and I have encountered a particularly strange rendering problem as follows. When one or more people use skills in the same area, they keep hurting, killing, removing and refreshing monsters. After a period of time, this area will become particularly stuck and drop frames. This time must be,The player login again or switches map come back again,To reset this stuck state. At present, my solution is to let the server send a packet of 10010 type switching map to the static player at regular intervals to refresh the rendering status automatically. Very strange question, I don't know who has met it Quote
Konichu Posted March 23 Posted March 23 I had this issue until 6270, on 6609 and latest client I didn't experience that. It would happen after killing a lot of monsters on auto hunt, until client is like at 3-4 FPS lol It must be something with TQ code not disposing of screen objects properly or the launcher injection messed up something, but it's of course client related since upgrading the client version fixed it (or at least I havent experienced it again yet). Quote
kennylovecode Posted March 23 Author Posted March 23 19 minutes ago, Konichu said: I had this issue until 6270, on 6609 and latest client I didn't experience that. It would happen after killing a lot of monsters on auto hunt, until client is like at 3-4 FPS lol It must be something with TQ code not disposing of screen objects properly or the launcher injection messed up something, but it's of course client related since upgrading the client version fixed it (or at least I havent experienced it again yet). I always thought it was a server problem. I reconstructed my vision countless times and finally had to send changemap regularly to solve it. Quote
kennylovecode Posted March 23 Author Posted March 23 Maybe you need to find a way to release DX8' s rendering heap in the client. Quote
kennylovecode Posted April 4 Author Posted April 4 On 3/23/2026 at 11:54 PM, Konichu said: I had this issue until 6270, on 6609 and latest client I didn't experience that. It would happen after killing a lot of monsters on auto hunt, until client is like at 3-4 FPS lol It must be something with TQ code not disposing of screen objects properly or the launcher injection messed up something, but it's of course client related since upgrading the client version fixed it (or at least I havent experienced it again yet). I tested the 6609 source code, including the Long project, and found that observers cannot see the damage values caused by other players casting the 8001 skill, also known as the Scatter skill. Is this a client-side issue? Quote
Konichu Posted April 6 Posted April 6 On 4/4/2026 at 11:06 AM, kennylovecode said: I tested the 6609 source code, including the Long project, and found that observers cannot see the damage values caused by other players casting the 8001 skill, also known as the Scatter skill. Is this a client-side issue? I was working on 6609 and it was OK, I dont remember having this kind of problem. Do you use any launcher? Did you try with a different one? Maybe your launcher broke some memory addresses. This was my packet: using Long.Network.Packets; using static Long.Kernel.Network.Game.Packets.MsgInteract; namespace Long.Kernel.Network.Game.Packets; public sealed class MsgMagicEffect : MsgBase<GameClient> { public override byte[] Encode() { using PacketWriter writer = new(); writer.Write((ushort)PacketType.MsgMagicEffect); writer.Write(AttackerIdentity); // 4 writer.Write(MapX); // 8 writer.Write(MapY); // 10 writer.Write(MagicIdentity); // 12 writer.Write(MagicLevel); // 14 writer.Write(NextMagic); // 16 writer.Write(MagicSoul); // 18 if (Count != 0) { writer.Write((byte)Count); // 19 } else { writer.Write((byte)(Count = (uint)Targets.Count)); // 19 } writer.Write(Unknown); // 20 foreach (MagicTarget target in Targets) { writer.Write(target.Identity); // 24+ 0 writer.Write(target.Damage); // 4 writer.Write(target.Disdain); // 8 writer.Write(target.Effect); // 12 writer.Write(target.EffectValue); // 16 writer.Write(target.X); // 20 writer.Write(target.Y); // 24 writer.Write(target.HideDamage); // 28 } return writer.ToArray(); } } Quote
kennylovecode Posted April 6 Author Posted April 6 4 hours ago, Konichu said: I was working on 6609 and it was OK, I dont remember having this kind of problem. Do you use any launcher? Did you try with a different one? Maybe your launcher broke some memory addresses. This was my packet: using Long.Network.Packets; using static Long.Kernel.Network.Game.Packets.MsgInteract; namespace Long.Kernel.Network.Game.Packets; public sealed class MsgMagicEffect : MsgBase<GameClient> { public override byte[] Encode() { using PacketWriter writer = new(); writer.Write((ushort)PacketType.MsgMagicEffect); writer.Write(AttackerIdentity); // 4 writer.Write(MapX); // 8 writer.Write(MapY); // 10 writer.Write(MagicIdentity); // 12 writer.Write(MagicLevel); // 14 writer.Write(NextMagic); // 16 writer.Write(MagicSoul); // 18 if (Count != 0) { writer.Write((byte)Count); // 19 } else { writer.Write((byte)(Count = (uint)Targets.Count)); // 19 } writer.Write(Unknown); // 20 foreach (MagicTarget target in Targets) { writer.Write(target.Identity); // 24+ 0 writer.Write(target.Damage); // 4 writer.Write(target.Disdain); // 8 writer.Write(target.Effect); // 12 writer.Write(target.EffectValue); // 16 writer.Write(target.X); // 20 writer.Write(target.Y); // 24 writer.Write(target.HideDamage); // 28 } return writer.ToArray(); } } No, I used the Long project for testing. In addition, I tested many sources that have this problem. I changed a lot of Loaders, and this problem still exists. Later, I tried to make the loader redirected with the simplest IP try to avoid some memory modification, but the problem still exists. Everything is normal in your own perspective. In the eyes of the observer, your scattering skill is that you can't see the arrow, you can't see the damage, but you can see the casting action. I also tried to ask many developers of this version, and they all seemed to encounter this problem. Quote
Konichu Posted April 7 Posted April 7 I will test it in my 6609 server, but I dnt remember this problem. As soon as I test I will put a feedback here Quote
kennylovecode Posted April 8 Author Posted April 8 8 hours ago, Konichu said: I will test it in my 6609 server, but I dnt remember this problem. As soon as I test I will put a feedback here how is going The problem does exist? Quote
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