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Baaleos



Joined: 02 Sep 2007
Posts: 830

PostPosted: Wed Jan 21, 2015 10:40    Post subject: Reply with quote

Same issue existed in windows version-
Maxrock fixed it in that version but his branch of the SVN is likely lost since SVN went down.
Don't know if his code was merged into GIT.
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leo_x



Joined: 25 Aug 2010
Posts: 75

PostPosted: Wed Jan 21, 2015 10:44    Post subject: Reply with quote

That's funny, elven and I were just talking about this yesterday...

It looks pretty good to me, I do think it can be made a bit simpler tho. It seems pretty much the same as the solution I came up with over here

So hopefully it will be fixed once and for all soon.
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the awakening (PW Action)
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farhorizon



Joined: 07 Dec 2012
Posts: 12

PostPosted: Wed Jan 21, 2015 16:46    Post subject: Reply with quote

Thanks for the quick replies & yes, that solution looks much simpler with it focusing on just the one creature and no need to store all the area pointers.

Are there any other areas/resman unofficial patches for stability that I should look at?
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EnderF



Joined: 17 Feb 2014
Posts: 4

PostPosted: Mon Sep 14, 2015 12:34    Post subject: Reply with quote

Mefisto wrote:

with one exception... SetAreaName do nothing (no new name, no log).

I retrieve area object using function GetArea(oDM). Am I doing it wrong?


I know it's an old question but I've just found why this can happens.

The name of the area is stored in a ExoLocString which requires the language ID. Unfortunately the language ID is hardcoded in the plugin to english. So, if you have your module in Spanish (my case) when you change the name of the area you are changing the "English" name, not the Spanish one, and you don't see any change in the game.

This can be solved easily:

- Open the file HookFunc.cpp of the area plugin
- Go to line 288:
Code:
 lsName->AddString(0, newstr);

- Change it to:
Code:
lsName->AddString(8, newstr); // 8 for Spanish, 0 for English


I'm sorry but I do not know any other language IDs.

Hope that helps
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