Source Tales of Pirate 2022 DX9

Can you provide a solution for this?
View attachment 93
After I copied the clu txt files in the game client, they automatically moved to the correct location. The game client folder contains files such as compiler_clu and compiler_table. Double-clicking these files when changing various things in the game without changing the actual pixel values of the cloak attachment fixed its visual effect.
1774337593002.webp


Result:
1774337440644.webp
 
how to create account by website ? md5 doesnt work .
They changed the way clients reads hash from md5 to blake2s-256,
you gotta change this inside ProCirculateCS.cpp in the client folder -> SRC

#1 is to make sure u have this in the top
#include "md5.h"
#include "hex.h"
#include "filters.h"

and then inside this, change it from blake to md5
void CProCirculate::Login(const char* accounts, const char* password, const char* passport)
 
who will use the server, remove the CMD_CM_KITBAGTEMPlocks command, which is a backdoor for executing any lua code without verification.
 
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After rendering a 3D scene, values remain in the depth buffer, and the character preview in the UI is rendered with a regular Z-test and fog. In DX9, this causes the model to be clipped by depth (or "sunk" in the fog) and visually disappear.

In RenderCha, before rendering the model to the UI, we forcefully configure the pipeline: we disable fog (FOGENABLE), make the depth test always pass (ZFUNC = ALWAYS), and disable writing to the Z-buffer (ZWRITEENABLE = FALSE), and we reset the blending/alpha test, color vertices, culling, and texture stages to a predictable state. After rendering, all these states are restored.

In file CreateChaScene.cpp replace the entire CCreateChaScene::RenderCha function with this code:
C++:
void CCreateChaScene::RenderCha(int x,int y)
{
    if (m_nSelChaIndex < 0 || m_nSelChaIndex > 3)
        return;
    if( !m_pChaForUI[m_nSelChaIndex] )
        return;

    DWORD oldZEnable = 0;
    DWORD oldZWriteEnable = 0;
    DWORD oldZFunc = 0;
    DWORD oldFogEnable = 0;
    DWORD oldAlphaBlendEnable = 0;
    DWORD oldSrcBlend = 0;
    DWORD oldDestBlend = 0;
    DWORD oldAlphaTestEnable = 0;
    DWORD oldColorVertex = 0;
    DWORD oldCullMode = 0;

    g_Render.GetRenderState(D3DRS_ZENABLE, &oldZEnable);
    g_Render.GetRenderState(D3DRS_ZWRITEENABLE, &oldZWriteEnable);
    g_Render.GetRenderState(D3DRS_ZFUNC, &oldZFunc);
    g_Render.GetRenderState(D3DRS_FOGENABLE, &oldFogEnable);
    g_Render.GetRenderState(D3DRS_ALPHABLENDENABLE, &oldAlphaBlendEnable);
    g_Render.GetRenderState(D3DRS_SRCBLEND, &oldSrcBlend);
    g_Render.GetRenderState(D3DRS_DESTBLEND, &oldDestBlend);
    g_Render.GetRenderState(D3DRS_ALPHATESTENABLE, &oldAlphaTestEnable);
    g_Render.GetRenderState(D3DRS_COLORVERTEX, &oldColorVertex);
    g_Render.GetRenderState(D3DRS_CULLMODE, &oldCullMode);

    g_Render.SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    g_Render.SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
    g_Render.SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
    g_Render.SetRenderState(D3DRS_FOGENABLE, FALSE);
    g_Render.SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
    g_Render.SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
    g_Render.SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ZERO);
    g_Render.SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
    g_Render.SetRenderState(D3DRS_COLORVERTEX, FALSE);
    g_Render.SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
    g_Render.SetRenderState(D3DRS_TEXTUREFACTOR, 0xffffffff);

    // Reset stage 0 to a deterministic pipeline for DX9 UI 3D draw.
    g_Render.SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
    g_Render.SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
    g_Render.SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
    g_Render.SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
    g_Render.SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
    g_Render.SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
    g_Render.SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
    g_Render.SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);

    g_Render.LookAt( D3DXVECTOR3( 11.0f, 36.0f, 10.0f ), D3DXVECTOR3( 8.70f, 12.0f, 8.0f ), MPRender::VIEW_3DUI );
    y +=100;

    MPMatrix44 old_mat = *m_pChaForUI[m_nSelChaIndex]->GetMatrix();
    m_pChaForUI[m_nSelChaIndex]->SetUIYaw(180 + m_nChaRotate);
    m_pChaForUI[m_nSelChaIndex]->SetUIScaleDis(9.0f * g_Render.GetScrWidth()/TINY_RES_X );
    m_pChaForUI[m_nSelChaIndex]->RenderForUI(x, y);
    m_pChaForUI[m_nSelChaIndex]->SetMatrix(&old_mat);

    g_Render.SetTransformView(&g_Render.GetWorldViewMatrix());

    g_Render.SetRenderState(D3DRS_ZENABLE, oldZEnable);
    g_Render.SetRenderState(D3DRS_ZWRITEENABLE, oldZWriteEnable);
    g_Render.SetRenderState(D3DRS_ZFUNC, oldZFunc);
    g_Render.SetRenderState(D3DRS_FOGENABLE, oldFogEnable);
    g_Render.SetRenderState(D3DRS_ALPHABLENDENABLE, oldAlphaBlendEnable);
    g_Render.SetRenderState(D3DRS_SRCBLEND, oldSrcBlend);
    g_Render.SetRenderState(D3DRS_DESTBLEND, oldDestBlend);
    g_Render.SetRenderState(D3DRS_ALPHATESTENABLE, oldAlphaTestEnable);
    g_Render.SetRenderState(D3DRS_COLORVERTEX, oldColorVertex);
    g_Render.SetRenderState(D3DRS_CULLMODE, oldCullMode);

}

View attachment 336
Do you have a fix for the pixelated / missing pixels on character model when choosing race?