Mirage Source

Free ORPG making software.
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 Forum: Tutorials   Topic: Npc's Drop Multiple Items

Posted: Sun Nov 23, 2008 6:47 pm 

Replies: 1631
Views: 59515


I am not sure how to work with arrays but I am going to convert it to use with's when I get home to speed it up a little.

 Forum: Related Products   Topic: Current Games In Progress

Posted: Sat Nov 22, 2008 11:05 pm 

Replies: 51
Views: 29841


Tome of Ages: Savage Lands [Offline]
WebSite: www.Mid-wayTwistedGames.webs.com (will update with the complete link once I have a readied client)

 Forum: Tutorials   Topic: Npc's Drop Multiple Items

 Post subject: Npc's Drop Multiple Items
Posted: Sat Nov 22, 2008 5:14 pm 

Replies: 1631
Views: 59515


Ok the server side works in MS4 but I had to leave for work so I wasn't able to test out the client side, but I installed it, and it does work in MS3.0.3, and MSEbuild1 so, here's the code. And yes I think someone else did one of these tutorials on the old forums but, I did not see it posted on here...

 Forum: General   Topic: Server Spec Help

 Post subject: Re: Server Spec Help
Posted: Mon Nov 17, 2008 5:50 pm 

Replies: 267
Views: 17196


I tried Vista for a month and thought that it was just another product that Microsoft released to hold the place a please the people sueing them for Piracy, it is a Mac just less functional; I did not like having to download a plugin for almost every single game I play(since 1998 and further back) I...

 Forum: General   Topic: Dumb MS4 question

 Post subject: Dumb MS4 question
Posted: Wed Nov 12, 2008 11:48 pm 

Replies: 17
Views: 3598


Ok guys I am helping you by helping out Genusis, so please explain to how the f-ing hell MS4 works before I go playing with something I do not understand again, like C++. I just need to know how exactly to add codes to the "Enum" I think it is, and how the packets work now, etc. Thanks in ...

 Forum: Related Products   Topic: Cyclone Engine

 Post subject: Re: Cyclone Engine
Posted: Wed Nov 12, 2008 11:06 pm 

Replies: 20
Views: 9186


Hey if you need help with some of this let me know, I will help with what I can.

 Forum: Related Products   Topic: Dark Knite Engine

 Post subject: Re: Dark Knite Engine
Posted: Mon Nov 10, 2008 6:13 pm 

Replies: 351
Views: 108059


Haha, thank you.

 Forum: Related Products   Topic: Dark Knite Engine

 Post subject: Re: Dark Knite Engine
Posted: Mon Nov 10, 2008 2:04 am 

Replies: 351
Views: 108059


I am going to work out a general GUI for it, and then a custom one for myself. I will hopefully have it finished enough to start making my game sonn enough but I have to work out pets and NPC spells first. So you are aware I have kind of put a hold on treasure chests and Player Housing to make the g...

 Forum: General   Topic: Quest Issue

 Post subject: Re: Quest Issue
Posted: Sat Nov 08, 2008 4:25 pm 

Replies: 22
Views: 7714


Dark.Century@Hotmail.com, or SaphierisM@aol.com

 Forum: General   Topic: Runtime Error

 Post subject: Re: Runtime Error
Posted: Sat Nov 08, 2008 1:26 am 

Replies: 15
Views: 3679


Look through these forums Savage, there is a answer already posted to that question, did you delete anything, npcs, items etc? If so unzip the engine again and it should fix your problems because other people have been able to test it out. And again direct your questions to my forums or PM me.

 Forum: Related Products   Topic: Dark Knite Engine

 Post subject: Re: Dark Knite Engine
Posted: Sat Nov 08, 2008 1:22 am 

Replies: 351
Views: 108059


Hey, thanks for choosing my engine Savages, I am not giving out the source yet, I am writting a game as we speak so it's closed source. I will be releasing more versions and to answer your question. 1. This is a engine I am working on for myself. 2. It is closed source for a reason. 3. It is General...

 Forum: General   Topic: Quest Issue

 Post subject: Re: Quest Issue
Posted: Fri Nov 07, 2008 3:48 pm 

Replies: 22
Views: 7714


I got mine working but if you want it to be converted, I could try to convert it for you. If so pm me the code.

 Forum: General   Topic: Open form on first run

 Post subject: Re: Open form on first run
Posted: Fri Nov 07, 2008 3:43 pm 

Replies: 14
Views: 3569


Umm you could have frmMainMenu come up and have in the code Form_Load(or add form_load)
Code:
frmAbout.visible = true

or something like that and have a close button on it.

 Forum: Resources   Topic: SSTab

 Post subject: Re: SSTab
Posted: Thu Nov 06, 2008 9:56 pm 

Replies: 14
Views: 3753


Hey what are you asking David? Are you wanting to make SSTab like mapproperties basics on one side npcs on the other etc?

 Forum: General   Topic: ShopThing

 Post subject: Re: ShopThing
Posted: Thu Nov 06, 2008 9:48 pm 

Replies: 16
Views: 4255


Anthony got my question right, I was just checking to make sure it was correct, thank you.

 Forum: General   Topic: ShopThing

 Post subject: ShopThing
Posted: Mon Nov 03, 2008 6:06 pm 

Replies: 16
Views: 4255


Ok I was poking around on my 3.0.3 and noticed that
Code:
type shoprec
fixesitems as byte

Would that be considered a error? since the thing is fixed items, I have not gotten to look further into it.

 Forum: Related Products   Topic: Dark Knite Engine

 Post subject: Re: Dark Knite Engine
Posted: Thu Oct 30, 2008 1:20 am 

Replies: 351
Views: 108059


Well, if more interest is shown in this engine I am hoping to stick with it, especially now, thanks to the help provided by Forte.

 Forum: Resources   Topic: Admin Panel

 Post subject: Re: Admin Panel
Posted: Wed Oct 29, 2008 11:22 pm 

Replies: 14
Views: 4702


the .Text's are anything else like warp player to, jail, setsprite, setaccess, just make new text box for every one of those new features. And there should be a tutorial piece in there that shows you how to set it up so it will call the map editor create a button called btnMapeditor This is Map Edit...

 Forum: General   Topic: Version Outdated

 Post subject: Re: Version Outdated
Posted: Tue Oct 28, 2008 4:00 pm 

Replies: 19
Views: 5470


I tried that once, it did not work, gave me the same mismatch error, version out of date.

 Forum: MSCPP 0.1 Beta   Topic: Still Developed?

 Post subject: Re: Still Developed?
Posted: Tue Oct 28, 2008 1:06 am 

Replies: 1389
Views: 153426


Ok, that's cool. Just as a heads up, I am working on a DX9 aswell as MS3.0.3 update, my engine is straight 2d. But will be open source, and I will be supporting codes for full3d, and half and half 2d/3d reversed as well, and it's a very basic ORPG system(which is a pain in the ass) just let me know ...

 Forum: General   Topic: Version Outdated

 Post subject: Re: Version Outdated
Posted: Tue Oct 28, 2008 1:01 am 

Replies: 19
Views: 5470


If you down graded the version numbers in the properties it will not function correctly, set them back at the default and work your way up there.

 Forum: MSCPP 0.1 Beta   Topic: Still Developed?

 Post subject: Re: Still Developed?
Posted: Tue Oct 28, 2008 12:46 am 

Replies: 1389
Views: 153426


Ok, well if you want help trying to make it full C++ then let me know.

 Forum: MSCPP 0.1 Beta   Topic: Still Developed?

 Post subject: Re: Still Developed?
Posted: Mon Oct 27, 2008 12:21 am 

Replies: 1389
Views: 153426


Ok well how is this project working, half VB half C++?

 Forum: Show Off   Topic: First GUI UPDATED

 Post subject: Re: First GUI UPDATED
Posted: Sun Oct 26, 2008 11:59 pm 

Replies: 20
Views: 8182


Cool update man, do you have the hang of it yet?

 Forum: MSCPP 0.1 Beta   Topic: Still Developed?

 Post subject: Re: Still Developed?
Posted: Sun Oct 26, 2008 7:20 pm 

Replies: 1389
Views: 153426


Hey DM if you want I could try and help make a full on conversion.
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