Mirage Source

Free ORPG making software.
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 Forum: Tutorials   Topic: Easy to Make Security System

Posted: Tue Mar 24, 2009 12:44 am 

Replies: 62
Views: 38163


Pbcrazy wrote:
...however a lot of the thinking and "AI" (as dumb as it may be in MS), could be used on the client, to keep down usage on the server. Of course, again, with proper security.
Impossible(w/ security)

 Forum: General   Topic: graphic section

 Post subject: Re: graphic section
Posted: Fri Mar 20, 2009 12:34 am 

Replies: 22
Views: 8338


Welcome back :D
Nice to see you ^^

 Forum: Mirage Source 4 (Visual Basic 6)   Topic: MS4 + Byte Arrays

 Post subject: Re: MS4 + Byte Arrays
Posted: Tue Mar 17, 2009 6:47 pm 

Replies: 26
Views: 15325


I store my giant(+-889000 tiles) single map into a database.

 Forum: Old Competitions   Topic: Rudolf and Santa submisison :3

Posted: Mon Mar 16, 2009 11:40 pm 

Replies: 34
Views: 22608


:D

 Forum: Mirage Source 4 (Visual Basic 6)   Topic: MS4 + Byte Arrays

 Post subject: Re: MS4 + Byte Arrays
Posted: Sat Mar 14, 2009 5:26 pm 

Replies: 26
Views: 15325


I fixed that when I was developing the MSCPP VB6 Client : The IncomingData sub should look like this: Sub IncomingData(ByVal DataLength As Long) Dim dBytes() As Byte Dim pl As Integer frmMirage.Socket.GetData dBytes, vbByte, DataLength PlayerBuffer = AddToBuffer(PlayerBuffer, dBytes) 'Check to make ...

 Forum: Old Competitions   Topic: Rudolf and Santa submisison :3

Posted: Sat Mar 14, 2009 5:10 pm 

Replies: 34
Views: 22608


William wrote:
Gave you green name too, you deserve it ^^

Wee, tnx ^^

 Forum: Old Competitions   Topic: Rudolf and Santa submisison :3

Posted: Fri Mar 13, 2009 7:07 pm 

Replies: 34
Views: 22608


Tnx :D

 Forum: Old Competitions   Topic: Rudolf and Santa submisison :3

Posted: Fri Mar 13, 2009 3:42 pm 

Replies: 34
Views: 22608


Actualy, my tut is from 2007 xD

 Forum: Old Competitions   Topic: Rudolf and Santa submisison :3

Posted: Fri Mar 13, 2009 3:14 pm 

Replies: 34
Views: 22608


Weeee, I can die happily now :D

 Forum: Old Competitions   Topic: Rudolf and Santa submisison :3

Posted: Thu Mar 12, 2009 4:11 pm 

Replies: 34
Views: 22608


I just got a "Congratulations" for mine :cry:

 Forum: Related Products   Topic: Everlasting Journey last beta test

Posted: Tue Mar 10, 2009 7:29 pm 

Replies: 24
Views: 13853


Didn't like it.
Way too simple and colors do not match.

 Forum: Related Products   Topic: Everlasting Journey last beta test

Posted: Tue Mar 10, 2009 3:35 pm 

Replies: 24
Views: 13853


Maps semas very nice ^^
Keep the good work.
But send us a GAME SS, plz.

 Forum: General   Topic: Puchisoft Dispatcher (Automatic Patcher)

Posted: Tue Mar 10, 2009 12:08 am 

Replies: 16
Views: 5114


/\
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*

 Forum: MSCPP 0.1 Beta   Topic: MSCPP Beta 0.1

 Post subject: Re: MSCPP Beta 0.1
Posted: Wed Mar 04, 2009 3:47 am 

Replies: 1000
Views: 204034


||
\/

 Forum: MSCPP 0.1 Beta   Topic: MSCPP Beta 0.1

 Post subject: Re: MSCPP Beta 0.1
Posted: Wed Mar 04, 2009 1:58 am 

Replies: 1000
Views: 204034


There are two headers I'm using. The packet length and the packet id(playerhp, attacknpc, etc(enum)). So a valid packet would be(IN DEC): 5 2 3 'h' 'i' '!' That can be interpreted as a packet with 5 bytes, with the id = 2(can be a msg of anything) and a string with 3 bytes(" 3 'h' 'i' '!' "...

 Forum: MSCPP 0.1 Beta   Topic: MSCPP Beta 0.1

 Post subject: Re: MSCPP Beta 0.1
Posted: Tue Mar 03, 2009 11:16 pm 

Replies: 1000
Views: 204034


Robin wrote:
"It" doesn't know what's what, but the person who programs the packet knows what order the data is in.

Just like you where doing with Parse().

 Forum: Show Off   Topic: Messing around in new source

Posted: Tue Mar 03, 2009 7:15 pm 

Replies: 271
Views: 27071


Good idea ;P

 Forum: MSCPP 0.1 Beta   Topic: MSCPP Beta 0.1

 Post subject: Re: MSCPP Beta 0.1
Posted: Tue Mar 03, 2009 2:32 pm 

Replies: 1000
Views: 204034


The real error is the CopyMemory. It tried to copy too much memory to tBytes, but tBytes is defined as tBytes(tLen - 1), so we don't have that much memory allocated, and then VB6 just bugs like hell.

 Forum: MSCPP 0.1 Beta   Topic: MSCPP Beta 0.1

 Post subject: Re: MSCPP Beta 0.1
Posted: Tue Mar 03, 2009 2:13 pm 

Replies: 1000
Views: 204034


FIXEEEEEED!!!!!!! IT'S ALIVE!!!!!!!!!!!!!!! DAMN YOU VERRIGAN xD Pay attention when you code!!!( jk ) AddToBuffer function is the bitch! It was: Call CopyMemory(tBytes(aLen(Buffer)), Additional(0), aLen(Additional)) and should be: Call CopyMemory(tBytes(aLen(Buffer)), Additional(0), ByteLen) AAAAAAA...

 Forum: MSCPP 0.1 Beta   Topic: MSCPP Beta 0.1

 Post subject: Re: MSCPP Beta 0.1
Posted: Tue Mar 03, 2009 12:17 pm 

Replies: 1000
Views: 204034


Tony wrote:
What are you using for network communication?

WinSocket2.2, tcp
Lea wrote:
pull the maps over ftp/http
Not a bad idea, but I'm trying to make it simple. If you don't have a web site then I'll be totally screwed. MS is supposed to be simple(no offense). All it's needed it a better buffering system xD.

 Forum: Show Off   Topic: Messing around in new source

Posted: Tue Mar 03, 2009 1:32 am 

Replies: 271
Views: 27071


Using DX8 is kind of easy, but, well... it's kind of hard(too much work) to use it.

 Forum: Show Off   Topic: Messing around in new source

Posted: Tue Mar 03, 2009 1:17 am 

Replies: 271
Views: 27071


Looks REALLY better ^^

 Forum: MSCPP 0.1 Beta   Topic: MSCPP Beta 0.1

 Post subject: Re: MSCPP Beta 0.1
Posted: Tue Mar 03, 2009 12:41 am 

Replies: 1000
Views: 204034


It is almost working. I can send/receive data, but not when the packets are too large. MapData is fucking things up xD But I'll fix it soon.

 Forum: Show Off   Topic: NPC Spawn Areas

 Post subject: Re: NPC Spawn Areas
Posted: Mon Mar 02, 2009 10:10 pm 

Replies: 21
Views: 11127


Very nice feature. Congratz ^^

 Forum: MSCPP 0.1 Beta   Topic: MSCPP Beta 0.1

 Post subject: Re: MSCPP Beta 0.1
Posted: Mon Mar 02, 2009 1:07 pm 

Replies: 1000
Views: 204034


It's going great! I just need to make a better client side buffer to handle the almost 3kbs of the mapdata packet xD
Then I'll test a few things more and release beta 0.2, SEMI-WORKING version ^^
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