Mirage Source

Free ORPG making software.
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PostPosted: Sun Aug 24, 2008 8:50 pm 
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i just downloaded this and uhh, when i try to map, if i go up to the higher layers, well the layers work, but the invisible color doesnt, like it just copies black onto the overtiling, so basically you cant map 0.0, or is the invisible color not black and some other colour?

[edit: im a giant tool, and just realised it was the tile set... sorry blech, yay for retarded mistakes., thank for the help though.]


Last edited by Clu on Sun Aug 24, 2008 9:26 pm, edited 1 time in total.

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PostPosted: Sun Aug 24, 2008 9:20 pm 
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Haven't looked yet but it's probably something to do with SetMaskColorFromPixel.

Have a look around.


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PostPosted: Sun Aug 24, 2008 10:37 pm 
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DFA wrote:
lol xD
im thinking 3.5 will be great


i agree but i'm thinking 4.0 will be even greater lol :D


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PostPosted: Sun Aug 24, 2008 11:37 pm 
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Yeah im loving this source, its really good and clean, once i get out of my im restarting and im retarded funk, i might actually be able to use it effectively, though ive noticed you cant use multiple tilesets on the same map, which is kind of disconcerting lol


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PostPosted: Mon Aug 25, 2008 12:04 am 
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I think it's better that way. You can organize your tileset such as Exterior, Interior, Other.. and only use them for their respective maps. That way you don't have to load up a bunch of bullshit tiles that you will never use.

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PostPosted: Mon Aug 25, 2008 12:05 am 
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Clu wrote:
Yeah im loving this source, its really good and clean, once i get out of my im restarting and im retarded funk, i might actually be able to use it effectively, though ive noticed you cant use multiple tilesets on the same map, which is kind of disconcerting lol


I have 50, tiny tilesets and it helps a lot when mapping.

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Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
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Jacob:
um
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PostPosted: Mon Aug 25, 2008 3:40 am 
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No, i didnt word that correctly lol, its disconcerting, only when you havent gotten to getting good tilesets done, it works and i do agree is actually really nice, the only problem is when you havent gotten to getting them done, because it recquires planning i didnt expect, but in the long run, i can defintely seeing it be better organized.


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PostPosted: Mon Aug 25, 2008 2:39 pm 
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Mirage has better programmers? xD

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Why aren't maps and shit loaded up in a dynamic array?
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the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?


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PostPosted: Mon Aug 25, 2008 3:11 pm 
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No one is better than Frozengod!

He gets 21 uncapped fps! Can't beat that!

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Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?


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PostPosted: Mon Aug 25, 2008 3:34 pm 
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I sort of missed why everyone hates Frozengod.
I remember him from Elysium, ages ago.
Didn't he code the obese chaos engine?


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PostPosted: Mon Aug 25, 2008 4:11 pm 
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http://web.miragesource.com/forums/viewtopic.php?f=77&t=3611&start=0

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Quote:
Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?


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PostPosted: Mon Aug 25, 2008 4:23 pm 
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Trying to sell Chaos Engine?
I lol'd. Really.


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PostPosted: Mon Aug 25, 2008 4:43 pm 
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There's better ways to do it than multiple tilesets.

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PostPosted: Mon Aug 25, 2008 4:50 pm 
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Feel free to go code that.

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Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?


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PostPosted: Mon Aug 25, 2008 4:53 pm 
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Maybe I will.

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PostPosted: Mon Aug 25, 2008 5:58 pm 
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Hey Dave, uhm, im trying to implement your little scrolling map transition into my source of MSE3.4 whatever xD, and im not exactly sure how to use your patch thing, i got the code by opening it as a txt, but im smart enough to realise thats not the intended purpose, is there any chat i could add you on for help with it, or could you pm me, or just post or link me or something, it would be a huge help, whenever you get a chance i mean, thanks


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PostPosted: Mon Aug 25, 2008 6:07 pm 
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It's easy enough to do as a plaintext file if you don't understand Subversion.

Any line with a - before it should be removed, and if it has a + then it should be added.


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PostPosted: Mon Aug 25, 2008 6:13 pm 
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I realised that lol, but honestly it's an amazingly assload giant pain in the ass to remove all those plusses and minuses while doing it, which i really have no problem with if i have to, i just have no clue what subversion thing is, so i figured if there's an easier way, why waste such time doing a meaningless task, when i can do other things instead *shrugs*, so any type of explanation to this subversion thing would be extremely helpfull, thanks


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PostPosted: Mon Aug 25, 2008 6:21 pm 
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Ctrl + H. Use it.

Alternatively, Google. Use it. There are loads of very helpful subversion tutorials on the internet that will help you much more.


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PostPosted: Mon Aug 25, 2008 6:33 pm 
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Touche, I didnt realise i wasx so out of it i didnt think of Google T.T, thanks i can find out what i need to know from that, thanks for the help :D


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PostPosted: Mon Aug 25, 2008 6:48 pm 
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http://svnbook.red-bean.com/

More than you'd ever want to know. It covers the command line subversion client, using Tortoise SVN makes it slightly easier, being a shell extension.

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PostPosted: Wed Aug 27, 2008 4:30 am 
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=\

I don't like that way of doing it...

edit: Let me say why.

There's little advantage to it. The only advantage is packet size, and then it's only an itty bitty increase. Packets still send as strings, so the processing of a packet remains the same.

In Verrigan's byte packet source code, he created a function for each packet. A lookup table of function pointers was then indexed with the packet number. When a packet was recieved, the packet was sent straight to the correct handler. No giant If statements, and that's the way we should do it. Take it a step further and convert to byte packets, bandwidth would be cut in more than half.

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PostPosted: Wed Aug 27, 2008 4:46 am 
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I see what your saying Dave. I wasn't aware that the decrease of packet size would be so insigificant. I always thought that converting the packet names to an enum would order them into just numbers, or longs.

I will take a look at Verrigans code, I had once before but the entire conversion.. It's a whole lot of work :3. It might be something I would be interested in doing if I get some time but right now I am pretty busy with work.


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PostPosted: Wed Aug 27, 2008 4:59 am 
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Finish the enums. From there I will look into calling the packet handler by address.

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PostPosted: Wed Aug 27, 2008 1:45 pm 
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If you're gonna use Verrigans system you'll have to fix an issue with IncomingData.

Code:
'Check to make sure we have at least 2 bytes (Integer), so we can
  'check the packet length.
  If aLen(Player(Index).Buffer) >= 2 Then
    pl = GetIntegerFromBuffer(Player(Index).Buffer)
    Player(Index).Buffer = RemoveFromBuffer(Player(Index).Buffer, 2)
  End If


Code:
 'While we have our entire packet in the buffer, handle it. :)
  While pl > 0 And pl <= aLen(Player(Index).Buffer)


The problem is, if a full packet isn't sent to you it will still take out another integer from the buffer the next time a part of the packet comes in.


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