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PostPosted: Tue Aug 12, 2008 3:07 pm 
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It's probably a

"I'll select this three, write 10, and not think of it anymore :D"

Moment :D

doh

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PostPosted: Thu Aug 14, 2008 10:46 pm 
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Not sure if this has been noticed yet but in the server frmServer has no icon which prevents it from displaying anything in the tray when minimized. You can either change it's icon or in both DestroySystemTray and LoadSystemTray subs change nid.hIcon = frmServer.Icon to frmLoad.Icon.

That's all.

Bye.


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PostPosted: Sat Aug 16, 2008 4:32 am 
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One other thing (is DFA still working on this?) not sure if anyone has noticed but the map editor seems to not work properly, if you try to map with any other tiles below the top of the tile sheet it only blts the ones on the top of the sheet if that makes sense.


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PostPosted: Sat Aug 16, 2008 4:35 am 
Anthony wrote:
One other thing (is DFA still working on this?) not sure if anyone has noticed but the map editor seems to not work properly, if you try to map with any other tiles below the top of the tile sheet it only blts the ones on the top of the sheet if that makes sense.


Try scrolling down, if it scrolls the image down instead of up..

Look for a '* -1 or ' * -1 somewhere..

Uncomment it and it'll work. ^_^


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PostPosted: Sat Aug 16, 2008 5:22 am 
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Yea I already fixed that one. This has something to do with when you click the click the picScreen to lay a tile down it blts the one from the top of the sheet. I am not sure how to explain it better :P. It's like when you click picBackSelect it isn't saving your EditorTileY (not sure if that's right) and only saves the X, Y would stay 0. Although I checked all through that and couldn't find any problems.


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PostPosted: Sat Aug 16, 2008 5:43 pm 
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I added "sliding maps" to MSE2.44 after my interest was sparked on Merrimint. Here it is...

Here's a Subversion patch of the code
As well as a demo client/server


Attachments:
File comment: Subversion Path File
SlidingMap_Patch_MSE2.rar [6.2 KiB]
Downloaded 387 times
File comment: Demo Package
MSE2.44_Sliding.rar [450.72 KiB]
Downloaded 366 times

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PostPosted: Sat Aug 16, 2008 6:00 pm 
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Can't connect to your SVN for some reason Dave.

Love that code though. I'm stealing it.

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PostPosted: Sat Aug 16, 2008 6:02 pm 
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My MS subversion repos is not public, sorry :D

I could make it public if anyone's interested, though...

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PostPosted: Sun Aug 17, 2008 12:45 am 
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I keep finding all these things that could be fixed/optimized in 2.44.

Does anybody have any objections to me changing some stuff and releasing it? I will post the changelog beforehand.

I know DFA is sort of in charge but I haven't gotten a chance to talk to him yet. DFA, if you read this just let me know if you are still working on it or if I can do a few things. Thanks.


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PostPosted: Sun Aug 17, 2008 12:49 am 
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One thing I noticed I will call the "Hault bug"

If you start walking in a direction, and decide to run by pressing shift, and change maps, you will stop moving. This happens in all directions, but does not happen if you press the direction after pressing shift.

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PostPosted: Sun Aug 17, 2008 12:53 am 
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Dave wrote:
One thing I noticed I will call the "Hault bug"

If you start walking in a direction, and decide to run by pressing shift, and change maps, you will stop moving. This happens in all directions, but does not happen if you press the direction after pressing shift.


I noticed that too.

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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: Sun Aug 17, 2008 3:08 pm 
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Organization is my biggest pet peeve.

So far I have added the Stats enum to the client side and replaced the SetClassSTR and others with SetClassStat as well as added an enum for the vitals (not sure if it is really needed but I like the way the stats were) and replaced the SetPlayerHP with SetPlayerVital. Also I have added a lot of With statements.

Umm, that's about it right now, not anything major. Found a few packets that were sending useless 0's to the client when they could have just been zeroed without it. Removed a double call to SavePlayer.

Still trying to find out why the mapeditor is doing what it's doing >.> it might just be me. I am at my gf's right now so I can't do anything else and it might be awhile before I get any time to do anything more..

Like I said, not much work so don't mind me if you want to release another one in the next day or two, I can just go through and do it again.

I was going to go through and add the Select Case to the server side (I think it's server side) packets. What about a packet enum?


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PostPosted: Sun Aug 17, 2008 4:38 pm 
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DFA - Did you use my subversion patch? :D

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PostPosted: Sun Aug 17, 2008 11:52 pm 
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I have two questions about the sliding map system.

1) How does it work? Is it something to do with the posistion in the Map Properties?

2) Sorry if this is a bit obvious, but how do I install the subversion patch?


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PostPosted: Mon Aug 18, 2008 12:09 am 
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I believe that the entire map is copied and then just sort of slid.. I haven't looked at the code though so I am not sure.


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PostPosted: Mon Aug 18, 2008 12:18 am 
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Yes, but doesn't it do that transistion between different maps? I had a quick mess around with it, and it didn't seem to do anything but loop back to Map 1. Is that intentional?


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PostPosted: Mon Aug 18, 2008 1:06 am 
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I think it's a pretty intuitive system.

When moving between maps left, right, up & down, you'll see a little slide animation. When warping otherwise, you won't.

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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 18, 2008 4:10 am 
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Here's a video of how it would look like: http://www.youtube.com/watch?v=wh77gAUOKSE

And here's a download of the same video with way better quality than the youtube version: http://www.megaupload.com/?d=5BTLBAA0

/shamless advertising

P.S. Thanks Dave <3

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PostPosted: Mon Aug 18, 2008 4:20 am 
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Anthony wrote:
I believe that the entire map is copied and then just sort of slid.. I haven't looked at the code though so I am not sure.


QFT

When changing maps, the server sends a flag to tell the client weather to pop or slide

The client takes that information, and acts appropriately.

If it pops, everything is normal and unchanged. If it slides, it copies the map to another surface, and "Slides" it out while sliding the new one in.

To use the patch you'll need to be familiar with subversion. That's beyond the scope of this post :D

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PostPosted: Mon Aug 18, 2008 8:42 am 
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I'll google subversion and have a go. :roll:

I've been using Eclipse/Elysium/Mirage (in that order) for about two years now, and never realized that the Up, down, left, right properties in the Map Editor are for map changing. That's what I get for never mapping and messing about with code too much :roll:

[EDIT] I had a look, seemed a bit complicated. What would the patch actually do? Does it edit the code or does the client load it each time?

[EDIT2] Did a bit more looking into it, I would do it plain text, but I am just a bit unsure about how it defines what to replace/add/delete.


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PostPosted: Mon Aug 18, 2008 12:05 pm 
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Acruno wrote:
I'll google subversion and have a go. :roll:

I've been using Eclipse/Elysium/Mirage (in that order) for about two years now, and never realized that the Up, down, left, right properties in the Map Editor are for map changing. That's what I get for never mapping and messing about with code too much :roll:

[EDIT] I had a look, seemed a bit complicated. What would the patch actually do? Does it edit the code or does the client load it each time?

[EDIT2] Did a bit more looking into it, I would do it plain text, but I am just a bit unsure about how it defines what to replace/add/delete.


I think it's amazingly intuitive. - is at the start of the lines it removes (which are highlighted in red as well) and + is at the start of lines to add (which are highlighted green).

Half of the update is just some variable changes that slid in there for some reason. Most of the code you want is CopyMap, the GameLoop changes, the declare and the globals. Then the server changes to PlayerWarp.

SVN is very useful. I use it for a lot of stuff.

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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?


Image


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PostPosted: Mon Aug 18, 2008 2:08 pm 
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Thanks Robin, I didn't see the highlights in Notepad, that would have made it a bit more obvious :roll:

Dave - Do you have anything against me posting a tutorial for this? Obviously I will take no credit, but it's a nice feature for people to look at and get some inspiration from.


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PostPosted: Mon Aug 18, 2008 2:27 pm 
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No, go ahead. I am simply too lazy :D

Please, though, don't make it a simple copy and paste. A lot of people struggle with DirectDraw even though it's very easy. Instead of giving them the code to create another surface, you can tell them, "Have Mirage create another surface on startup" and instead of giving them the copy map code, you can say, "Have the game copy the map to that temporary surface" (this will be a fun one!)

There's no better way to learn than to do, and I don't really like CAP tutorials, anyways.

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PostPosted: Mon Aug 18, 2008 2:30 pm 
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I'll explain the code the best I can as well :)

I'll post it later today probably, I am procrastinating by learning to sprite :roll:


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PostPosted: Mon Aug 18, 2008 6:33 pm 
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This is looking great i cant wate to see up and comming versions.
This so far is looking great xD
Keep it up


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