Mirage Source

Free ORPG making software.
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PostPosted: Mon Jul 21, 2008 3:16 pm 
Yeah, his kid pooped yesterday and he went MIA for like, an hour. Lol.

Didn't know it took an hour to change a poopy diaper. XD


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PostPosted: Tue Jul 22, 2008 1:10 pm 
DFA wrote:
LOL my baby's mother is bitching, its quite hiliarous


From what I understand, she does that a lot.

Don't worry, mine does it a lot too. Hopefully the new one, won't be quite so bitchy.


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PostPosted: Tue Jul 22, 2008 1:37 pm 
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Location: Yorkshire, UK
Another map editor fix. Replace this line in BltMapEditor.

Code:
frmMapEditor.scrlPicture.Max = (frmMapEditor.picBackSelect.Height / PIC_Y)

_________________
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: Tue Jul 22, 2008 1:58 pm 
Another small thing..

The scrollbar for the tilesets, make the min 0, if you leave it at 1, you can't get back to the first tileset. ;-;


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PostPosted: Tue Jul 22, 2008 2:06 pm 
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Location: Yorkshire, UK
Made a quick map using some FF5 tiles I ripped xD

Blatant rip from one of the original towns.

Image

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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: Wed Jul 23, 2008 3:35 pm 
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Anyone else timing out a lot when connecting to the server?

I need to try and log in several times.

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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: Wed Jul 23, 2008 3:49 pm 
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So do I. It's still having trouble connecting.

I'll look into it after I've fixed up some of the other bugs.

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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: Wed Jul 23, 2008 4:00 pm 
I run the server on the VPS when I'm testing for DFA. I connect fine, never time out.


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PostPosted: Fri Jul 25, 2008 7:28 am 
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Google Talk: Darunada@gmail.com
- When opening doors or using keys, the map now updates, thanks to Perfekt.

Hint? Looks like the mapkey packet is missing from the client? oops :D

DFA, I am going through your changes log now trying to upgrade mine and robin's project from 2.3-something to 2.43, and there are a few entries in your changes log that I can't tell where to start looking for what you did.

Also noticed your binary accounts is a wee bit outdated, and likely from the tutorial I wrote ages ago. Check out the update Obsidian wrote. I just posted in it, in Optimization Tutorials

----------------------------------------------------

Aside:

This check is backwards, it's supposed to allow you to attack if these conditions are true:

Code:
' Check if map is attackable
    If Map(GetPlayerMap(Attacker)).Moral = MAP_MORAL_NONE Or GetPlayerPK(Victim) = YES Then
        Call PlayerMsg(Attacker, "This is a safe zone!", BrightRed)
        Exit Function
    End If


------------------------------------------------

DFA, I have copied your changes log and made some comments in it. Mind answering my questions? I'd like to get the fixes from the newer versions into our working copy, but it's hard to tell with some things....

SPOILER: (click to show)
++++++++++++++
++ MSE 2.43 ++
++++++++++++++
*This release was done by DFA*

- Classes are now 1-indexed, both server and client were modified.
-- Dave - Why? Good practice to index from 0

--------
|Client|
--------
- Modified handling packet "newcharclasses"
-- Dave - Ours is identical?

--------
|Server|
--------

- Sub IsMultiIPOnline no longer trims variable IP
-- Dave - Sub not used?

- Replaced the method of checking for empty strings with a much faster method.
-- Dave - What?

- In Sub PlayerMapGetItem, replaced 'Exit Sub' with 'Exit For'
-- Dave - Why? Seems exiting the sub would leave one less line to execute

- Started on short-circuit evaluation.
- Changed packet structure of "allchars"
-- Dave - Ours is identical?

- few minor overall changes
-- Dave - Like?

++++++++++++++
++ MSE 2.42 ++
++++++++++++++
*This release was done by DFA*

--------
|Client|
--------
- First tile set graphic is now tiles1.bmp instead of being 0 indexed.
-- Dave - Why? Good practice to index from 0
- When opening doors or using keys, the map now updates, thanks to Perfekt.
-- Dave - See other post?


++++++++++++++
++ MSE 2.41 ++
++++++++++++++
*This release was done by DFA*

--------
|Server|
--------
- MOTD made into a global variable
-- Dave - Any reason?

- Removed checking if player is on map 0.
- Fixed crash that resulted from missing classes.ini
- Added a funtion to create a classes.ini if it does not exist

+++++++++++++
++ MSE 2.4 ++
+++++++++++++
*This release was done by DFA*

--------
|Client|
--------
- Improvement to DirectDraw code
-- Dave - Explain...?
- Player's name only draws if the mouse hovers over a sprite (commented out, made optional)
- Removed variable FileName from Sub InitDirectX

[server]
- Removed Comm Control 6.0 dependency
-- Dave - Mine says I still need it. What's using it?

++++++++++++++
++ MSE 2.33 ++
++++++++++++++
*This release was done by Dugor*

- Player Account files are now in binary
- Stats for Players, Npcs, and Classes use the Enum system outlined at
viewtopic.php?f=5&t=3988
- Changed all Subs / Functions that relyed on the old stat variables to use the new stat system

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PostPosted: Fri Jul 25, 2008 11:51 am 
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What questions do you have for my release... and I actually just redid the account load / saving in my source too.

Code:
        Get #nFileNum, , Player(Index).Login
        Get #nFileNum, , Player(Index).Password
        For i = 1 To MAX_CHARS
            Get #nFileNum, , Player(Index).Char(i)
        Next


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PostPosted: Sun Jul 27, 2008 1:34 am 
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Release


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PostPosted: Sun Jul 27, 2008 8:30 am 
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most sprites out there are not in that format, eh?

I say not release, or comment out optional

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PostPosted: Sun Jul 27, 2008 6:58 pm 
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3 frame walking like rpg maker vx sprites

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PostPosted: Sun Jul 27, 2008 6:58 pm 
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Location: Yorkshire, UK
No. Go code that in yourself, it's easy as hell.

_________________
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: Sun Jul 27, 2008 7:36 pm 
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Ya but I don't want it I was just curious

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PostPosted: Tue Jul 29, 2008 4:38 pm 
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Sub AttackNpc:
If MapNpc(MapNum, MapNpcNum).Target = 0 And MapNpc(MapNum, MapNpcNum).Target <> Attacker Then
???
That's kind of... obvious.

EDIT:
And where this affects? Can't find.
- When opening doors or using keys, the map now updates, thanks to Perfekt.

_________________
http://www.blackages.com.br
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Dave wrote:
GameBoy wrote:
www.FreeMoney.com
I admit I clicked. I immediately closed upon realizing there was, in fact, no free money.
Robin wrote:
I love you and your computer.Marry me.


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PostPosted: Tue Jul 29, 2008 5:56 pm 
Dragoons Master wrote:
Sub AttackNpc:
If MapNpc(MapNum, MapNpcNum).Target = 0 And MapNpc(MapNum, MapNpcNum).Target <> Attacker Then
???
That's kind of... obvious.

EDIT:
And where this affects? Can't find.
- When opening doors or using keys, the map now updates, thanks to Perfekt.


When you open a door, with the key and key open attribute, it updates the map so the door visually opens and you can walk on it. :P


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PostPosted: Tue Jul 29, 2008 10:41 pm 
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Perfekt wrote:
Dragoons Master wrote:
Sub AttackNpc:
If MapNpc(MapNum, MapNpcNum).Target = 0 And MapNpc(MapNum, MapNpcNum).Target <> Attacker Then
???
That's kind of... obvious.

EDIT:
And where this affects? Can't find.
- When opening doors or using keys, the map now updates, thanks to Perfekt.


When you open a door, with the key and key open attribute, it updates the map so the door visually opens and you can walk on it. :P

I know that... I just didn't see any difference from the old code that used to make this. It doesn't seam to have changed at all.

One other thing...
- Started on short-circuit evaluation.
Vb6 does not have short-circuit evaluation...
One ooother thing...
- Changed packet structure of "allchars"
It changed?


Ooooone more little bug found. Not a bug, well, just useless code:
Client side
"saymsg" and "broadcastmsg"
are not used client side.

_________________
http://www.blackages.com.br
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Dave wrote:
GameBoy wrote:
www.FreeMoney.com
I admit I clicked. I immediately closed upon realizing there was, in fact, no free money.
Robin wrote:
I love you and your computer.Marry me.


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PostPosted: Wed Jul 30, 2008 1:36 am 
It redraws the map. Prolly just a call to bltmap..


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PostPosted: Wed Jul 30, 2008 2:57 am 
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Same questions as me :D

The allchars packet is different. Specifically, look at SEP_CHARs.

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I'm on Facebook! Google Plus LinkedIn My Youtube Channel Send me an email Call me with Skype Check me out on Bitbucket Yup, I'm an EVE Online player!
Why not try my app, ColorEye, on your Android devlce?
Do you like social gaming? Fight it out in Battle Juice!

I am a professional software developer in Salt Lake City, UT.


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PostPosted: Fri Aug 01, 2008 2:05 am 
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Inside MapRec:
Indoors As Byte
Is useless. Just remove that line.

_________________
http://www.blackages.com.br
Image
Dave wrote:
GameBoy wrote:
www.FreeMoney.com
I admit I clicked. I immediately closed upon realizing there was, in fact, no free money.
Robin wrote:
I love you and your computer.Marry me.


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PostPosted: Sat Aug 02, 2008 5:01 am 
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An other bug.
Server side, "updateitem" packet are sent two different forms... SendUpdateItemTo() send it w/ out the data1, data2 and data3, but the SendUpdateItemToAll() Send it with this information.
Client Side we never read this datax information, so we need to change the SendUpdateItemToAll() server side and remove the sending of this data.

_________________
http://www.blackages.com.br
Image
Dave wrote:
GameBoy wrote:
www.FreeMoney.com
I admit I clicked. I immediately closed upon realizing there was, in fact, no free money.
Robin wrote:
I love you and your computer.Marry me.


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PostPosted: Mon Aug 11, 2008 3:03 am 
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Posts: 12
Nice im testing it out right now


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PostPosted: Mon Aug 11, 2008 4:13 am 
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Joined: Fri May 18, 2007 9:54 pm
Posts: 234
Very Nice DFA, I can't wait to see the final project your doing an outstanding job, My favorite part is that it still feels like mirage,, as if the changes were invisible, In most cases.

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PostPosted: Tue Aug 12, 2008 9:43 am 
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Last update: August 10rd, 2008


lol, what 10rd???


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