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Mirage Source 4
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Author:  Dragoons Master [ Tue Jul 15, 2008 5:28 pm ]
Post subject:  Re: [Download] Mirage Source Engine 2.32

DFA wrote:
Data path consistency

I'm really unsatisfied with the way we are doing our data paths in MSE...

For example, server-side LoadShops contains

FileName = App.Path & "\Data\shops\shop" & i & ".dat"


and CheckShops has

FileExist("\Data\shops\shop" & i & ".dat")

its a minor inconsistency that can be found all over the source..what do you guys think?
we need data paths
example..
GamePath = App.Path
MapPath = GamePath & "/maps/"



========================================

Dave, i added that in for MSE2.32

thanks again everyone

FileExist() function, imo, should already add the app.path.
All paths used on the game should be relative.

Author:  Matt [ Tue Jul 15, 2008 5:40 pm ]
Post subject:  Re: [Download] Mirage Source Engine 2.32

Oh. >.>

I could have sworn there was a benefit to each method, over the other.

Author:  Lea [ Tue Jul 15, 2008 5:51 pm ]
Post subject:  Re: [Download] Mirage Source Engine 2.32

Labmonkey wrote:
dave I think that is a bad idea. Now you can't delete only one shop, you have to delete them all.


Sure, it's easy to delete only one shop. Look up the shop's location in the header, and delete the bytes that hold the shop, then update the header if you don't want a blank shop in that location.

Author:  Labmonkey [ Tue Jul 15, 2008 7:10 pm ]
Post subject:  Re: [Download] Mirage Source Engine 2.32

i meant for us noobs :wink:

Author:  Robin [ Tue Jul 15, 2008 7:18 pm ]
Post subject:  Re: [Download] Mirage Source Engine 2.32

Labmonkey wrote:
i meant for us noobs :wink:


If you don't know how to create a simple system to count and manage data in one file, then don't save all your data in one file. It's easy to set up a simple system to count down to a certain byte of data then remove the data for the next 20-30 bytes or so.

Author:  Labmonkey [ Tue Jul 15, 2008 7:46 pm ]
Post subject:  Re: [Download] Mirage Source Engine 2.32

i had trouble reading through all of that...

Author:  Lea [ Tue Jul 15, 2008 7:48 pm ]
Post subject:  Re: [Download] Mirage Source Engine 2.32

If we did that we would provide the tools to manage it, too.

Nothing to worry about, editing it to work for you should be a menial task.

Author:  Robin [ Tue Jul 15, 2008 8:59 pm ]
Post subject:  Re: [Download] Mirage Source Engine 2.32

I have to say, I'm loving this new source.

I'm currently working on a secret project with Dave, but I'll be sorting out the source to my liking first.

I'll be replacing all the types with classes (Making Dugor's Enum idea obsolete. Sorry xD) and doing some form merging.

I'll release that as the next version before doing the game-dependant stuff.

Author:  Matt [ Tue Jul 15, 2008 9:07 pm ]
Post subject:  Re: [Download] Mirage Source Engine 2.32

Robin wrote:
I have to say, I'm loving this new source.

I'm currently working on a secret project with Dave, but I'll be sorting out the source to my liking first.

I'll be replacing all the types with classes (Making Dugor's Enum idea obsolete. Sorry xD) and doing some form merging.

I'll release that as the next version before doing the game-dependant stuff.


Not so secret now, is it? :P

Author:  Robin [ Tue Jul 15, 2008 9:11 pm ]
Post subject:  Re: [Download] Mirage Source Engine 2.32

Perfekt wrote:
Robin wrote:
I have to say, I'm loving this new source.

I'm currently working on a secret project with Dave, but I'll be sorting out the source to my liking first.

I'll be replacing all the types with classes (Making Dugor's Enum idea obsolete. Sorry xD) and doing some form merging.

I'll release that as the next version before doing the game-dependant stuff.


Not so secret now, is it? :P


You know nothing about it, so it's still secret :P

Author:  Lea [ Tue Jul 15, 2008 9:24 pm ]
Post subject:  Re: [Download] Mirage Source Engine 2.32

Hell, we hardly know anything about it. that's how secret it is.

Author:  Robin [ Tue Jul 15, 2008 9:27 pm ]
Post subject:  Re: [Download] Mirage Source Engine 2.32

Dave wrote:
Hell, we hardly know anything about it. that's how secret it is.


That made me lol xD

Author:  Matt [ Tue Jul 15, 2008 10:53 pm ]
Post subject:  Re: [Download] Mirage Source Engine 2.32

Robin wrote:
Dave wrote:
Hell, we hardly know anything about it. that's how secret it is.


That made me lol xD


I died laughin', came back just to post. XD

Nah, the project contents are still a secret, but the fact that you guys are working on one, isn't so secret anymore. Which means the project, isn't secret. :P

Author:  Robin [ Wed Jul 16, 2008 11:32 am ]
Post subject:  Re: [Download] Mirage Source Engine 2.32

Fix for the map editor:

Code:
Public Sub MapEditorTileScroll()
    frmMapEditor.picBackSelect.Top = (frmMapEditor.scrlPicture.Value * PIC_Y) ' * -1
End Sub

Author:  Robin [ Wed Jul 16, 2008 4:25 pm ]
Post subject:  Re: [Download] Mirage Source Engine 2.32

I'll make a new forum.

Author:  Lea [ Wed Jul 16, 2008 6:39 pm ]
Post subject:  Re: [Download] Mirage Source Engine 2.4

Great update, good work. I like how you added us into your changes log, too :)

Author:  Robin [ Wed Jul 16, 2008 6:46 pm ]
Post subject:  Re: [Download] Mirage Source Engine 2.4

Moved to the new sub-forum.

DFA, you should have full rights over this part of the forum.

Author:  Dragoons Master [ Wed Jul 16, 2008 8:56 pm ]
Post subject:  Re: [Download] Mirage Source Engine 2.4

Guys... just to organize things... Wouldn't it be better if there is a change log? I'm desperate for those because I want to add the bug fixes to MSECPP but I don't know where they all are...

Author:  Dragoons Master [ Wed Jul 16, 2008 9:12 pm ]
Post subject:  Re: [Download] Mirage Source Engine 2.4

Image
Tnx ><

Author:  Dragoons Master [ Wed Jul 16, 2008 9:20 pm ]
Post subject:  Re: [Download] Mirage Source Engine 2.4

Guys, one thing...

++ MSE 2.32 ++
++++++++++++++
*This release was done by Dugor*

- Removed GameAI Timer, Replaced with real server loop

The function:
Private Sub tmrGameAI_Timer()
Call ServerLogic
End Sub

Is still there, although the timer object is not. I think there are a few programs that check what subs are not being used and remove them or shows you. I'm not sure. Just a clue.

Author:  Dragoons Master [ Wed Jul 16, 2008 10:12 pm ]
Post subject:  Re: [Download] Mirage Source Engine 2.4

One more thing:
- When sending map data, server no longer cuts the packet in half
How exactly you did this?
I didn't find anything that looks like that, except the MapCache, but that's not exactly the same thing...

EDIT:
One moooore thing ^^
The SaveClasses sub really does not work... Just think a little bit. The number of classes is stored inside the "classes.ini" file, but if the file does not exists you request the server to save the classes, but Max_Classes would be zero in that case, and the Class array wouldn't even be initialized, that causes a bug.

Author:  Dragoons Master [ Thu Jul 17, 2008 10:27 pm ]
Post subject:  Re: [Download] Mirage Source Engine 2.4

Code:
Sub SendWelcome(ByVal Index As Long)
Dim MOTD As String


    ' Send them welcome
    Call PlayerMsg(Index, "Type /help for help on commands.  Use arrow keys to move, hold down shift to run, and use ctrl to attack.", Cyan)
    ' Send them MOTD
    MOTD = GetVar(App.Path & "\data\motd.ini", "MOTD", "Msg")
    If Trim$(MOTD) <> vbNullString Then
        Call PlayerMsg(Index, "MOTD: " & MOTD, BrightCyan)
    End If
   
    ' Send whos online
    Call SendWhosOnline(Index)
End Sub

That's a very bad thing to do. You read the same thing every time someone connects.

Author:  Dragoons Master [ Fri Jul 18, 2008 3:38 am ]
Post subject:  Re: [Download] Mirage Source Engine 2.4

An other bug... At PlayerLoad, change the order of this two blocks:
Code:
            ' Check to make sure that they aren't on map 0, if so reset'm
            If Player(Index).Char(i).Map = 0 Then
                Player(Index).Char(i).Map = START_MAP
                Player(Index).Char(i).X = START_X
                Player(Index).Char(i).Y = START_Y
            End If
Code:
            ' Position
            Get #nFileNum, , Player(Index).Char(i).Map
            Get #nFileNum, , Player(Index).Char(i).X
            Get #nFileNum, , Player(Index).Char(i).Y
            Get #nFileNum, , Player(Index).Char(i).Dir

First you need to read, and then you check.

Author:  Lea [ Mon Jul 21, 2008 3:10 am ]
Post subject:  Re: [Download] Mirage Source Engine 2.41

DFA, I could start a subversion repository for this stuff. That would allow multiple people to edit this code easier and at the same time. I could make specific users that can submit, so that it doesn't get out of hand.

Talk to me sometime
Seems you sign off of MSN immediately after I talk to you every time I SPECIALLY GET ON JUST FOR YOU
:(

Author:  Reece [ Mon Jul 21, 2008 1:11 pm ]
Post subject:  Re: [Download] Mirage Source Engine 2.41

Can we have this topic stickied?

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