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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 |
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 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? |
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? You know nothing about it, so it's still secret |
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. |
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 |
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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