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Mirage Source 4 http://web.miragesource.net/forums/viewtopic.php?f=193&t=3719 |
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Author: | Matt [ Mon Jul 21, 2008 3:16 pm ] |
Post subject: | Re: [Download] Mirage Source Engine 2.41 |
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 |
Author: | Matt [ Tue Jul 22, 2008 1:10 pm ] |
Post subject: | Re: [Download] Mirage Source Engine 2.41 |
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. |
Author: | Robin [ Tue Jul 22, 2008 1:37 pm ] |
Post subject: | Re: [Download] Mirage Source Engine 2.41 |
Another map editor fix. Replace this line in BltMapEditor. Code: frmMapEditor.scrlPicture.Max = (frmMapEditor.picBackSelect.Height / PIC_Y)
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Author: | Matt [ Tue Jul 22, 2008 1:58 pm ] |
Post subject: | Re: [Download] Mirage Source Engine 2.41 |
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. ;-; |
Author: | Robin [ Tue Jul 22, 2008 2:06 pm ] |
Post subject: | Re: [Download] Mirage Source Engine 2.41 |
Made a quick map using some FF5 tiles I ripped xD Blatant rip from one of the original towns. |
Author: | Robin [ Wed Jul 23, 2008 3:35 pm ] |
Post subject: | Re: [Download] Mirage Source Engine 2.42 |
Anyone else timing out a lot when connecting to the server? I need to try and log in several times. |
Author: | Robin [ Wed Jul 23, 2008 3:49 pm ] |
Post subject: | Re: [Download] Mirage Source Engine 2.43 |
So do I. It's still having trouble connecting. I'll look into it after I've fixed up some of the other bugs. |
Author: | Matt [ Wed Jul 23, 2008 4:00 pm ] |
Post subject: | Re: [Download] Mirage Source Engine 2.43 |
I run the server on the VPS when I'm testing for DFA. I connect fine, never time out. |
Author: | Lea [ Fri Jul 25, 2008 7:28 am ] |
Post subject: | Re: [Download] Mirage Source 2.43 beta |
- 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 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)
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Author: | Jacob [ Fri Jul 25, 2008 11:51 am ] |
Post subject: | Re: [Download] Mirage Source 2.43 beta |
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 |
Author: | scarra3 [ Sun Jul 27, 2008 1:34 am ] |
Post subject: | Re: [Download] Mirage Source 2.43 beta |
Release |
Author: | Lea [ Sun Jul 27, 2008 8:30 am ] |
Post subject: | Re: [Download] Mirage Source 2.43 beta |
most sprites out there are not in that format, eh? I say not release, or comment out optional |
Author: | Ravuya [ Sun Jul 27, 2008 6:58 pm ] |
Post subject: | Re: [Download] Mirage Source 2.43 beta |
3 frame walking like rpg maker vx sprites |
Author: | Robin [ Sun Jul 27, 2008 6:58 pm ] |
Post subject: | Re: [Download] Mirage Source 2.43 beta |
No. Go code that in yourself, it's easy as hell. |
Author: | Ravuya [ Sun Jul 27, 2008 7:36 pm ] |
Post subject: | Re: [Download] Mirage Source 2.43 beta |
Ya but I don't want it I was just curious |
Author: | Dragoons Master [ Tue Jul 29, 2008 4:38 pm ] |
Post subject: | Re: [Download] Mirage Source 2.43 beta |
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. |
Author: | Matt [ Tue Jul 29, 2008 5:56 pm ] |
Post subject: | Re: [Download] Mirage Source 2.43 beta |
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. |
Author: | Dragoons Master [ Tue Jul 29, 2008 10:41 pm ] |
Post subject: | Re: [Download] Mirage Source 2.43 beta |
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. 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. |
Author: | Matt [ Wed Jul 30, 2008 1:36 am ] |
Post subject: | Re: [Download] Mirage Source 2.43 beta |
It redraws the map. Prolly just a call to bltmap.. |
Author: | Lea [ Wed Jul 30, 2008 2:57 am ] |
Post subject: | Re: [Download] Mirage Source 2.43 beta |
Same questions as me The allchars packet is different. Specifically, look at SEP_CHARs. |
Author: | Dragoons Master [ Fri Aug 01, 2008 2:05 am ] |
Post subject: | Re: [Download] Mirage Source 2.43 beta |
Inside MapRec: Indoors As Byte Is useless. Just remove that line. |
Author: | Dragoons Master [ Sat Aug 02, 2008 5:01 am ] |
Post subject: | Re: [Download] Mirage Source 2.43 beta |
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. |
Author: | scarra3 [ Mon Aug 11, 2008 3:03 am ] |
Post subject: | Re: [Download] Mirage Source 2.44 beta |
Nice im testing it out right now |
Author: | jsventor [ Mon Aug 11, 2008 4:13 am ] |
Post subject: | Re: [Download] Mirage Source 2.44 beta |
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. |
Author: | Jared [ Tue Aug 12, 2008 9:43 am ] |
Post subject: | Re: [Download] Mirage Source 2.44 beta |
Last update: August 10rd, 2008 lol, what 10rd??? |
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