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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)

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.

Image

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 :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

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. :P

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. :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.

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 :D

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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