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PostPosted: Thu Feb 15, 2007 9:32 pm 
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Hum ok. Its just because I'm waiting for both MSE2 and Elysium Diamond 3.0 to start up "something". I'm afraid of imcompabilities (spelling?) when changing engine.

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PostPosted: Fri Feb 16, 2007 4:20 am 
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Heres ths thing with MSE2.. MSE2 and Elysium Diamond 3.0 are totally different things.. You can think of MSE2 as a base structure to build upon to make your game.. This means that you will need to know how to code to produce a game you desire..

Elysium Diamond 3.0, im assuming is similar to previous Elysium verions.. Therefore im assuming that you can create a game you desire without knowing how to code.. This is what im assuming..

Choose whichever one suits you.. :wink:


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PostPosted: Fri Feb 16, 2007 7:03 pm 
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Are you going to add seam-less maps? Or anything along that lines.

I would like to see a basic Above ground/Underground feature. Too lazy to code myself. Would be a pretty schweet feature tho.

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PostPosted: Fri Feb 16, 2007 7:48 pm 
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Nope there wont be scrolling maps.

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 Post subject:
PostPosted: Sat Feb 17, 2007 9:53 pm 
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Keeping it old-school. :)

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PostPosted: Sat Feb 17, 2007 11:45 pm 
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Well, the only prob with that is map recieving lag...

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PostPosted: Thu Mar 29, 2007 10:33 pm 
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Another good optimization to do is convert all of the division you can into multiplication. Dark Dragon said multiplication is faster in VB.

I did: / 2 to * 0.5, / 10 to * 0.1, and / 5 to * 0.2


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PostPosted: Thu Mar 29, 2007 10:54 pm 
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GIAKEN wrote:
Another good optimization to do is convert all of the division you can into multiplication. Dark Dragon said multiplication is faster in VB.

I did: / 2 to * 0.5, / 10 to * 0.1, and / 5 to * 0.2


This is good if you require a floating-point return. For example:

Code:
4 \ 2


is faster than:

Code:
4 * 0.5


While they're both faster than:

Code:
4 / 2


These kind of optimizations are hardly worth the time and effort to change to, though, unless it is in a routine called thousands of times per frame. For example, I just made a huge optimization to vbGORE, increasing the frame rate from 40% in heavily graphical areas to over 200% in low-graphical areas, by creating a buffer of tiles, in order, that need to be drawn, and what map tile they correspond to, which prevented the needless looping of every map tile to see if theres something to draw and instead just goes through the a minimalist loop and knows theres something to draw.

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 Post subject: Re: Development Log
PostPosted: Thu Sep 27, 2007 11:04 am 
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I just started to work on MSE2 again, to let you guys know.

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 Post subject: Re: Development Log
PostPosted: Fri Sep 28, 2007 11:50 pm 
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So, any updated news about what's goin' on with MSE 2 William?

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 Post subject: Re: Development Log
PostPosted: Sat Sep 29, 2007 9:02 am 
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Whats been completed is green in the first post in this topic.

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 Post subject: Re: Development Log
PostPosted: Mon Oct 01, 2007 1:56 am 
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Oh, I just didn't know if they were the most updated or not. :D

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 Post subject: Re: Development Log
PostPosted: Tue Oct 16, 2007 6:37 pm 
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When do you think MSE2 will be released? Do you have an idea when you think It'll be out?
If so, email me at:

dungeonmasterrobert@yahoo.com

I'm not an active member of this forum. I spend most of my time in the Elysium forum. That's why I would appreciate it if you would email me about it. I probably wont be able to visit this forum. I'm too busy in Elysium.

:D Thank you. Loved the first build! Can't wait for the next one! :D
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 Post subject: Re: Development Log
PostPosted: Tue Oct 16, 2007 6:59 pm 
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Don't be lazy.

If you really want to use MSE2, just check back.

We're not gonna email you just to tell you we've released it >_>

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Why aren't maps and shit loaded up in a dynamic array?
Jacob:
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 Post subject: Re: Development Log
PostPosted: Tue Oct 16, 2007 7:13 pm 
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It would actually be a pretty good idea if William sent out a mass E-Mail when its realsed, may bring some old faces back?

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 Post subject: Re: Development Log
PostPosted: Tue Oct 16, 2007 7:35 pm 
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Yeah, thats a great idea. Looks towards Cruzn if its possible :P

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 Post subject: Re: Development Log
PostPosted: Tue Oct 16, 2007 8:23 pm 
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Major wrote:
Looks towards Cruzn if its possible :P
Yes.


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 Post subject: Re: Development Log
PostPosted: Wed Oct 17, 2007 9:20 am 
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How do you do it? I checked but couldn't find a option for it.

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 Post subject: Re: Development Log
PostPosted: Wed Oct 17, 2007 12:15 pm 
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Google it, 'tard. :P

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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?


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 Post subject: Re: Development Log
PostPosted: Wed Oct 17, 2007 12:36 pm 
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Robin wrote:
Google it, 'tard. :P

Do it yourself, its a lot cause.

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 Post subject: Re: Development Log
PostPosted: Wed Oct 17, 2007 12:59 pm 
Major wrote:
Robin wrote:
Google it, 'tard. :P

Do it yourself, its a lot cause.


I believe, under system in the admin panel, is a mass email link.

Quote:
# General tasks
# Spiders/Robots
# Mass e-mail
# Language packs
# PHP information
# Manage report/denial reasons


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 Post subject: Re: Development Log
PostPosted: Wed Oct 17, 2007 1:23 pm 
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Yeah, there it was. Please tell me if you all received a email. Cause I got some error sending.

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 Post subject: Re: Development Log
PostPosted: Wed Oct 17, 2007 1:55 pm 
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You need an email server to bounce the emails off of.

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 Post subject: Re: Development Log
PostPosted: Wed Oct 17, 2007 1:59 pm 
It'll send eventually. Don't worry about it William. It's happened to me every time, but the emails still go out.


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 Post subject: Re: Development Log
PostPosted: Wed Oct 17, 2007 2:00 pm 
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Not if they don't have an email server to be sent from.

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