Mirage Source

Free ORPG making software.
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PostPosted: Tue May 13, 2008 8:09 pm 
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Not bad for 1 day.. Keep it up dude :D


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PostPosted: Wed May 14, 2008 10:26 am 
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Very nice DFA.

For those who don't know, DFA is a talented programmer who used to use Eclipse.

He came to the forum a while back and once he found out I actually knew what I was talking about, we became good friends. I bounce ideas off of him all the time, as he's good at finding the best way of doing things.

For those who haven't yet started creating a game/engine with MSE, I suggest you use this version when you do.

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PostPosted: Wed May 14, 2008 11:00 pm 
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wow good job keep it up


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PostPosted: Thu May 15, 2008 2:07 am 
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I thought DFA's a female?

[EDIT] NVM That's RDA..

>< My apologies.

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Last edited by Tony on Thu May 15, 2008 2:08 am, edited 1 time in total.

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PostPosted: Thu May 15, 2008 2:08 am 
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No, that's RDA :D

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PostPosted: Thu May 15, 2008 4:35 am 
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DFA, you are doing a wonderful job. Much appreciated.


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PostPosted: Thu May 15, 2008 5:13 am 
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I'm glad you did this stuff. Doesn't take long, and yea. Good work. :D I'd suggest William adopt this as MSE3 (even though he just released MSE2 with not even half as much done).


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PostPosted: Thu May 15, 2008 2:24 pm 
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Even if William doesn't adapt it, you could self-proclaim it as MSE3 :D

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PostPosted: Fri May 16, 2008 1:54 am 
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Here's a suggestion for the server (not sure if it'll be good), but for big loops like ones that use MAX_PLAYERS, I put a DoEvents in them so it wouldn't freeze the server up.

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PostPosted: Sat May 17, 2008 10:01 am 
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GIAKEN wrote:
Here's a suggestion for the server (not sure if it'll be good), but for big loops like ones that use MAX_PLAYERS, I put a DoEvents in them so it wouldn't freeze the server up.


As DFA said, that can cause timing problems.

My suggestion is using the HighIndex tutorial.

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PostPosted: Thu May 22, 2008 7:23 pm 
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DFA, just tried out your source code here.

I'm getting around 300 FPS, and I move around like a rocket, so it doesn't seem your FPS lock is working correctly. Looking at the source code, the lock is replaced by a FPS calculator. did you move the lock somewhere else?

I also get booted for position modification if I move a lot, but that's probably because I'm rocketing around...

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PostPosted: Thu May 22, 2008 11:53 pm 
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what was the minor change?

and why was the FPS lock commented? trying to remove it entirely? I might go ahead and do that (time based things instead of frame based things)

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PostPosted: Mon May 26, 2008 6:48 am 
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When I unlock the fps, it's to see what FPS I get. Maybe DFA wanted the same.


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PostPosted: Tue Jun 10, 2008 8:02 pm 
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I've looked at it, and you're doing a good job. Though I will likely not use it for a project... if I did start a new project from scratch, it would likely be from this.

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PostPosted: Sun Jun 15, 2008 3:34 am 
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I have not looked at this build but I have suggestion. Using Collection and Classes instead of those dreadful Types.

EDIT: What I'm talking about http://articles.techrepublic.com.com/5100-10878_11-5800272.html


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PostPosted: Sun Jun 15, 2008 4:05 am 
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Could definitely use them, not sure if they would be faster or slower...

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PostPosted: Sun Jun 15, 2008 4:24 am 
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Dave wrote:
Could definitely use them, not sure if they would be faster or slower...


It would be faster in the sense of the same theory as that thing you call 'HighIndex'. The point I see for using the collection is to add objects that are only true or valid objects if you will. So instead of looping through every possible max amount of objects, loop only through every valid added object in the collection.


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PostPosted: Sun Jun 15, 2008 12:20 pm 
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but nothing is faster at random access than an array. If you replace the array with a collection, there are things going on behind the scene... depends how much that slows the game down.

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PostPosted: Sun Jun 15, 2008 4:10 pm 
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void* RLZ!

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PostPosted: Tue Jun 17, 2008 8:37 pm 
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Of course it depends on how the collection is implemented internally. If it's just a wrapper for an array, there would likely be little speed hit.

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PostPosted: Mon Jun 30, 2008 1:16 am 
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Might I ask what the minor bug fix is? I am using your source for game maker mirage, and I don't want to redo everything for it.

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I think what I see is this happening:

Labmonkey gets mod, everybody loves him, people find out his code sucks, he gets demoted, then banned, then he makes an engine called Chaos Engine.


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PostPosted: Mon Jun 30, 2008 12:11 pm 
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2.25

That looks like just clearing the final sep_char before the end_char. Unfortunately I cannot do this update because of the way 39dll sends packets :(.

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GIAKEN wrote:
I think what I see is this happening:

Labmonkey gets mod, everybody loves him, people find out his code sucks, he gets demoted, then banned, then he makes an engine called Chaos Engine.


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PostPosted: Mon Jun 30, 2008 3:46 pm 
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the gamemaker dll I am using to send packets requires me to send sep_char & end_char. Don't worry about it, its just 1 byte.


Somehow I think I am misreading your post though. Is there currently a bug in mse 2.25, or was that fix just a slight optimization?

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GIAKEN wrote:
I think what I see is this happening:

Labmonkey gets mod, everybody loves him, people find out his code sucks, he gets demoted, then banned, then he makes an engine called Chaos Engine.


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PostPosted: Tue Jul 01, 2008 1:23 am 
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which means that npcs don't work? where exactly do I have to put the code. Your first post is really confusing for some reaosn.

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GIAKEN wrote:
I think what I see is this happening:

Labmonkey gets mod, everybody loves him, people find out his code sucks, he gets demoted, then banned, then he makes an engine called Chaos Engine.


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PostPosted: Tue Jul 01, 2008 5:14 pm 
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k thanks.

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GIAKEN wrote:
I think what I see is this happening:

Labmonkey gets mod, everybody loves him, people find out his code sucks, he gets demoted, then banned, then he makes an engine called Chaos Engine.


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