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Mirage Source 4 - Printable Version +- Mirage Source (https://mirage-engine.uk/forums) +-- Forum: Mirage Source (Nostalgia) (https://mirage-engine.uk/forums/forumdisplay.php?fid=61) +--- Forum: Archive (2006-2011) (https://mirage-engine.uk/forums/forumdisplay.php?fid=18) +---- Forum: Source Code Development (https://mirage-engine.uk/forums/forumdisplay.php?fid=51) +----- Forum: Mirage Source 4 (Visual Basic 6) (https://mirage-engine.uk/forums/forumdisplay.php?fid=44) +----- Thread: Mirage Source 4 (/showthread.php?tid=1758) |
Re: [Download] Mirage Source 3.75 beta - Rebjorn - 19-02-2009 I forgot to say: THANK YOU SO MUCH DFA! These are wonderful releases, and please keep up the good job! Appreciated, Rebjorn. Re: [Download] Mirage Source 3.75 beta - genusis - 19-02-2009 use velocity and set speed from 1-5 instead of 2 set speeds so that way if you hold down the key your player will slowly start up then being to move fast till you let off and he stops. i think that is better than walk and run. but even though I'm not the greatest person i will start to look into it myself as well. I don't know how i did it but i fixed it. Re: [Download] Mirage Source 3.75 beta - timster0 - 19-02-2009 Well, I've been thinking. I think that running should be removed. because PvP with everyone running around when they're almost dead completely ruins it. Also, I've been thinking about making a "sprint" spell that would make whoever you targeted (yourself included) "run" for 30 seconds. Re: [Download] Mirage Source 3.75 beta - Aydan - 19-02-2009 its not really a bug but more a suggestion, when you warp to other maps from a warp tile the the npcs on the previous map show on the new map for a second or so, same with your player, the position yo u were at on the previous map you are on i nthe new map then a second or so later it swaps. looks real ugly. Robin mentioned making it so the map doesn't blit right away when you warp. I guess it's easy enough but I figured I'd letcha know to fix it in future release. Re: [Download] Mirage Source 3.75 beta - Rebjorn - 20-02-2009 timster0 Wrote:because PvP with everyone running around when they're almost dead completely ruins it. You played Runescape like 7 years ago? :b Re: [Download] Mirage Source 3.75 beta - Tony - 20-02-2009 Rebjorn Wrote:timster0 Wrote:because PvP with everyone running around when they're almost dead completely ruins it. I played it when it didn't even have membership. Classic, and I loved it. It was my first online game so I fell in love with it. Re: [Download] Mirage Source 3.75 beta - Rebjorn - 20-02-2009 PK was a waste of time tho. I also played it back then, before it got membershat. Sell does' good ol' lobzterss :b Re: [Download] Mirage Source 3.75 beta - deathknight - 20-02-2009 timster0 Wrote:Well, I've been thinking. I think that running should be removed. because PvP with everyone running around when they're almost dead completely ruins it. Also, I've been thinking about making a "sprint" spell that would make whoever you targeted (yourself included) "run" for 30 seconds. I just wanted to point out that even though people run around after they are almost dead, it only works because everyone is the same speed. Removing running just means people would still run away, only in slow motion. Walking away ![]() Re: [Download] Mirage Source 3.75 beta - Acruno - 20-02-2009 What about actually making SP useful? I can only assume it stands for Stamina points, so why not have it decrease with running? It's the way I have it set up. Re: [Download] Mirage Source 3.75 beta - Matt - 20-02-2009 I just wanna point out that the npcs don't "skip". They dissappear and when that happens, you can see the names (if you have them showing) but the actual npc is NOT below the name, it's a few tiles off in some other direction, with no sprite. They also don't walk smoothly, they just jump from tile to tile. Me and Dugor fixed it in my source and I'm pretty sure I posted the code that he came up with. Re: [Download] Mirage Source 3.75 beta - genusis - 20-02-2009 well they where skipping with the fps at 32 at one point in a fresh download of it then i unlocked the fps it was fine then i locked them and it happened again so i ignored it then started to edit somethings and it went away on its own ? Re: [Download] Mirage Source 3.75 beta - timster0 - 20-02-2009 I might make SP as Skill-Points, use them to use skills. Skills and Skill points will be like non-magic classes' spells and MP. Re: [Download] Mirage Source 3.75 beta - Tony - 21-02-2009 timster0 Wrote:I might make SP as Skill-Points, use them to use skills. Skills and Skill points will be like non-magic classes' spells and MP. Sounds great. Re: [Download] Mirage Source 3.75 beta - genusis - 21-02-2009 I'm doing a leveling system and removing skill points ^^. And would it be possible to use case statements in the gameloop to help speed it up more? Re: [Download] Mirage Source 3.70 beta - Matt - 22-02-2009 Matt Wrote:If you kill npcs on a map, walk off the map, then come back, they don't show properly. Re: [Download] Mirage Source 3.76 beta - timster0 - 25-02-2009 Did u update the Change log? I checked it and it was still at 3.74. Re: [Download] Mirage Source 3.76 beta - Sh4rk - 25-02-2009 In the release pack, the changelog is updated ![]() Re: [Download] Mirage Source 3.76 beta - genusis - 26-02-2009 in moddirectdraw Public DD As DirectDraw7 ' DirectDraw7 Object Public DD_Clip As DirectDrawClipper ' Clipper object ' primary surface Public DDS_Primary As DirectDrawSurface7 Public DDSD_Primary As DDSURFACEDESC2 ' back buffer Public DDS_BackBuffer As DirectDrawSurface7 Public Const SurfaceTimerMax As Long = 200000 these can be private. Public CurX As Integer Public CurY As Integer and Public SOffsetX As Integer Public SOffsetY As Integer can all be byte ' Key constants Private Const VK_UP As Long = &H26 Private Const VK_DOWN As Long = &H28 Private Const VK_LEFT As Long = &H25 Private Const VK_RIGHT As Long = &H27 Private Const VK_SHIFT As Long = &H10 Private Const VK_RETURN As Long = &HD Private Const VK_CONTROL As Long = &H11 these can be bytes. and mapping can be redone a bit to use bytes instead of longs for the tile X,Y. just some thing i noticed that can be changed. and i see you must have gotten the stuff from Aydan on messenger. ^^. Re: [Download] Mirage Source 3.77 beta - Tony - 28-02-2009 DFA Wrote:im pretty sure we get better performance using longs over bytes... Huh really? Re: [Download] Mirage Source 3.77 beta - GIAKEN - 01-03-2009 Yeah better performance but more memory used (performance over memory usage any day?). Re: [Download] Mirage Source 3.77 beta - Robin - 11-03-2009 echostorms.net is down. Re: [Download] Mirage Source 3.77 beta - genusis - 13-03-2009 echostorms.com is back up ^^. Re: [Download] Mirage Source 3.77 beta - Rian - 11-04-2009 Someone else? Do tell. :ugeek: Re: [Download] Mirage Source 3.77 beta - Robin - 11-04-2009 Dmitry, get online or I'll have to get Derg to come find you Re: [Download] Mirage Source 3.78 beta - Nean - 19-04-2009 Status updates? |