Mirage Source
Mirage Source 4 - Printable Version

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Re: [Download] Mirage Source Engine 2.30 - james1992_2006 - 14-07-2008

Dugor Wrote:That's odd... worked for me.. but try this:

http://www.deadnoggin.com/deadnoggin/mse232.rar

yea thanks its working now ^^


Re: [Download] Mirage Source Engine 2.32 - Robin - 15-07-2008

I'll have a talk with William about it, Dave.

As for the source, it's coming along nicely. I'm certainly glad DFA came here xD

I'll do some tweaking in the source later on, I'm a bit busy doing some commissioned features atm.


Re: [Download] Mirage Source Engine 2.32 - Jacob - 15-07-2008

I think doing the paths like that would be a lot better then they are currently. It would be easier to change paths if you wanted.

I also think on server load it should check all the paths instead of just maps and accounts.


Re: [Download] Mirage Source Engine 2.32 - Robin - 15-07-2008

We already have data paths, don't we? xD


Re: [Download] Mirage Source Engine 2.32 - Jacob - 15-07-2008

I think he meant Consts for the paths.


Re: [Download] Mirage Source Engine 2.32 - Matt - 15-07-2008

Now convert it to DX8, so that the engine isn't useless anymore. >.>


Re: [Download] Mirage Source Engine 2.32 - Labmonkey - 15-07-2008

dave I think that is a bad idea. Now you can't delete only one shop, you have to delete them all.


Re: [Download] Mirage Source Engine 2.32 - Matt - 15-07-2008

Wouldn't it be faster to pull from separate files than one big file? Wasn't that part of the issue with Ini?


Re: [Download] Mirage Source Engine 2.32 - Robin - 15-07-2008

Same.

Many files:

Loop:
Open File
Get Data
Close File
:Loop

One file:

Open File
Loop:
Get Data
:Loop
Close File

Smaller loop Big Grin


Re: [Download] Mirage Source Engine 2.32 - Dragoons Master - 15-07-2008

DFA Wrote:Data path consistency

I'm really unsatisfied with the way we are doing our data paths in MSE...

For example, server-side LoadShops contains

FileName = App.Path & "\Data\shops\shop" & i & ".dat"


and CheckShops has

FileExist("\Data\shops\shop" & i & ".dat")

its a minor inconsistency that can be found all over the source..what do you guys think?
we need data paths
example..
GamePath = App.Path
MapPath = GamePath & "/maps/"



========================================

Dave, i added that in for MSE2.32

thanks again everyone
FileExist() function, imo, should already add the app.path.
All paths used on the game should be relative.


Re: [Download] Mirage Source Engine 2.32 - Matt - 15-07-2008

Oh. >.>

I could have sworn there was a benefit to each method, over the other.


Re: [Download] Mirage Source Engine 2.32 - Labmonkey - 15-07-2008

i meant for us noobs :wink:


Re: [Download] Mirage Source Engine 2.32 - Robin - 15-07-2008

Labmonkey Wrote:i meant for us noobs :wink:

If you don't know how to create a simple system to count and manage data in one file, then don't save all your data in one file. It's easy to set up a simple system to count down to a certain byte of data then remove the data for the next 20-30 bytes or so.


Re: [Download] Mirage Source Engine 2.32 - Labmonkey - 15-07-2008

i had trouble reading through all of that...


Re: [Download] Mirage Source Engine 2.32 - Robin - 15-07-2008

I have to say, I'm loving this new source.

I'm currently working on a secret project with Dave, but I'll be sorting out the source to my liking first.

I'll be replacing all the types with classes (Making Dugor's Enum idea obsolete. Sorry xD) and doing some form merging.

I'll release that as the next version before doing the game-dependant stuff.


Re: [Download] Mirage Source Engine 2.32 - Matt - 15-07-2008

Robin Wrote:I have to say, I'm loving this new source.

I'm currently working on a secret project with Dave, but I'll be sorting out the source to my liking first.

I'll be replacing all the types with classes (Making Dugor's Enum idea obsolete. Sorry xD) and doing some form merging.

I'll release that as the next version before doing the game-dependant stuff.

Not so secret now, is it? Tongue


Re: [Download] Mirage Source Engine 2.32 - Robin - 15-07-2008

Perfekt Wrote:
Robin Wrote:I have to say, I'm loving this new source.

I'm currently working on a secret project with Dave, but I'll be sorting out the source to my liking first.

I'll be replacing all the types with classes (Making Dugor's Enum idea obsolete. Sorry xD) and doing some form merging.

I'll release that as the next version before doing the game-dependant stuff.

Not so secret now, is it? Tongue

You know nothing about it, so it's still secret Tongue


Re: [Download] Mirage Source Engine 2.32 - Robin - 15-07-2008

Dave Wrote:Hell, we hardly know anything about it. that's how secret it is.

That made me lol xD


Re: [Download] Mirage Source Engine 2.32 - Matt - 15-07-2008

Robin Wrote:
Dave Wrote:Hell, we hardly know anything about it. that's how secret it is.

That made me lol xD

I died laughin', came back just to post. XD

Nah, the project contents are still a secret, but the fact that you guys are working on one, isn't so secret anymore. Which means the project, isn't secret. Tongue


Re: [Download] Mirage Source Engine 2.32 - Robin - 16-07-2008

Fix for the map editor:

Code:
Public Sub MapEditorTileScroll()
    frmMapEditor.picBackSelect.Top = (frmMapEditor.scrlPicture.Value * PIC_Y) ' * -1
End Sub



Re: [Download] Mirage Source Engine 2.32 - Robin - 16-07-2008

I'll make a new forum.


Re: [Download] Mirage Source Engine 2.4 - Robin - 16-07-2008

Moved to the new sub-forum.

DFA, you should have full rights over this part of the forum.


Re: [Download] Mirage Source Engine 2.4 - Dragoons Master - 16-07-2008

Guys... just to organize things... Wouldn't it be better if there is a change log? I'm desperate for those because I want to add the bug fixes to MSECPP but I don't know where they all are...


Re: [Download] Mirage Source Engine 2.4 - Dragoons Master - 16-07-2008

[Image: dumbass.jpg]
Tnx >


Re: [Download] Mirage Source Engine 2.4 - Dragoons Master - 16-07-2008

Guys, one thing...

++ MSE 2.32 ++
++++++++++++++
*This release was done by Dugor*

- Removed GameAI Timer, Replaced with real server loop

The function:
Private Sub tmrGameAI_Timer()
Call ServerLogic
End Sub

Is still there, although the timer object is not. I think there are a few programs that check what subs are not being used and remove them or shows you. I'm not sure. Just a clue.