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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 3.56 beta - Anthony - 02-10-2008 Sub MapMsg is unused client side. Not sure if it was noticed, I seen the packet name wasn't converted so.. Yep. Re: [Download] Mirage Source 3.56 beta - Sh4rk - 02-10-2008 Sub MapMsg is not used for you, but we can make something with this. Ex: MapMsg from the server ... Or other stuff ... It's the same for getplayerXXX, you understand ? Sorry for my bad english, i'm french ^^' Re: [Download] Mirage Source 3.56 beta - Anthony - 02-10-2008 I'm not sure I understand Sh4rk. Sorry. In frmDrop I added this check to prevent the hacking attempt server side if you try to drop more of a currency than you have. Code: If Val(txtDrop.Text) > GetPlayerInvItemValue(MyIndex, InvNum) Then Re: [Download] Mirage Source 3.56 beta - Sh4rk - 02-10-2008 You are maybe not using "Sub MapMSG" but this function maybe useful to other people, imo this is why DFA is not deleting it. Example of usage: Send a message from the server to a precise map Re: [Download] Mirage Source 3.56 beta - Vahz - 03-10-2008 Sh4rk Wrote:You are maybe not using "Sub MapMSG" but this function maybe useful to other people, imo this is why DFA is not deleting it. sorry if i wrong, but Anthony is talking about "Sub MapMsg" in client side, not in server side... Verrigan also commented that sub in his edited MSE... Re: [Download] Mirage Source 3.56 beta - Sh4rk - 03-10-2008 Oh shit... Sorry :/ You don't have wrong, it's me ^^' Re: [Download] Mirage Source 3.56 beta - Jacob - 03-10-2008 BigRed's idea for using 3 buffers to draw to. Re: [Download] Mirage Source 3.56 beta - Liz - 04-10-2008 The slowest portion is really recalculating and looping through everything in each frame, the drawing is fairly fast. Re: [Download] Mirage Source 3.57 beta - skillzalot - 07-10-2008 Um with this update will all my code still work. If not im not upgrading cause my friend is giving me pets Re: [Download] Mirage Source 3.58 beta - Rezeyu - 09-10-2008 One thing I did on my source was to blt the entire map, then blttoDC on a picturebox, and save as a bitmap, then load IT as the surface. That way you jsut blt the whole map at once. The drawing probably isn't any faster, but I figured eliminating all the tile loops was a good idea. Re: [Download] Mirage Source 3.58 beta - GIAKEN - 10-10-2008 Anybody taken a look at the CanAttackPlayer function? ![]() There's currently a problem where if the person is on the map anywhere with you it will display a message if you try to attack, even if they aren't beside you. Here's what I did to fix it: [code]Function CanAttackPlayer(ByVal Attacker As Long, ByVal Victim As Long) As Boolean ' Check attack timer If GetTickCount < TempPlayer(Attacker).AttackTimer + 1000 Then Exit Function End If ' Check for subscript out of range If Not IsPlaying(Victim) Then Exit Function End If ' Make sure they are on the same map If Not GetPlayerMap(Attacker) = GetPlayerMap(Victim) Then Exit Function End If ' Make sure we dont attack the player if they are switching maps If TempPlayer(Victim).GettingMap = YES Then Exit Function End If ' Check if map is attackable If Not Map(GetPlayerMap(Attacker)).Moral = MAP_MORAL_NONE Or GetPlayerPK(Victim) = NO Then Call PlayerMsg(Attacker, "This is a safe zone!", BrightRed) Exit Function End If ' Check if at same coordinates Select Case GetPlayerDir(Attacker) Case DIR_UP If (GetPlayerY(Victim) + 1 = GetPlayerY(Attacker)) And (GetPlayerX(Victim) = GetPlayerX(Attacker)) Then CanAttackPlayer = True Else Exit Function Case DIR_DOWN If (GetPlayerY(Victim) - 1 = GetPlayerY(Attacker)) And (GetPlayerX(Victim) = GetPlayerX(Attacker)) Then CanAttackPlayer = True Else Exit Function Case DIR_LEFT If (GetPlayerY(Victim) = GetPlayerY(Attacker)) And (GetPlayerX(Victim) + 1 = GetPlayerX(Attacker)) Then CanAttackPlayer = True Else Exit Function Case DIR_RIGHT If (GetPlayerY(Victim) = GetPlayerY(Attacker)) And (GetPlayerX(Victim) - 1 = GetPlayerX(Attacker)) Then CanAttackPlayer = True Else Exit Function Case Else Exit Function End Select ' Make sure they have more then 0 hp If GetPlayerVital(Victim, Vitals.HP) Re: [Download] Mirage Source 3.58 beta - Nean - 10-10-2008 Christ you guys have gotten a lot done. I'm downloading now ![]() Re: [Download] Mirage Source 3.58 beta - Nean - 21-10-2008 Any info on 3.59....? Re: [Download] Mirage Source 3.58 beta - GIAKEN - 21-10-2008 Am I suppose to be working on it? Re: [Download] Mirage Source 3.58 beta - GIAKEN - 21-10-2008 Alright I got some work done on MS 3.59. Me and Nean tested it out too so I know what I've done works so far. Code: +++++++++++++ Anything else? EDIT: Just updated. Also I would like to say that the CanAttackPlayer function made me ROFL so hard. Re: [Download] Mirage Source 3.60 beta - Nean - 03-11-2008 I've been looking around through the source, I've found no bugs. What now? Re: [Download] Mirage Source 3.60 beta - GIAKEN - 04-11-2008 Need to clear target on changing map Fix CastSpell sub in server (uses old CanAttackPlayer ways and allows the person to attack themselves) Change AlertMsg to change their window properly I forgot the other bugs I found on my game...but there were quite a bit. Re: [Download] Mirage Source 3.60 beta - Nean - 04-11-2008 What about a refresh command? Re: [Download] Mirage Source 3.60 beta - Johny050 - 05-11-2008 I'm having 2 bugs (atleast in 3.59) First is that the NPC's are not always showing up, they are there cus they won't let you move, just that you don't see them Second is that I can't use the maximum of 5 npc's (it says something that there can't be open spaces between slots, while there aren't any open spaces) I can use the first 4 though. Re: [Download] Mirage Source 3.60 beta - GIAKEN - 05-11-2008 Yeah that second sentence was a bug I also noticed. Re: [Download] Mirage Source 3.61 beta - Kraft - 06-11-2008 DFA Wrote:Last update: Nov. 16, 2008Typo. ![]() Re: [Download] Mirage Source 3.61 beta - Mellowz - 06-11-2008 Looking good, DFA. Re: [Download] Mirage Source 3.61 beta - Doomy - 06-11-2008 DFA Wrote:Last update: Nov. 16, 2008kool you went into the future to update mirage O.o Re: [Download] Mirage Source 3.61 beta - Nean - 07-11-2008 doomteam1 Wrote:DFA Wrote:Last update: Nov. 16, 2008kool you went into the future to update mirage O.o That is one dedicated son of a bitch. ![]() Re: [Download] Mirage Source 3.60 beta - Johny050 - 07-11-2008 DFA Wrote:make sure you don't use NPCs without names...i tried out the 5 npc thing, it looks fine. All 5 of 'm got names. |