I forgot to say:
THANK YOU SO MUCH DFA! These are wonderful releases, and please keep up the good job!
Appreciated, Rebjorn.
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.
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.
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.
timster0 Wrote:because PvP with everyone running around when they're almost dead completely ruins it.
You played Runescape like 7 years ago? :b
Rebjorn Wrote:timster0 Wrote:because PvP with everyone running around when they're almost dead completely ruins it.
You played Runescape like 7 years ago? :b
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.
PK was a waste of time tho. I also played it back then, before it got membershat.
Sell does' good ol' lobzterss :b
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  . Maybe you can have a set running speed that decreases as the % of HP you have goes down.
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.
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.
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 ?
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.
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.
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?
Matt Wrote:If you kill npcs on a map, walk off the map, then come back, they don't show properly.
I talked to Dugor about this and he came up with the start of how to fix it, this will make them appear if they move, but they still go poof.
HandleSpawnNpc - client side
At the bottom of the sub, before "End Sub" add this:
Code: High_Npc_Index = 0
For n = 1 To MAX_MAP_NPCS
If MapNpc(n).Num > 0 Then
High_Npc_Index = High_Npc_Index + 1
End If
Next
Did u update the Change log? I checked it and it was still at 3.74.
In the release pack, the changelog is updated
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. ^^.
DFA Wrote:im pretty sure we get better performance using longs over bytes...
3.77 today
Huh really?
Yeah better performance but more memory used (performance over memory usage any day?).
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echostorms.net is down.
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?
echostorms.com is back up ^^.
Someone else? Do tell. :ugeek:
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Dmitry, get online or I'll have to get Derg to come find you
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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