02-10-2008, 02:51 AM
Sub MapMsg is unused client side. Not sure if it was noticed, I seen the packet name wasn't converted so.. Yep.
Mirage Source 4
|
02-10-2008, 02:51 AM
Sub MapMsg is unused client side. Not sure if it was noticed, I seen the packet name wasn't converted so.. Yep.
02-10-2008, 07:35 PM
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 ^^'
02-10-2008, 08:06 PM
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
02-10-2008, 08:42 PM
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
03-10-2008, 11:12 AM
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...
03-10-2008, 01:25 PM
Oh shit... Sorry :/
You don't have wrong, it's me ^^'
03-10-2008, 06:55 PM
BigRed's idea for using 3 buffers to draw to.
04-10-2008, 05:03 PM
The slowest portion is really recalculating and looping through everything in each frame, the drawing is fairly fast.
07-10-2008, 11:24 PM
Um with this update will all my code still work. If not im not upgrading cause my friend is giving me pets
09-10-2008, 06:46 PM
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.
10-10-2008, 08:09 AM
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)
10-10-2008, 08:39 PM
Christ you guys have gotten a lot done. I'm downloading now
![]()
21-10-2008, 07:07 AM
Any info on 3.59....?
21-10-2008, 02:21 PM
Am I suppose to be working on it?
21-10-2008, 09:51 PM
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.
03-11-2008, 09:34 PM
I've been looking around through the source, I've found no bugs. What now?
04-11-2008, 04:10 PM
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.
04-11-2008, 04:12 PM
What about a refresh command?
05-11-2008, 06:47 PM
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.
05-11-2008, 06:54 PM
Yeah that second sentence was a bug I also noticed.
06-11-2008, 02:15 PM
DFA Wrote:Last update: Nov. 16, 2008Typo. ![]()
06-11-2008, 06:58 PM
Looking good, DFA.
06-11-2008, 09:07 PM
DFA Wrote:Last update: Nov. 16, 2008kool you went into the future to update mirage O.o
07-11-2008, 04:14 AM
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. ![]()
07-11-2008, 06:04 PM
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. |
« Next Oldest | Next Newest »
|