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Mirage Source 4
#76
Last update: August 10rd, 2008


lol, what 10rd???
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#77
Not sure if this has been noticed yet but in the server frmServer has no icon which prevents it from displaying anything in the tray when minimized. You can either change it's icon or in both DestroySystemTray and LoadSystemTray subs change nid.hIcon = frmServer.Icon to frmLoad.Icon.

That's all.

Bye.
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#78
One other thing (is DFA still working on this?) not sure if anyone has noticed but the map editor seems to not work properly, if you try to map with any other tiles below the top of the tile sheet it only blts the ones on the top of the sheet if that makes sense.
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#79
Anthony Wrote:One other thing (is DFA still working on this?) not sure if anyone has noticed but the map editor seems to not work properly, if you try to map with any other tiles below the top of the tile sheet it only blts the ones on the top of the sheet if that makes sense.

Try scrolling down, if it scrolls the image down instead of up..

Look for a '* -1 or ' * -1 somewhere..

Uncomment it and it'll work. ^_^
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#80
Yea I already fixed that one. This has something to do with when you click the click the picScreen to lay a tile down it blts the one from the top of the sheet. I am not sure how to explain it better Tongue. It's like when you click picBackSelect it isn't saving your EditorTileY (not sure if that's right) and only saves the X, Y would stay 0. Although I checked all through that and couldn't find any problems.
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#81
Can't connect to your SVN for some reason Dave.

Love that code though. I'm stealing it.
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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#82
I keep finding all these things that could be fixed/optimized in 2.44.

Does anybody have any objections to me changing some stuff and releasing it? I will post the changelog beforehand.

I know DFA is sort of in charge but I haven't gotten a chance to talk to him yet. DFA, if you read this just let me know if you are still working on it or if I can do a few things. Thanks.
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#83
Dave Wrote:One thing I noticed I will call the "Hault bug"

If you start walking in a direction, and decide to run by pressing shift, and change maps, you will stop moving. This happens in all directions, but does not happen if you press the direction after pressing shift.

I noticed that too.
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?
Reply
#84
Organization is my biggest pet peeve.

So far I have added the Stats enum to the client side and replaced the SetClassSTR and others with SetClassStat as well as added an enum for the vitals (not sure if it is really needed but I like the way the stats were) and replaced the SetPlayerHP with SetPlayerVital. Also I have added a lot of With statements.

Umm, that's about it right now, not anything major. Found a few packets that were sending useless 0's to the client when they could have just been zeroed without it. Removed a double call to SavePlayer.

Still trying to find out why the mapeditor is doing what it's doing >.> it might just be me. I am at my gf's right now so I can't do anything else and it might be awhile before I get any time to do anything more..

Like I said, not much work so don't mind me if you want to release another one in the next day or two, I can just go through and do it again.

I was going to go through and add the Select Case to the server side (I think it's server side) packets. What about a packet enum?
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#85
I have two questions about the sliding map system.

1) How does it work? Is it something to do with the posistion in the Map Properties?

2) Sorry if this is a bit obvious, but how do I install the subversion patch?
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#86
I believe that the entire map is copied and then just sort of slid.. I haven't looked at the code though so I am not sure.
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#87
Yes, but doesn't it do that transistion between different maps? I had a quick mess around with it, and it didn't seem to do anything but loop back to Map 1. Is that intentional?
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#88
I think it's a pretty intuitive system.

When moving between maps left, right, up & down, you'll see a little slide animation. When warping otherwise, you won't.
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?
Reply
#89
Here's a video of how it would look like: http://www.youtube.com/watch?v=wh77gAUOKSE

And here's a download of the same video with way better quality than the youtube version: http://www.megaupload.com/?d=5BTLBAA0

/shamless advertising

P.S. Thanks Dave
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#90
I'll google subversion and have a go. :roll:

I've been using Eclipse/Elysium/Mirage (in that order) for about two years now, and never realized that the Up, down, left, right properties in the Map Editor are for map changing. That's what I get for never mapping and messing about with code too much :roll:

[EDIT] I had a look, seemed a bit complicated. What would the patch actually do? Does it edit the code or does the client load it each time?

[EDIT2] Did a bit more looking into it, I would do it plain text, but I am just a bit unsure about how it defines what to replace/add/delete.
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#91
Acruno Wrote:I'll google subversion and have a go. :roll:

I've been using Eclipse/Elysium/Mirage (in that order) for about two years now, and never realized that the Up, down, left, right properties in the Map Editor are for map changing. That's what I get for never mapping and messing about with code too much :roll:

[EDIT] I had a look, seemed a bit complicated. What would the patch actually do? Does it edit the code or does the client load it each time?

[EDIT2] Did a bit more looking into it, I would do it plain text, but I am just a bit unsure about how it defines what to replace/add/delete.

I think it's amazingly intuitive. - is at the start of the lines it removes (which are highlighted in red as well) and + is at the start of lines to add (which are highlighted green).

Half of the update is just some variable changes that slid in there for some reason. Most of the code you want is CopyMap, the GameLoop changes, the declare and the globals. Then the server changes to PlayerWarp.

SVN is very useful. I use it for a lot of stuff.
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?
Reply
#92
Thanks Robin, I didn't see the highlights in Notepad, that would have made it a bit more obvious :roll:

Dave - Do you have anything against me posting a tutorial for this? Obviously I will take no credit, but it's a nice feature for people to look at and get some inspiration from.
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#93
I'll explain the code the best I can as well Smile

I'll post it later today probably, I am procrastinating by learning to sprite :roll:
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#94
This is looking great i cant wate to see up and comming versions.
This so far is looking great xD
Keep it up
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#95
What is the official name for this?

MS2.x, MS3, MS4, MS964?
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#96
MS4
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?
Reply
#97
Where did MS3 go?
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#98
Too confusing. We already had MS 3.0.3, so MS3 wasn't really a good idea for a name xD
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?
Reply
#99
Sweet.. someone needs to update the first post's screenshots and put MS4 instead of MS3. Big Grin

Anyways, great work DFA!
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It's not MSE3 because it's not an engine ;D
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?
Reply


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