Dragoons Master
Unregistered
One more thing:
- When sending map data, server no longer cuts the packet in half
How exactly you did this?
I didn't find anything that looks like that, except the MapCache, but that's not exactly the same thing...
EDIT:
One moooore thing ^^
The SaveClasses sub really does not work... Just think a little bit. The number of classes is stored inside the "classes.ini" file, but if the file does not exists you request the server to save the classes, but Max_Classes would be zero in that case, and the Class array wouldn't even be initialized, that causes a bug.
Dragoons Master
Unregistered
Code: Sub SendWelcome(ByVal Index As Long)
Dim MOTD As String
' Send them welcome
Call PlayerMsg(Index, "Type /help for help on commands. Use arrow keys to move, hold down shift to run, and use ctrl to attack.", Cyan)
' Send them MOTD
MOTD = GetVar(App.Path & "\data\motd.ini", "MOTD", "Msg")
If Trim$(MOTD) vbNullString Then
Call PlayerMsg(Index, "MOTD: " & MOTD, BrightCyan)
End If
' Send whos online
Call SendWhosOnline(Index)
End Sub
That's a very bad thing to do. You read the same thing every time someone connects.
Dragoons Master
Unregistered
An other bug... At PlayerLoad, change the order of this two blocks:
Code: ' Check to make sure that they aren't on map 0, if so reset'm
If Player(Index).Char(i).Map = 0 Then
Player(Index).Char(i).Map = START_MAP
Player(Index).Char(i).X = START_X
Player(Index).Char(i).Y = START_Y
End If
Code: ' Position
Get #nFileNum, , Player(Index).Char(i).Map
Get #nFileNum, , Player(Index).Char(i).X
Get #nFileNum, , Player(Index).Char(i).Y
Get #nFileNum, , Player(Index).Char(i).Dir
First you need to read, and then you check.
Can we have this topic stickied?
Yeah, his kid pooped yesterday and he went MIA for like, an hour. Lol.
Didn't know it took an hour to change a poopy diaper. XD
DFA Wrote:LOL my baby's mother is bitching, its quite hiliarous
From what I understand, she does that a lot.
Don't worry, mine does it a lot too. Hopefully the new one, won't be quite so bitchy.
Posts: 2,742
Threads: 115
Joined: Jun 2006
Reputation:
0
Another map editor fix. Replace this line in BltMapEditor.
Code: frmMapEditor.scrlPicture.Max = (frmMapEditor.picBackSelect.Height / PIC_Y)
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?
Another small thing..
The scrollbar for the tilesets, make the min 0, if you leave it at 1, you can't get back to the first tileset. ;-;
Posts: 2,742
Threads: 115
Joined: Jun 2006
Reputation:
0
Made a quick map using some FF5 tiles I ripped xD
Blatant rip from one of the original towns.
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?
Posts: 2,742
Threads: 115
Joined: Jun 2006
Reputation:
0
Anyone else timing out a lot when connecting to the server?
I need to try and log in several times.
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?
Posts: 2,742
Threads: 115
Joined: Jun 2006
Reputation:
0
So do I. It's still having trouble connecting.
I'll look into it after I've fixed up some of the other bugs.
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?
I run the server on the VPS when I'm testing for DFA. I connect fine, never time out.
What questions do you have for my release... and I actually just redid the account load / saving in my source too.
Code: Get #nFileNum, , Player(Index).Login
Get #nFileNum, , Player(Index).Password
For i = 1 To MAX_CHARS
Get #nFileNum, , Player(Index).Char(i)
Next
3 frame walking like rpg maker vx sprites
Posts: 2,742
Threads: 115
Joined: Jun 2006
Reputation:
0
No. Go code that in yourself, it's easy as hell.
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?
Ya but I don't want it I was just curious
Dragoons Master
Unregistered
Sub AttackNpc:
If MapNpc(MapNum, MapNpcNum).Target = 0 And MapNpc(MapNum, MapNpcNum).Target Attacker Then
???
That's kind of... obvious.
EDIT:
And where this affects? Can't find.
- When opening doors or using keys, the map now updates, thanks to Perfekt.
Dragoons Master Wrote:Sub AttackNpc:
If MapNpc(MapNum, MapNpcNum).Target = 0 And MapNpc(MapNum, MapNpcNum).Target Attacker Then
???
That's kind of... obvious.
EDIT:
And where this affects? Can't find.
- When opening doors or using keys, the map now updates, thanks to Perfekt.
When you open a door, with the key and key open attribute, it updates the map so the door visually opens and you can walk on it.
Dragoons Master
Unregistered
Perfekt Wrote:Dragoons Master Wrote:Sub AttackNpc:
If MapNpc(MapNum, MapNpcNum).Target = 0 And MapNpc(MapNum, MapNpcNum).Target Attacker Then
???
That's kind of... obvious.
EDIT:
And where this affects? Can't find.
- When opening doors or using keys, the map now updates, thanks to Perfekt.
When you open a door, with the key and key open attribute, it updates the map so the door visually opens and you can walk on it.  I know that... I just didn't see any difference from the old code that used to make this. It doesn't seam to have changed at all.
One other thing...
- Started on short-circuit evaluation.
Vb6 does not have short-circuit evaluation...
One ooother thing...
- Changed packet structure of "allchars"
It changed?
Ooooone more little bug found. Not a bug, well, just useless code:
Client side
"saymsg" and "broadcastmsg"
are not used client side.
It redraws the map. Prolly just a call to bltmap..
Dragoons Master
Unregistered
Inside MapRec:
Indoors As Byte
Is useless. Just remove that line.
Dragoons Master
Unregistered
An other bug.
Server side, "updateitem" packet are sent two different forms... SendUpdateItemTo() send it w/ out the data1, data2 and data3, but the SendUpdateItemToAll() Send it with this information.
Client Side we never read this datax information, so we need to change the SendUpdateItemToAll() server side and remove the sending of this data.
Nice im testing it out right now
Very Nice DFA, I can't wait to see the final project your doing an outstanding job, My favorite part is that it still feels like mirage,, as if the changes were invisible, In most cases.
|