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Mirage Source 4
#1
Not bad for 1 day.. Keep it up dude Big Grin
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#2
Very nice DFA.

For those who don't know, DFA is a talented programmer who used to use Eclipse.

He came to the forum a while back and once he found out I actually knew what I was talking about, we became good friends. I bounce ideas off of him all the time, as he's good at finding the best way of doing things.

For those who haven't yet started creating a game/engine with MSE, I suggest you use this version when you do.
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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#3
wow good job keep it up
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#4
I thought DFA's a female?

[EDIT] NVM That's RDA..

>< My apologies.
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#5
DFA, you are doing a wonderful job. Much appreciated.
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#6
Here's a suggestion for the server (not sure if it'll be good), but for big loops like ones that use MAX_PLAYERS, I put a DoEvents in them so it wouldn't freeze the server up.
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#7
GIAKEN Wrote:Here's a suggestion for the server (not sure if it'll be good), but for big loops like ones that use MAX_PLAYERS, I put a DoEvents in them so it wouldn't freeze the server up.

As DFA said, that can cause timing problems.

My suggestion is using the HighIndex tutorial.
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
#8
When I unlock the fps, it's to see what FPS I get. Maybe DFA wanted the same.
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#9
I have not looked at this build but I have suggestion. Using Collection and Classes instead of those dreadful Types.

EDIT: What I'm talking about http://articles.techrepublic.com.com/510...00272.html
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#10
Dave Wrote:Could definitely use them, not sure if they would be faster or slower...

It would be faster in the sense of the same theory as that thing you call 'HighIndex'. The point I see for using the collection is to add objects that are only true or valid objects if you will. So instead of looping through every possible max amount of objects, loop only through every valid added object in the collection.
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#11
void* RLZ!
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#12
Might I ask what the minor bug fix is? I am using your source for game maker mirage, and I don't want to redo everything for it.
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#13
2.25

That looks like just clearing the final sep_char before the end_char. Unfortunately I cannot do this update because of the way 39dll sends packets Sad.
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#14
the gamemaker dll I am using to send packets requires me to send sep_char & end_char. Don't worry about it, its just 1 byte.


Somehow I think I am misreading your post though. Is there currently a bug in mse 2.25, or was that fix just a slight optimization?
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#15
which means that npcs don't work? where exactly do I have to put the code. Your first post is really confusing for some reaosn.
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#16
k thanks.
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#17
DFA Wrote:I've also been curious about this, i dont think it would effect the performance much, if anything, slightly hurt it, UDTs are good. What takes the most is processing is drawing to the game screen. When i commented out the line of code that rendered the game screen, the FPS jumped to over 20,000 in project mode. So pretty much the biggest "bottleneck" is drawing the game...this is just for the client
besides that, a few things could use a few minor rewrites for some other improvements, but nothing as big as drawing the game

You think the game screen is the biggest FPS bottleneck in drawing the game screen?

HOLY CRAP WHY HASN'T ANYONE ELSE THOUGHT OF THIS, ITS A BREAKTHROUGH!!!















wait..

(Don't take this as a flame, I just read your post and had a spazz moment xP).
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#18
k, but for that project I am completely rewriting the client Wink
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#19
i downloaded it yesterday and im having some problems with it.

took me a while to fix the run-time errors but after getting everything registered for directx i finaly got it to load. But for some reason everytime i shutdown the server and load it back up, all the maps are gone they do not save.

p.s.: i dont know if it makes a difference but i added 2-3 files of extra tiles for the maps. all work fine when im logged on the client but as soon as i 'reboot' the server all the maps are blank again.
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#20
Works great now thanks Smile

Really nice work with the engine i like it so far.


Edit: Actualy i ran into another problem with the trade system. Seems you cant hit the cancel button to get out of the trade window pretty much stuck.
Also when you set an item to drop from an npc, if you dont set it to drop 1 out of 1, it doesnt drop at all :?
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#21
yes it does, one more thing i just noticed i made some currency items without trouble but when i try to make something else( for example a weapon) if i try to go back to editing that item after it gives me a run time error 380: Invalid property value
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#22
http://www.deadnoggin.com/deadnoggin/mse232.rar

I removed the last timer - GameAI and replaced it with a serverloop. If you don't want to use this, that is quite alright.

If there are any problems please let me know.
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#23
Dugor Wrote:http://www.deadnoggin.com/deadnoggin/mse2.32.rar

I removed the last timer - GameAI and replaced it with a serverloop. If you don't want to use this, that is quite alright.

If there are any problems please let me know.

Lol Bad Request (Invalid Hostname)
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#24
That's odd... worked for me.. but try this:

http://www.deadnoggin.com/deadnoggin/mse232.rar
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#25
Dugor Wrote:That's odd... worked for me.. but try this:

http://www.deadnoggin.com/deadnoggin/mse232.rar

Works fine =)
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