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Shasokais

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Everything posted by Shasokais

  1. Guys i have error ``` Private Sub SSTab1_Click(PreviousTab As Integer) Dim strload As String Dim i As Long Dim TotalCount As Long If frmServer.SSTab1.Tab = 3 Then frmServer.lstaccounts.Clear strload = Dir(App.path & "\data\accounts\" & "*.bin") i = 1 Do While strload > vbNullString frmServer.lstaccounts.AddItem Mid(strload, 1, Len(strload) - 4) strload = Dir i = i + 1 Loop TotalCount = (i - 1) With frmServer .TextName.Text = vbNullString .TextPass.Text = vbNullString .TextCount.Text = Format(Date, "m/d/yyyy") .ChkMember.Value = 0 .lblAcctCount.Caption = "" & TotalCount End With End If End Sub ``` on .Clear and .AddItem Metod or data member not found Help please!
  2. Kemerd, It work! But chat be only white, somebody can helo with it?
  3. Still have problem with chat: I replaced the fonts, everything works fine. But here's the problem with chat. If you enter a message from a client that are entered incorrectly characters (I need Cyrillic). ![](http://i.imgur.com/QwY3xdw.jpg) However, the message from the server is displayed correctly: ![](http://i.imgur.com/ks3943s.jpg) I tried to change this(): > ' Set font > > 'Call SetFont(FONT_NAME, FONT_SIZE) > frmMain.Font = "Verdana" > frmMain.FontSize = 10 But nothing to work(((
  4. hmm i have same error tsl8. Not correct charcters on chat, i place my dat and png, but nothing work Sombody can help?
  5. [rafixd](http://www.eclipseorigins.com/community/index.php?/user/62669-rafixd/), thx
  6. Guys, what kind of program is needed to edit the client?
  7. Did everything I could. None of this helps (((
  8. I use Paint.net maybe because of it? Zex can you make cyrillic font?
  9. Again =_= ![](http://s05.radikal.ru/i178/1301/b3/729900947b01.jpg) and ![](http://s017.radikal.ru/i421/1301/2e/96cff0026f93.jpg)
  10. Hmm, look^ ![](http://s018.radikal.ru/i507/1301/eb/bcb024236e85.jpg) MOTD seems to be working. But if you write it out in chat doodle
  11. Zex I would try to ER, but they are not available libraries. Link is unavailable(((
  12. Codehead's Bitmap Font Generator
  13. I made the font and tried it everywhere. in Mega Eclipse, Eclipse Advanced. Replacement font and run out the error Run-time Error 6 Overflow
  14. No, i didn't it. I redownload, but same error
  15. Look: Textdefault1 ![](http://s05.radikal.ru/i178/1301/13/16835c59ff15.jpg) and Textdefault2 ![](http://s017.radikal.ru/i417/1301/20/568ce47200a3.jpg)
  16. ZeX but just the same I use CBFG
  17. Try use this font, but now error ``` theFont.CharHeight = theFont.HeaderInfo.CellHeight - 4 ```
  18. Using Eclipse Advanced. Made a Cyrillic font. Like interface with the translation is good, but in the chat and Chat Bubble see scribbles instead of Cyrillic. What wrong?
  19. As I understood it was necessary to insert DrawChat here, right? (I instert it above BFPS) ``` Public Sub Render_Graphics() Dim x As Long Dim y As Long Dim i As Long Dim rec As RECT Dim rec_pos As RECT, srcRect As D3DRECT ' If debug mode, handle error then exit out On Error GoTo errorhandler 'Check for device lost. If Direct3D_Device.TestCooperativeLevel = D3DERR_DEVICELOST Or Direct3D_Device.TestCooperativeLevel = D3DERR_DEVICENOTRESET Then HandleDeviceLost: Exit Sub ' don't render If frmMain.WindowState = vbMinimized Then Exit Sub If GettingMap Then Exit Sub ' update the viewpoint UpdateCamera Direct3D_Device.Clear 0, ByVal 0, D3DCLEAR_TARGET, D3DColorARGB(0, 0, 0, 0), 1#, 0 Direct3D_Device.BeginScene ' blit lower tiles If NumTileSets > 0 Then For x = TileView.Left To TileView.Right For y = TileView.Top To TileView.Bottom If IsValidMapPoint(x, y) Then Call DrawMapTile(x, y) End If Next Next End If ' render the decals For i = 1 To MAX_BYTE Call DrawBlood(i) Next ' Blit out the items If numitems > 0 Then For i = 1 To MAX_MAP_ITEMS If MapItem(i).num > 0 Then Call DrawItem(i) End If Next End If If Map.CurrentEvents > 0 Then For i = 1 To Map.CurrentEvents If Map.MapEvents(i).Position = 0 Then DrawEvent i End If Next End If ' draw animations If NumAnimations > 0 Then For i = 1 To MAX_BYTE If AnimInstance(i).Used(0) Then DrawAnimation i, 0 End If Next End If ' Y-based render. Renders Players, Npcs and Resources based on Y-axis. For y = 0 To Map.MaxY If NumCharacters > 0 Then If Map.CurrentEvents > 0 Then For i = 1 To Map.CurrentEvents If Map.MapEvents(i).Position = 1 Then If y = Map.MapEvents(i).y Then DrawEvent i End If End If Next End If ' Players For i = 1 To Player_HighIndex If IsPlaying(i) And GetPlayerMap(i) = GetPlayerMap(MyIndex) Then If Player(i).y = y Then Call DrawPlayer(i) End If End If Next ' Npcs For i = 1 To Npc_HighIndex If MapNpc(i).y = y Then Call DrawNpc(i) End If Next End If ' Resources If NumResources > 0 Then If Resources_Init Then If Resource_Index > 0 Then For i = 1 To Resource_Index If MapResource(i).y = y Then Call DrawMapResource(i) End If Next End If End If End If Next ' animations If NumAnimations > 0 Then For i = 1 To MAX_BYTE If AnimInstance(i).Used(1) Then DrawAnimation i, 1 End If Next End If ' blit out upper tiles If NumTileSets > 0 Then For x = TileView.Left To TileView.Right For y = TileView.Top To TileView.Bottom If IsValidMapPoint(x, y) Then Call DrawMapFringeTile(x, y) End If Next Next End If If Map.CurrentEvents > 0 Then For i = 1 To Map.CurrentEvents If Map.MapEvents(i).Position = 2 Then DrawEvent i End If Next End If DrawWeather DrawFog DrawTint ' blit out a square at mouse cursor If InMapEditor Then If frmEditor_Map.optBlock.value = True Then For x = TileView.Left To TileView.Right For y = TileView.Top To TileView.Bottom If IsValidMapPoint(x, y) Then Call DrawDirection(x, y) End If Next Next End If Call DrawTileOutline End If ' Render the bars DrawBars ' Draw the target icon If myTarget > 0 Then If myTargetType = TARGET_TYPE_PLAYER Then DrawTarget (Player(myTarget).x * 32) + Player(myTarget).xOffset, (Player(myTarget).y * 32) + Player(myTarget).yOffset ElseIf myTargetType = TARGET_TYPE_NPC Then DrawTarget (MapNpc(myTarget).x * 32) + MapNpc(myTarget).xOffset, (MapNpc(myTarget).y * 32) + MapNpc(myTarget).yOffset End If End If ' Draw the hover icon For i = 1 To Player_HighIndex If IsPlaying(i) Then If Player(i).Map = Player(MyIndex).Map Then If CurX = Player(i).x And CurY = Player(i).y Then If myTargetType = TARGET_TYPE_PLAYER And myTarget = i Then ' dont render lol Else DrawHover TARGET_TYPE_PLAYER, i, (Player(i).x * 32) + Player(i).xOffset, (Player(i).y * 32) + Player(i).yOffset End If End If End If End If Next For i = 1 To Npc_HighIndex If MapNpc(i).num > 0 Then If CurX = MapNpc(i).x And CurY = MapNpc(i).y Then If myTargetType = TARGET_TYPE_NPC And myTarget = i Then ' dont render lol Else DrawHover TARGET_TYPE_NPC, i, (MapNpc(i).x * 32) + MapNpc(i).xOffset, (MapNpc(i).y * 32) + MapNpc(i).yOffset End If End If End If Next If DrawThunder > 0 Then RenderTexture Tex_White, 0, 0, 0, 0, frmMain.picScreen.ScaleWidth, frmMain.picScreen.ScaleHeight, 32, 32, D3DColorRGBA(255, 255, 255, 160): DrawThunder = DrawThunder - 1 ' Get rec With rec .Top = Camera.Top .Bottom = .Top + ScreenY .Left = Camera.Left .Right = .Left + ScreenX End With ' rec_pos With rec_pos .Bottom = ScreenY .Right = ScreenX End With With srcRect .x1 = 0 .x2 = frmMain.picScreen.ScaleWidth .y1 = 0 .y2 = frmMain.picScreen.ScaleHeight End With 'Evilbunnie's drawnChat System DrawChat If BFPS Then RenderText Font_Default, "FPS: " & CStr(GameFPS), 2, 39, Yellow, 0 End If ' draw cursor, player X and Y locations If BLoc Then RenderText Font_Default, Trim$("cur x: " & CurX & " y: " & CurY), 2, 1, Yellow, 0 RenderText Font_Default, Trim$("loc x: " & GetPlayerX(MyIndex) & " y: " & GetPlayerY(MyIndex)), 2, 15, Yellow, 0 RenderText Font_Default, Trim$(" (map #" & GetPlayerMap(MyIndex) & ")"), 2, 27, Yellow, 0 End If ' draw player names For i = 1 To Player_HighIndex If IsPlaying(i) And GetPlayerMap(i) = GetPlayerMap(MyIndex) Then Call DrawPlayerName(i) End If Next For i = 1 To Map.CurrentEvents If Map.MapEvents(i).Visible = 1 Then If Map.MapEvents(i).ShowName = 1 Then DrawEventName (i) End If End If Next ' draw npc names For i = 1 To Npc_HighIndex If MapNpc(i).num > 0 Then Call DrawNpcName(i) End If Next ' draw the messages For i = 1 To MAX_BYTE If chatBubble(i).active Then DrawChatBubble i End If Next For i = 1 To Action_HighIndex Call DrawActionMsg(i) Next i ' Draw map name RenderText Font_Default, Map.name, DrawMapNameX, DrawMapNameY, DrawMapNameColor, 0 If InMapEditor And frmEditor_Map.optEvent.value = True Then DrawEvents If InMapEditor Then Call DrawMapAttributes If FadeAmount > 0 Then RenderTexture Tex_Fade, 0, 0, 0, 0, frmMain.picScreen.ScaleWidth, frmMain.picScreen.ScaleHeight, 32, 32, D3DColorRGBA(255, 255, 255, FadeAmount) If FlashTimer > GetTickCount Then RenderTexture Tex_White, 0, 0, 0, 0, frmMain.picScreen.ScaleWidth, frmMain.picScreen.ScaleHeight, 32, 32, -1 Direct3D_Device.EndScene If Direct3D_Device.TestCooperativeLevel = D3DERR_DEVICELOST Or Direct3D_Device.TestCooperativeLevel = D3DERR_DEVICENOTRESET Then HandleDeviceLost Exit Sub Else If InShop = False And InBank = False Then Direct3D_Device.Present srcRect, ByVal 0, 0, ByVal 0 DrawGDI End If ' Error handler Exit Sub errorhandler: If Direct3D_Device.TestCooperativeLevel = D3DERR_DEVICELOST Or Direct3D_Device.TestCooperativeLevel = D3DERR_DEVICENOTRESET Then HandleDeviceLost Exit Sub Else If Options.Debug = 1 Then HandleError "Render_Graphics", "modGraphics", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear End If MsgBox "Unrecoverable DX8 error." DestroyGame End If End Sub ```
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