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Mondo

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Posts posted by Mondo

  1. Hey guys,

    Anybody has a tutorial for Simple Fringe/Layer Animations?

    I'm not that well versed on DX7 and while I somewhat understand the logic behind the layers it still eludes me how I'd make an extra layer and have it switch on and off during the map tile build.

    From what I've read on the code the Layers are numbered, hence if I add a new layer it would be the next available number. And I'd need to change the MapLayer Public Enumeration to include that new Animation Layer.

    Don't think I really need to mess with MapEditorMosueDown because it grabs automatically the layer number you're on.

    And I don't think I'd need to mess with the savemap functions, because the new MapRec Type does not change.

    So it would only be a matter of knowing where in the Render Graphics function I should call for a function that draws of the animation layer, and how I time it so it flickers.

    Any thoughs? Am I remotely close to what it need to be done?
  2. Guys,

    Did you ever found a way to get the animations working on the client side and completely remove the need for packets?

    It looks awesome but it would indeed be a concern on a high load game, with 10-15 animated tiles on a map, and 10 players in that map… it would just be 150+ packets every second... or over 300 if you make the refresh rate every half second.

    Is there a way to send the animation to the client only once and then storing the animation array on the client and loop it through it with an animation timer event?
  3. Hello Ryoku, your door system looks cool.

    I was wondering, you declare your MAX_DOORS As Byte = 255, that means there can only be 255 doors/lock in the whole game?

    If provided a big enough game and 255 doors is insufficient, the general idea would be to change to MAX_DOORS to an Integer = 512, for example?

    Just wondering where the adjustments would have to take place to expand your system.

    Thanx! :)
  4. Hello Rob, your tutorial is really awesome! Great job!

    However I read that upon Robin's suggestion you modified the weather function to use images rather than rendered text, yet the tutorial was never updated, was it?

    I was wondering if you could you share what you changed to cut down on the FPS loss? I'm really not that skilled with DirectDraw so I would not now where to even begin hacking this on my own!

    Much appreciated! :)
  5. I disagree with you 7804364…

    Sure, EO is not an "out of the box-install and turn on-toss in a sad story-and you got a MMORPG to make money and reap the benefits of" kinda piece of software you'd want it to be...

    And for you it might be outdated and old effort, but that's the beauty of it, where you see limitations many of us see potential for growth...

    For many of us EO is a tool built on top VB6, another tool. And this tool help us materialize our vision, to make an ORPG, to tell a story and to share with our friends... and you know what?  It works wonders, the VB6 is an easy to grasp programming language, unlike its older brothers c++ and java, which are far more complicated on the beginner....

    There is a reason Visual BASIC 6 is called BASIC...

    Sure you may want a free WoW engine, but tough luck is that for that to happen you'll need to build one yourself... which is no easy task.

    And you being here complaining about EO not being what you want, and calling this community dead, only proves you can't build that free WoW engine by yourself... and you're pushing for a free meal ticket.

    Embrace what you're being offered for free or find something else that strikes your fancy... Otherwise don't complain if the community grills you alive for tossing such sad comments just to vent your frustrations, coz you know "beggars can't be choosers"... ;)
  6. Hello,

    Awesome tutorial, tried it and works wonders :) However I Noticed that stopmidi deleted the following lines:

        If Not (Performance Is Nothing) Then Performance.Stop Segment, Nothing, 0, 0
        Music_Playing = vbNullString

    Hence if a midi was playing it will not stop it… if you add that line back it stops both midi and ogg...
  7. Hehe, Nevermind my last post peeps!

    I figured out that I needed to change the Properties of the MAP and that's where I can tell it which NPC's we'll be available on the map… So that's that... I got multiple NPCS on screen!

    Now I have one last outstanding problem, the picChat box remains on screen longer than expected... If you click an option until you no longer have options to the end of the conversation the chat box just remains there...

    Is there a way to click on it and make it dissapear, or just have it dissapear on its own after a few seconds? if I click Ctrl again can I make the chatbox dissapear?

    Because it sometimes goes away, and often times it does not, you have to talk to the NPC again and maybe it will dissapear.

    Is this expected behaviour?
  8. Got another question.

    I recently added both the Altair Quest System and the Robin Conversation System to my project, and now I can't get to spawn NPC's on the map… Just the first NPC spawns.

    The Editors work well, I can get the NPCs get created, they can be edited, and they're saving to disk, because they can be edited again (in the NPC Editor) even after restarting the server etc...

    However I just can get them to spawn on the map!

    Upon opening the Map Editor and trying to set the Spawn Attribute, the NPC Spawn frame displays only the first NPC... And then any other NPC that I already create its presented as "No NPC"... Like "2: No NPC", "3: No NPC" ans so forth...

    Any ideas of what could be wrong here?

    I've gone through the tutorials (both)  twice, trying to figure out if I missed something... and it keeps eluding me... That or I don't fully understand how to make an NPC appear on a MAP...

    Hints anyone?
  9. Hello, Great Quest System!

    ~~I applied it after applying the Robin Convo System and all works well, except for one small detail, when I create new NPCs they get created, and I can edit them… They're saving because I stop and start the server and they're still there...

    But I can't use them to populate the Maps...~~

    Sorry, I'm a n00b and later on I figured that the spawning of NPCs gets fixed on  the Map's properties first.

    However I do have one outstanding issue… it seems that when I talk to a NPC that has a quest nothing happens... :/ everything is in place, the quests are ediable and such, no errors during compile, the NPCs are alive and have Health, set on friendly... yet nothing happens when I walk up to them and hit the CRTL Key.

    I have reviewed the tutorial twice... and still won't work...

    Has anybody experienced this? Any help would be much appreciated! :)
  10. Nevermind I found my problem, I did forget to copy the bit of code on the ScrlConv control, that did the trick… :P N00b I know...

    I did however notice that the Tutorial does not mention (nor I saw it anywhere) that if you put your PicChat box anywhere outside the viewable form the code will work but you'll never see the conversations, so I added the following line.

    On handleChatUpdate after:

    ```
    ' render the face
        frmMain.picChatFace.Picture = LoadPicture(App.Path & GFX_PATH & "\faces\" & Npc(npcNum).Sprite & ".bmp")
    ```
    I added the following:

    ```
        ' move picchat window
        frmMain.picChat.Left = 12
        frmMain.picChat.top = 442
    ```
    This will effectively put the PicChat box and its contents on top of the general chat box… regardless where it is during the programming/design.

    Now I just need to figure a way of closing it down without waiting for the conversation to end.

    Much Appeciated!  :cheesy:
  11. Hello, first off I want to thank you for a great tutorial, instructions were easy to follow so the modifications are in place…

    I however run into a bit of a problem:

    I create a conversation, save it. But when I want a NPC to use it the ScrlConv still shows 0 conversations. I've tried reloading the NPCs, restarting the server, creating more than 1 conversation. And yes, the NPC has 100 of Health.

    Any quick thoughts of what I might be missing?
  12. I'm giving EO a try and I'd like to modify the code to suit some specific needs I want covered.

    Could somebody explain to me how the TCP/IP communications of EO work. High level explanation is fine. Pointers to whitepapers describing how it works are cool too.

    I'm trying to add some new methods, like to send a package from the server indicating the version number upon connection initialization, so that f the client version is older than te version number provided the automated upgrade process begins.

    I've debugged the code all day, but I can't make or heads of it, besides its hard to debug for discrete TCP packages when so much is going around on the communications at once.

    All help is greatly appreciated.
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