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Savents

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Everything posted by Savents

  1. > It was changed because it's a pointless system if both icons are the same. Which they are in most cases. Changing it back would require you to look at how 2.0 did it and just figure out how to work that math into any newer versions though. It was still a nice system, it allowed you to have an inventory image, like a more detailed version of the dropped item, oh well I guess, I always thought more options where good, and not pointless, sure it required one extra copy and paste, but it was nice for that one option. Thanks.
  2. What ever happened to the two, and why did they just get changed into one .png file? is there a way to change this back, I liked this system.
  3. > dont know if this system is added but could you add a Day and night system that show like a darkness around the character This would be an nice addation to the engine, with the option to spwn mob for either or.
  4. Loving the new version, I mite actually use this to make my game, have been just waiting around working on sprites/the graphics end of things until an eclipse engine came out with what I needed and then just modify that to my needs, this seems really well done I like the new admin panel. I was wondering if you where going to add in the collapse-able chat much you have in EA, it's a nicer sleek look. ~cheers on the good work, keep it up can't wait to see where this one goes.
  5. > Deathbeam, the projectile system is nice! however, if you shoot from far away, the npc will actually die before it gets hit. Also, even if you do not shoot any npc, an ammo will still be used. If you shoot a bow and miss, you still lose your arrow right?
  6. Very impressive Deathy, going to update to this version and continue testing, will post bugs if I find any ^^
  7. > to fix that in sub cast spell add updateplayervitals serverside. Alright thanks, just letting Deathbeam know incase it's also in other versions as well.
  8. **Eclipse Advanced v3.0.15** I am not sure about other versions, I am testing with this one for now. When you apply a sound effect to an animation, it does not play that sound When you make a heal skill/spell the healing does not get applied instantly but only when you take damage from some source
  9. > I will make option for increased movement speed maybe That's fine I guess, should have just kept it in there it was a nice feature, at least it helped me a lot for mapping on larger maps. Also the removing the collision is not very helpful as it was needed to test and make sure your blocks are in the right spots, maybe make a toggle for that. Just trying to help out as I would like to use EA as my main engine when it's 100% done so I figure that giving lots of feed back is helpful.
  10. You should keep the shift + click warping system as it's very handy for moving around larger maps for mapping and editing.
  11. [bug] I am currently using **Eclipse Advanced v3.0.16** so I am not sure if this streaches accross all versions or not but when you drop any ammout of curency you're unable to pick it back up and any item you drop after that is also unable to be picked up, you have to restart the client to be able to pick up droped items from your character again.
  12. It would be really nice if CS:DE had a bank. Strange how it doesn't, seems like something that would be stock. Edit: Never mind I found it, wow, how did I not even check for that.. /sigh How do I move the bank window around in the gui, I can find everything else in the interface.ini but there's no bank window.
  13. Edit: deleted, sorry I was in the wrong tab when I replied.
  14. Is its affected by base stats? for example, I am a warrior with 5STR 5END 5AGI at level 1, just starting the game, I play up to level 30, and messed something up along the way in my stat build, I use a stat reset potion, do you go back to your base stats? or does everything get reset back to 0.
  15. Thank you very much for this, this makes my game look a lot more professional, I also added in another picture box that uses .bmp so I can have two images on screen. Thanks again.
  16. Thanks a lot, I was looking/trying to do something like this, you saved me a lot of time, thanks again.
  17. @Rithy58: > I lied. That was my fault. I forgot I edited my EO. Anyway, there isn't any Picturebox for each Equip. > However, here are the places where you can go look at the code and you'll understand : > modDirectDraw7, search for Sub BltEquipment > modConstants, search for ' Character consts > Maybe also code in frmMain, search for Private Function IsEqItem > > Sincerely, > Rithy Yup, thanks a lot, figured out how to move them into place, I just have to change the order some how, to "weapon, shield, armor, helm" I think it's some where in the modDirectDraw but I am not 100% sure as I am new to coding, more of a graphics guy.
  18. @Rithy58: > Well, that's where they are. I found them easily, just move the picCharacter up and there they are. Everything is in that Picturebox, nothing missing. > > Sincerely, > Rithy Yeah, I don't know, is there something that could be causing them to not show up? they are there well ingame. what is the name of them in proprieties? Thanks for the help on this, I know it's a stupid issue.
  19. @GKO: > Its becuase they dont exist except on the gui which you can edit with paint, photoshop etc. I already knew that… hence the custom GUI? @Savints: > On your character sheet, where it shows your stats, name, level, ect, there are four slots to display what weapon armor, shield and helm you currently have on. I have looked though almost everywhere and I can't find where this is in the code, it's on the character PIC I just can't find them, I need to adjust them to fit my GUI, does anyone know where they are located? Yeah I looked all over picCharacter clicked like a mad man! I can't find them.
  20. On your character sheet, where it shows your stats, name, level, ect, there are four slots to display what weapon armor, shield and helm you currently have on. I have looked though almost everywhere and I can't find where this is in the code, it's on the character PIC I just can't find them, I need to adjust them to fit my GUI, does anyone know where they are located?
  21. I am using this with the options menu, works great I like the way it is displayed beside your characters name rather then on top, I just added a very tiny edit so your level is shown "Player [1]" if any one wants that here it is, all credits are still given to OP. you just replace ``` Name = Trim$(Player(Index).Name) & " Lv" & GetPlayerLevel(Index) ```with ``` Name = Trim$(Player(Index).Name) & " [" & GetPlayerLevel(Index) & "]" ```
  22. @jcsnider: > In EO is already programmed to use the normal number keys for hotbar use. This is just to add numeric keypad support too. I thought it used the F1-F12 keys?
  23. I like this edit, but rather then the num-pad, how I would make the hot bar use 1 2 3 ect?
  24. @Robin: > Maps are saved in binary. If you saved a maps in a certain way then tried to read them in another then the byte order would be completely off. > > If you add another 4 characters to the string length then you'd be effectively displacing every single long value in the binary dump off by 2. > > That means every single value in your map would be completely corrupted. Thanks that makes sense, I will guess I will stop production of maps, until I have all of the source edits I want, and work on mapping last, when everything else is 100% the way I want it.
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