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Matt

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Everything posted by Matt

  1. Awh. Good eye Slasher. In my defense, I wrote this up fifteen minutes before I had class. I'll fix and finish it now. Cheers! EDIT: Finished.
  2. Server and Client >! Look for "PlayerRec". At the bottom, put there this >! ``` >! afk as byte ``` Look for "Public Enum ServerPackets" and at the bottom of the enum, put there >! ``` >! SPlayerToggledAfk >! ``` Look for "Public Enum ClientPackets" and at the bottom of the enum, put there >! ``` >! CToggleAfk >! ``` Server >! Look for "Public Sub InitMessages()" and anywhere in that sub, put there >! ``` >! HandleDataSub(CToggleAfk) = GetAddress(AddressOf HandleToggleAfk) >! ``` Now, go to the bottom of modHandleData and put there >! ``` >! Sub HandleToggleAfk(ByVal index As Long, ByRef Data() As Byte, ByVal StartAddr As Long, ByVal ExtraVar As Long) If Player(index).afk = 1 Then Player(index) = 0 Else Player(index).afk = 1 End If SendPlayerToggledAfk (index) End Sub >! ``` Go to the bottom of modServerTCP and put this there >! ``` >! Public Sub SendPlayerToggledAfk(ByVal index As Long) Dim Buffer As clsBuffer >! Set Buffer = New clsBuffer Buffer.WriteLong SPlayerToggledAfk Buffer.WriteLong index Buffer.WriteLong Player(index).afk SendDataToMap Player(index).Map, Buffer.ToArray() Set Buffer = Nothing End Sub >! ``` Lastly, look for "Function PlayerData(ByVal index As Long) As Byte()" and put this >! ``` >! Buffer.WriteLong Player(index).afk >! ``` above >! ``` >! PlayerData = Buffer.ToArray() >! ``` Client >! Look for "Public Sub InitMessages()" and put there this >! ``` >! HandleDataSub(SPlayerToggledAfk) = GetAddress(AddressOf HandlePlayerToggledAfk) >! ``` Go to the bottom of modHandleData, and put there this >! ``` >! Sub HandlePlayerToggledAfk(ByVal Index As Long, ByRef Data() As Byte, ByVal StartAddr As Long, ByVal ExtraVar As Long) Dim Buffer As clsBuffer Dim playerIndex As Long >! Set Buffer = New clsBuffer Buffer.WriteBytes Data() playerIndex = Buffer.ReadLong Player(Index).afk = Buffer.ReadLong Set Buffer = Nothing End Sub >! ``` Look for "Public Sub DrawPlayerName(ByVal Index As Long)" and look for the chunk that looks like this >! ``` >! Select Case GetPlayerAccess(Index) Case 0 color = RGB(255, 96, 0) Case 1 color = QBColor(DarkGrey) Case 2 color = QBColor(Cyan) Case 3 color = QBColor(BrightGreen) Case 4 color = QBColor(Yellow) End Select >! ``` Replace it with this >! ``` >! If Player(Index).afk = 0 Then Select Case GetPlayerAccess(Index) Case 0 color = RGB(255, 96, 0) Case 1 color = QBColor(DarkGrey) Case 2 color = QBColor(Cyan) Case 3 color = QBColor(BrightGreen) Case 4 color = QBColor(Yellow) End Select Else color = RGB(65, 65, 65) End If >! ``` Look for "Select Case Command(0)" and put this under it >! ``` >! Case "/afk" SendToggleAfk >! ``` Now go to modClientTcp, and put this at the bottom >! ``` >! Public Sub SendToggleAfk() Dim Buffer As clsBuffer >! Set Buffer = New clsBuffer Buffer.WriteLong CToggleAfk SendData Buffer.ToArray() Set Buffer = Nothing End Sub >! ``` I think that should be everything. Save, compile, and enjoy. **Remember that you need to delete all old accounts, or make a data converter.** I haven't tested it, but I'll go through it now.
  3. > Eclipse Origins can get 50-70 players without lag. This includes Eclipse Worlds. Eclipse Worlds may get a little more due to the optimization of packets. Might be a stupid question, as I'm not too experienced with all this, but wouldn't your internet speed factor in as well?
  4. I gave the first 15 seconds or so my attention. Never before have I heard such awe-inspiring lyrics. > Uh-huh > > Uh-huh mother f****r > > Uh-huh, yeah > > > > I see that. > > I see that. > > All the fake mother f****rs up in the joint, huh. > > Stealing my light, huh? > > Watching me, though. > > Watching me. Best dubstep I ever heard.
  5. > Hit me up on skype and be sure to have a noice mic and voice! Alright, I'll do it.
  6. I don't know enough about programming to give you the best answer. All I know is, I started with C# after VB6 and it worked for me. I can help if you need any with C#. :3
  7. Maybe we can finish this project maybe this time maybe?
  8. > ![](http://www.minerwars.com/ForumUploads/20101115002739_181_necropost.png)* Man, this is like, your job or something.
  9. If it's one standard global shop, maybe the client shouldn't be telling the server which shop it wants to open.
  10. > Regaurding V5: > > aproximately when should i expect the release of V5? > > gold members have been said to have beta access to V5, has this happened? if not yet then when? > > What type of compatability is planned for V5 between V5 and other versions of EO? > > Lua scripts have been rumored to be involved with V5, what type of customization is possible using said scripts? > > Does V5 include a Crafting system and if not would it be possible to create one using lua script? > > likewise with Aggro? ( a measure of interest npc has in attacking a target in comparrison to other targets also damaging npc) > > Reguarding Alternatives to EO4-5: > > What engine would you suggest other than Eo4-5? > > Which engine contains the most of the following? > > Crafting system > > Aggro system > > Monsters(npc) drop items other than gold > > monster(npc) properly seeks players if set to do so > > monster(npc) moves at a rate similar to the player > > Randomly generated dungeons with more options including treasure chests, more enemies, and traps > > Reguarding Talent for hire: > > for both mapping and modding who are some of the more notable/trustworthy? The release of EclipseV won't be for another five months or so. Although I'm not a developer of the engine, it's been over a year since its announcement, and we haven't seen ~~m~~any updates as of late. In terms of the features of EclipseV, other than what's been already confirmed and displayed (Mapping, and lua scripting), I can't say what will or won't be in the engine. Although the engine will be closed source, the lua system was said to be in place to fill that void. So, I'm assuming it should be very dynamic. Other than 4 and V, I'd suggest 2.0 if you're interested in programming, or Seth's engine. I don't know the featurelist, but he does offer continuing support which is pretty nice. I recommend you look into it. Eclipse Worlds I think it's called… Richy is pretty reliable and trustworthy for Mapping. He helped Agoraphobic for his game, but he hasn't been around recently. As for programming work, refer to [this thread.](http://www.eclipseorigins.com/community/index.php?/topic/135776-hits-and-misses/)
  11. Matt

    EverSay

    The lyrics seem somewhat bland.
  12. The size of the sprites is dynamic. In the code, the size of each frame is ``` FrameWidth = Graphic.Width / 4 FrameHeight = Graphic.Height / 4 ``` So resizing it would for sure work!
  13. > -snip- Crest, you have new competition.
  14. To be fair, he was posting a fix for a tutorial that is technically still relevant. I'm not really going to discourage that.
  15. It's just a simple check inside a pre-existing for statement, so it won't really make a visible difference on performance. But, I suppose it would be proper to make it every second. I'll update the tutorial. EDIT: Actually, every half a second should be better. I updated the tutorial.
  16. This is a pretty easy edit, and it's all server-sided. First, go to modConstants and chuck this anywhere. ``` Public Const TIMEOUT_DURATION As Long = 5000 ' 5 seconds ``` Now, go to modTypes and look for TempPlayerRec. Add this at the bottom. ``` LastActive As Long ``` Look for the sub "HandleData(ByVal index As Long, ByRef Data() As Byte)" Right before ``` CallWindowProc HandleDataSub(MsgType), index, Buffer.ReadBytes(Buffer.Length), 0, 0 ``` put there ``` TempPlayer(index).LastActive = GetTickCount ``` Finally, go to your gameloop and look for the lines ``` ' Check for disconnections every half second If Tick > tmr500 Then For i = 1 To MAX_PLAYERS ``` Put this right after it. ``` If IsPlaying(i) Then ' Check to see if they've been inactive for too long. If Tick - TempPlayer(i).LastActive > TIMEOUT_DURATION And TempPlayer(i).LastActive 0 Then Call CloseSocket(i) End If ``` Save, and compile; you're done!
  17. My own card submission. ![](http://i.imgur.com/lTGRw01.png)
  18. ``` string folder1 = "dir here"; string folder2 = "dir here"; int id = 1; foreach (string file in Directory.GetFiles(Folder1)) { File.Copy(folder1 + file, folder2 + id + ".png"); id++; } ``` This is just something I wrote up in C#. You don't really need any fancy software.
  19. Matt

    Hackathon Ideas

    Pet and guild system pls. EDIT: You seem to be a bit stronger in web-dev languages. I don't know how high-level the hackathon is, and I know it's generic, but a website sounds highly do-able.
  20. > I'm in practically half of them. I should just rename this "Shoutbox Shenanigans and Stuff Growl Says"
  21. Part 4! >! ![](http://i.imgur.com/9jioNKJ.png) >! >! ![](http://i.imgur.com/ffqgHns.png) >! >! ![](http://i.imgur.com/LAf3Teq.png) >! >! ![](http://i.imgur.com/fgifDg6.png) >! >! ![](http://i.imgur.com/D8cDC0L.png) >! >! ![](http://i.imgur.com/GvZ8YNS.png) >! >! ![](http://i.imgur.com/0OtZiFr.png) >! >! ![](http://i.imgur.com/s1o3pYL.png) >! >! ![](http://i.imgur.com/EsTsm7w.png) >! >! ![](http://i.imgur.com/D5DjaoD.png) >! >! ![](http://i.imgur.com/PIvx3as.png) >! >! ![](http://i.imgur.com/BjbW7Oc.png)
  22. [http://youtu.be/upxTJs7W9Dw?t=35s](http://youtu.be/upxTJs7W9Dw?t=35s)
  23. > Grow a beard, you scrub. Something like this? >! > ![](https://hostr.co/file/VfHh97PcgkB5/10628296_10152282128861373_3290413476211994453_n.jpg)
  24. Yeah. I was kind of bored. I wrote this up. You could use a similar method to retrieve a Oct or Hex string too. I might re-write it to let it support different numeral systems if I have time. ``` static void Main(string[] args) { string binary = AbsoluteZero(); int count = 0; while (count < 256) { count++; Console.WriteLine(count + ": " + binary); binary = IncrementBinary(binary); } Console.ReadKey(); } static bool isBinaryString(string binary) { // Is the binary value over 8 characters? if (binary.Length > 8) return false; // Does it contain illegal characters? foreach (char bit in binary) if (!bit.Equals('0') && !bit.Equals('1')) return false; // Everything passed. return true; } static string AbsoluteZero() { return "00000000"; } static char IncrementBit(char bit) { switch (bit) { case '0': return '1'; case '1': return '2'; default: return '0'; } } static string IncrementBinary(string binary) { if (isBinaryString(binary)) { // Get all the bits, and increment the first one. char[] bit = binary.ToCharArray(); bit[7] = IncrementBit(bit[7]); // Loop through all the bits, and find out // if we can push over. for (int i = bit.Length - 1; i >= 0; i--) if (bit[i].Equals('2')) { // Make sure the index isn't 0\. Otherwise, we'd get an RTE trying to // access the bit of the -1 index. if (i != 0) { // Increment the next bit, and the current bit. bit[i] = IncrementBit(bit[i]); bit[i] = IncrementBit(bit[i]); } else { // This chunk of code will only be run if the current // bit index is 0, and we need to push it over. So, // just change it to 0. bit[0] = '0'; } } // Return the binary string. return new string(bit); } else { // Our binary string wasn't a valid one. Return the lowest possible binary // value. return AbsoluteZero(); } } [/i][/i][/i][/i][/i] ```
  25. > Hi, Iv been making my own custom engine, and I have come across an map and characters. I mad a map just to make sure everything is working right, But what I have not-est that my character when I move to the left and then to the right and when that happens my character on the and map jumps and then it will stop, is this server side or the client, I'm using my own custom versos but it is bast bast on eo3.0 Thanks for your time. I have absolutely no idea. If anything, you should know. What did you mess around with?
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