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Genusis

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Everything posted by Genusis

  1. None of the engines have the system that you want built into them. You will need to either find a tutorial for one or make it yourself. technically it would not be hard to add since all you would need to do is add a variable to hold how many players are on the map and another to hold how many players allowed on the map IF its considered a limited map. SO overall 3 variables 1 for count, 1 for max, and a Boolean for if its a limited map. you will need to have the max and Boolean set within the map structure to allow editors to change the data types. And the count only needs to be server side. server side check to see if the max is reached if there is a map limit if not allow them to enter the map otherwise return a packet saying you can not enter as the map is full. This tends to be a easy method to support a few players at a time on a map. Your npc one would require the use of the npc to spawn them into the map when the map is freed up.
  2. Yeah really. maybe someone should combine the topics into one?
  3. I'm actually one of the few who can say that. I helped make MS4 but we never finished it. Also eclipse was poorly designed form the get go when using MS4 as a base. All the packets got messed with and none of which was really any improvements. Then they added dynamic maps which was stupid to begin with they should have done seamless instead. Yes seamless does take a little more effort but its a much better overall system than one huge map which can be anywhere from i believe it was 3kb smallest map size to 4mb which is max map size with a few basic layers. Anyways me a spodi use to talk a crap ton about all this stuff and he did at least try to improve and make net-gore cleaner before completely giving up on it. I won't say mirage is perfect, because i know its far from it. I also won't say eclipse is any better because in all honesty it is worse. Overall though netgore is much much worse than eclipse. The only advantage it gives you is that it was done in a language which can utilize threading and newer rendering libraries.
  4. This mainly is because you either lack the updated DLLS and OCX which where released for windows 8 or your video card driver is broken. Sadly i wish it was dead =D.
  5. Spodi did such a horrible job on netgore that he himself couldn't fix it up. Its one of the few reasons he discontinued the engine. Other than that net gores been around for a few years since the end of vbgore.
  6. no one has actually bothered to use the png transparency in DX8 yet XD. It does work.
  7. Opengl because it is possible XD. Anyways DX7 if you want to use a color removal pattern for your image background and if you want to use the drag ad drop GUI system. DX8 if you want 2D to render slightly faster and the better capabilities to to 3D development. Downside is you have to use your own GUI rendering system which can be a heavy drawback especially since most have a hard time making their own controls. Opengl 1 was ported to vb6 a while back im not sure if they did opengl 2 or not but you can find the API port on planet source code.
  8. Well the biggest Difference is DX7 works along side of the GDI while DX8 does not. If you try to use DX8 with the GDI it will not work well and sometimes will not work at all. This is because DX8 takes the context away from GDI. While DX7 will share the context with GDI. This is the main reason why DX7 is slower than DX8 but the downside is you lose the capability of the Drag and Drop GUI system. If you do use the GUI system along side DX8 you may encounter errors.
  9. Looks good. Hope to see some more screenshots of your other features.
  10. @'Mohenjo: > @'Aurelijus1': > > > ugly night system :/ http://snag.gy/O2FFg.jpg > > Wow, so you're going to make an amazing, awesome, good looking night system? Cool, can't wait to see it! If you're not, then please don't be a schmuck. Try to actually give creative criticism, that actually helps, give ideas of how to fix it, not be a schmuck and just say it's bad. I agree somewhat, rather than saying this is bad or horrible you could say Hello this might be a bug if so here is a description about what is happening. Then whom ever is working on the engine could possibly see about fixing the problem when they get around too it. Saying it is bad might make them not even care to look at the issue.
  11. he most likely resizes and aligns the paper doll objects on the spot so to best fit them where they need to go. Honestly the paper doll doesn't need to be in an exact area on the image to load correctly.
  12. honestly you shouldn't have a bigger and then a smaller map to begin with unless it was to teleport you onto a smaller lets say house map. There shouldn't be a fix for movement but rather a restriction forcing maps that link to be the same size. If you wanted to do seamless mapping dynamic maps wouldn't work correctly with this. It was always a stupid and wasteful concept.
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