Spiegel
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Posts posted by Spiegel
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> You make sure th IP adress shown on the server and what's in the config are the same, then you portforward your router… Don't ask me how to do it, that's just what I know
Incorrect. That's just for local networks. It's the bind address of the server, it's what the socket listens on. Nothing more, nothing less. -
Isn't this just Baron's Flash engine? It looks like a carbon copy of it.
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Or, you know.. Instead of doing this crap client-sided fix it properly and check if a player is already in an event before performing any other logic.
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I'm not sure which engine you're using, but there's likely an option on either the server config or client config.
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Are you sure you've turned character customization off? It might simply be using that over the pre-set sprites.
(Also, Five Nights at Freddies, huh.) -
That would be a good direction to take, yes. Especially since Java is fairly extendable without too much effort.
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You actually have far more, try taking damage or something. It's just that the correct values are not sent over, and you see what the client defaults to. (On the server side, in the sub that handles player logins, put something like SendPlayerVitals(Index), not sure about the exact syntax but that should resolve the issue.)
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On this forum, yes. But there were far more DirectX8 variants of Mirage, albeit mostly broken ones.
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What does your class file look like?
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Just as a little note, only engines based off of JC's code will have this, there's a couple different variants of DirectX8 going around, some of which were written far before EO3 came out and not all of them use the same methods.
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Honestly, if you write things properly and keep a couple things in mind you could simply use MONO for Linux/Mac compatibility, no need to wait for future installments of .Net.
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> I'll believe the Java engine is a thing when it's actually got a version that is at the level of Eclipse Origins 2.0.
I don't think an Engine would need to be at that level to be useful, as honestly even 2.0 has stuff that's not really nessecary to use it as a base engine. So long as the basics are in (maps, enemies, combat and items) people can do the rest themselves if they want, and the engine can grow from there. I would much rather see a well designed barebone engine than a stuffed rushed piece of crap because people demanded features.
Eclipse Worlds
in Eclipse Worlds
Posted
That's the way the Autotile system works, unfortunately. It's written rather poorly in the past as a quick mock-up that worked, and nobody has cared to fix it. Of course a more obvious method of ''fixing'' it would be to buffer the rendered layers into an image and paste them on-screen. Animated tiles would simply be several copies of that layer.
Mind you, even without these causing issues with slowdowns other areas of the engine might with maps that get too large. (NPC logic, in particular)