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darkhog

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Everything posted by darkhog

  1. Notch didn't have skills when he started minecraft either (anyone remembers very first video of MC where terrain was basically garbled mess of stone?), but he developed them. So will I. And it is entirely Microsoft's fault for not allowing entering form's width and height in simple pixels. I've eventually managed to get that done, but still.
  2. Please help me, I don't know where problem is. I want to salvage this map if possible as it is pretty important area in my mmo. //edit: After some digging, I think it is related somehow to global events, but don't know how.
  3. Yeah, that model I'm calling being a hole (you know which one) to the customers, and I agree with Notch there that most F2P games are scam (i.e. executed the way you mentioned). –-BUT--- I'm not agreeing with him completely as I believe F2P executed correctly will be both good for customers and devs (i.e. you can buy good stuff for real money, but you can also earn them - latter shouldn't be too easy though as people wouldn't pay then).
  4. I think to make it full screen, you'll have to do 3 things in function that makes it go fullscreen: 1\. Change frmMain to borderless form (set BorderStyle to 0 - none) 2\. Move it it 0,0 (frmMain.Left=0, frmMain.Top=0) with remembering in some variable old values. 3\. Change resolution to 1024x768 (closest one to Game's main window size) with saving current resolution, both can be done via WinAPI For going back from fullscreen: 1\. Restore resolution from previously saved value 2\. Restore window's position 3\. Change frmMain's BorderStyle to 1.
  5. Corrupted map issue is not problem of the engine and does same thing in in pure EO Nightly (tried with other maps made in DarkEclipse, they work fine) and if you haven't noticed, all those things are related to my own project based on DE engine, not DE engine itself. Also MediaFire has that nifty thing that counts downloads and DE 3.0.1 has already 18 downloads, so your point about no one using it is already invalid. And believe me, more features will be added. First I need to clean up some things, like event editor so I can add features more easily though. Visual BASIC is not bad language. No language is bad. There are only good programmers, bad programmers and programmers who just don't give up and succeed eventually. If you're writing spaghetti code, it is entirely your fault, not language you're using. You would write spaghetti code in any other language too (unless it is as formalized as e.g. Python and doesn't allow for that). And believe me that frmEditor_Events is one big ball of code swallowed by cat and vomitted 3 times in a row. Yes it works. Yes, it is (***baaarelly***) maintainable (but probably only by jcsnider himself). But if we won't do something about it, it may become so cluttered as more and more features are added that it'll make strange bugs appear which no one will be able to make sense of. So clean up ***IS*** needed. Hate it as much as you want, but it is needed. Then the fun (adding actual features) will begin. Because if I'd try to add them now, especially considering what I want to add, I'd basically build house on sand instead of solid foundation of well-written codebase. I'll keep going. I won't give up. Never.
  6. Yeah, like cleaning up codebase is a bad idea (talking about separating event config windows from frm_EditorEvents into separate ones). And this is necessary step in order to make creating new event commands easier (+speed of current solution is horrible - I've already talked about "conditional branch" config frame LITERALLY rendering controls before my eyes, didn't I?). Also the point here is to create useful and easy to use MMO toolset. I don't want to implement features that are incomplete or crash game (because of that I *WON'T* include event duplicating in the next version as it crashes game), not increasing e-stick by saying "oh, lol mah enginah is betta 'cause it got particle effects oh lawl". If feature is incomplete or bug-free (unless it is *very* minor bug), it doesn't belong to release, unless it is Nightly or something like that and is marked as such. So unless I can get feature I want to implement working flawlessly, it won't make into next release (unless it is big & very wanted feature - then I can release "bleeding edge" build). And rewrite of Event editor is necessary. Yes it is dull and boring job. Yes, I'd have more fun playing with particles, adding panoramas or implementing Mode7\. But someone need to do it for EO not become unmaintainable ball of code. If you don't like/agree with what I've said, well too bad. I won't cry. I'll just keep doing my thing.
  7. From what you're saying, LOTRO and D&D Online may get new player soon ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png). Yeah, that's almost what I'm thinking about. In my opinion, premium features should be constructed in way, if they're altering gameplay, that allows for getting them with only hard work. 80% of players will buy it anyway and devs will get their well-deserved buck and rest 20% which are either poor, like play hard way or just don't wanna to waste tons of real money on virtual sword that is only slightly better than maxed sword for free users won't feel put off.
  8. http://www.freemmorpgmaker.com/files/imagehost/pics/29e90081c5bbf01a94695aad7beca782.rar The map here crashes server upon entering on it. It is one of most important maps in my project so I'd be grateful if someone would help me. I'd rather not rebuild it myself as it is pretty complicated map utilizing many layer effects, You'll need this picture for this map to work, as it is used by one of the events and it is custom one: ![](http://i.imgur.com/UKOoX.png) You must save it as 202.png in data files\characters (make dummy empty png files if necessary). Debugger tells me, that the problem is here: ``` With TempEventMap(i).Events(x) Buffer.WriteString Map(GetPlayerMap(i)).Events(eventID).Name Buffer.WriteLong .Dir Buffer.WriteLong .GraphicNum Buffer.WriteLong .GraphicType Buffer.WriteLong .GraphicX Buffer.WriteLong .GraphicX2 Buffer.WriteLong .GraphicY Buffer.WriteLong .GraphicY2 Buffer.WriteLong .MoveSpeed Buffer.WriteLong .x Buffer.WriteLong .y Buffer.WriteLong .Position Buffer.WriteLong .active Buffer.WriteLong .WalkingAnim Buffer.WriteLong .FixedDir Buffer.WriteLong .WalkThrough Buffer.WriteLong .ShowName End With ``` but I don't see anything wrong and since it works with other maps, I assume it is problem with corrupted in some way map file. So, if someone can help me restore this map, I'd be grateful. Note that I did not change anything in map format (game's running on DarkEclipse), but you may want to use DarkEclipse client/server just to be sure.
  9. I prefer GIMP for any HD graphics or editing photos, but for pixelling I'm using ASEPRITE (a.k.a. Allegro Sprite Editor) which is free and after you get used to the interface (which isn't near as long as getting used to GIMP), you'll find it's awesome for pixelart and busts all competition like GraphicsGale. And its free!
  10. Thought you may want to know. I've implemented event copying, so you now can duplicate events like gates, signs etc. It's kinda crashy though (8 times out of 10 client closes itself without any warning when trying to copy event and even running it through VB doesn't help much), so it probably won't make into next release (I prefer to do bug-less releases if I can help it #ocdprogrammer). I think I know what causes it, but if I'm right it would require somewhat major client-side event code reewrite (not talking about event editing a.k.a. every event has its config window, but about actual event rendering/executing code), so even if I'm right it'll take much time to get it working properly. Don't want to make next release any longer though (especially that now I have my own MMO project based on DE which is reason DE even came to be) so event copying is now suspended and moved onto separate branch, so it won't get in a way when I'll implement more easier and important stuff, like improving event editor. Though since there are lots of event command in the editor and some of them have some complicated code handling forms themselves (let alone code in Add/EditCommand routines) it'll take time too.
  11. Do you know any good batch renaming program? The reason is I've got 420 icons for my project and I need to rename them according to Eclipse's specs (#.png). It should also allow for setting start number, so it won't overwrite existing icons or other resources using same name convention.
  12. Silly argument. Both are equally awesome! ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png)
  13. I have problem with understanding those attributes. Any help would be appreciated.
  14. Well, I can pretty much do recolors. It is making art from scratch what really scares me. So if you can make portrait too, I'd be grateful. For now, just share char.
  15. Is there any API reference for writing custom scripts for EO Nightly 3?
  16. darkhog

    Tools types

    Thanks. Is any change to the server needed?
  17. darkhog

    Tools types

    Yea, but how to add/remove tool types. I know where to set them. I just don't know where to create/edit them. I need few more tool types that the ones provided with EO (Hatchet, Pickaxe and Rod), specifically Enchanted Pickaxe and Enchanted Hatched, so magical resources can only be mined with enchanted pickaxes, not the normal ones. unfortunately I don't know where to edit tool types (not tools, they're edited in Items, but their types).
  18. darkhog

    Tools types

    Probably dumb question, but where do I add/edit tool types (rod, hatchet,etc.)?
  19. I'd like humanoid dragon that will fit standard paperdolls (i.e. same size as standard human characters).
  20. Yeah, but still - the point is to render whole map and not part that is currently shown in window.
  21. I am in process of refactoring Event Editor, so every command will get separate settings window (if has any). Main window will hold only event's content (list of commands) and event command selector. The reason is to make easier to add more custom event commands to editor without making everything cluttered (and for some commands, like Conditional Branch after selecting it in command selector, its controls literally are rendering before my eyes, so it should definitely get its own window). Every command option window will get name in format frmEvent e.g. frmEventConditionalBranch. I've worked in the past on RPG Maker clone, so I know what I'm doing. The only reason you didn't hear about it is because I've learned a guy named Tuxinator is making his own clone, Open RPG Maker and so I've decided it'll be more productive to provide my feedback to him than trying to do my own thing. DE however is fun to code for me, so I won't be giving up so easily ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png). //edit: Done commands (will update as it goes): - Show text - Show Choices
  22. If there's TUTORIAL on how to fix this bug, shouldn't be, I don't know… FIXED?! //edit: And this "tutorial" makes game outputting screen with all gui elements, while what I want is map's render without any of the gui. And since any player can use printscreen, then paste to Paint, it is even more useles from player's standpoint.
  23. This time I'm bumping on purpose - I've found pretty bad bug (not critical though). When clicking Screenshot Map button in admin panel, the only thing I get is a gray image. Can you fix that? Tried myself, but this routine doesn't make any sense for me: ``` Public Sub ScreenshotMap() Dim x As Long, y As Long, i As Long, rec As RECT, drec As RECT ' If debug mode, handle error then exit out If Options.Debug = 1 Then On Error GoTo errorhandler frmMain.picSSMap.Cls ' render the tiles For x = 0 To Map.MaxX For y = 0 To Map.MaxY With Map.Tile(x, y) For i = MapLayer.Ground To MapLayer.Mask2 ' skip tile? If (.Layer(i).Tileset > 0 And .Layer(i).Tileset 0 Or .Layer(i).y > 0) Then ' sort out rec rec.Top = .Layer(i).y * PIC_Y rec.Bottom = rec.Top + PIC_Y rec.Left = .Layer(i).x * PIC_X rec.Right = rec.Left + PIC_X drec.Left = x * PIC_X drec.Top = y * PIC_Y drec.Right = drec.Left + (rec.Right - rec.Left) drec.Bottom = drec.Top + (rec.Bottom - rec.Top) ' render RenderTextureByRects Tex_Tileset(.Layer(i).Tileset), rec, drec End If Next End With Next Next ' render the resources For y = 0 To Map.MaxY If NumResources > 0 Then If Resources_Init Then If Resource_Index > 0 Then For i = 1 To Resource_Index If MapResource(i).y = y Then Call DrawMapResource(i, True) End If Next End If End If End If Next ' render the tiles For x = 0 To Map.MaxX For y = 0 To Map.MaxY With Map.Tile(x, y) For i = MapLayer.Fringe To MapLayer.Fringe2 ' skip tile? If (.Layer(i).Tileset > 0 And .Layer(i).Tileset 0 Or .Layer(i).y > 0) Then ' sort out rec rec.Top = .Layer(i).y * PIC_Y rec.Bottom = rec.Top + PIC_Y rec.Left = .Layer(i).x * PIC_X rec.Right = rec.Left + PIC_X drec.Left = x * PIC_X drec.Top = y * PIC_Y drec.Right = drec.Left + (rec.Right - rec.Left) drec.Bottom = drec.Top + (rec.Bottom - rec.Top) ' render RenderTextureByRects Tex_Tileset(.Layer(i).Tileset), rec, drec End If Next End With Next Next ' dump and save frmMain.picSSMap.Width = (Map.MaxX + 1) * 32 frmMain.picSSMap.Height = (Map.MaxY + 1) * 32 rec.Top = 0 rec.Left = 0 rec.Bottom = (Map.MaxX + 1) * 32 rec.Right = (Map.MaxY + 1) * 32 SavePicture frmMain.picSSMap.Image, App.Path & "\map" & GetPlayerMap(MyIndex) & ".jpg" ' let them know we did it AddText "Screenshot of map #" & GetPlayerMap(MyIndex) & " saved.", BrightGreen ' Error handler Exit Sub errorhandler: HandleError "ScreenshotMap", "modGraphics", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear Exit Sub End Sub ```
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