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Ganjika

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Posts posted by Ganjika

  1. > Thats the error you get when there is something wrong with the image file. Locate that png file and pin point what the parameters are to load that image on the source then try using another image for testing.

    It is an out-of-the-box version of the engine, the orignal image files are doing it, in any case - I had one other question, could you release a version which one can adjust the engine so that you can have more then 100 Maps/100 Items? Also, is there a way to change the game name from Eclipse Worlds? (No vb at the moment) :P Thanks for all your feedback so far! Much appreciated. :)
  2. When trying to open Animations tab I get a "Unrecoverable DirectX 8 Error", it keeps running but I havent actually tried applying an animation yet.

    Also, If I alt-tab into something else for awhile and move around through windows eventually the game window will get unusably small and wont revert until a full restart of the client.

    Other than these bugs, I dig this engine! :) Good work guys!

    Some features I think would be cool are:

    - feature that will allow engine work with MyBB and/or Mediawiki (to display points/players online/server status/weather in each zone).

    - Fog of war (Universal and Player-by-player settings so it can be set to where each player works to unveil one big fog of war or where each player has to independently unveil the map of each zone.)

    Can this engine be used to make commercial-level games (commercial use)?
  3. nvm i sent message in wrong window, this message was intended for a diff. make of eclipse. Going to try out your guys' engine, my bad.

    I guess my previous question still stands, can this legally be used for commercial purposes?
  4. > Depends on you

    I mean legally, also - When trying to open Animations tab I get a "Unrecoverable DirectX 8 Error", it keeps running but I havent actually tried applying an animation yet.

    Also, If I alt-tab into something else for awhile and move around through windows eventually the game window will get unusably small and wont revert until a full restart of the client.

    Other than these bugs, I dig this engine! :) Good work guys!

    Some features I think would be cool are:

    - feature that will allow engine work with MyBB and/or Mediawiki (to display points/players online/server status/weather in each zone).

    - Fog of war (Universal and Player-by-player settings so it can be set to where each player works to unveil one big fog of war or where each player has to independently unveil the map of each zone.)
  5. > You can't sell the engine 3.0 for sure because its free for everyone to use for your own game you might be able to (but i can't confirm that) however i think you can sell in game stuff if your making a game.

    No, I mean like if one were to make a game with 3.0 - can they sell what they make if its made in the 3.0 eclipse origins engine (i.e - commercial use)? I wasn't asking about selling eclipse origins 3.0 itself.
  6. have gotten this to work before with dragon eclipse nightly 3.0 before many times but this time i don't get any errors or anything, it just doesn't show up, checked everything twice - what am I doing wrong? :S ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)
  7. for this to work on Dragon Eclipse 3.0 Nightly I had to change step 5 (i think it is step 5 at least) up:

    The step for Dragon Eclipse users would be:

    : thinki messed up my directions will repost shortly, there is one thing you need to do to make this work in dragon eclipse.
  8. > Just wanted to say thanks! Works fantastic.

    you got it to where you can combine items and such? I am still stuck on this, is your totally working and if so, how did you do it? Would love to hear more, havent gotten any further thanshown in this page. especially the error where i can select options from this mod but then it resets to default when i close and reopen the selection (shown below) -

    ![](http://i1127.photobucket.com/albums/l632/EsoGuildPB/crafting2.png)
  9. I saw this and related posts awhile ago and responded with the below post to another thread, I wanted to post it here in hopes that it inspires more experienced folks looking to help who might just be interested in the topic of this/related posts of a Faction System:

    > What if instead of a class selection you had just assigned a 'Faction Group' - with a number and name associated to it (example: "1 - Citizens of Shadewillow") and these could be assigned in character editor as like a checkbox (ie: Faction Group?) and if said checkbox is clicked you could adjust which faction group via a scrollbar, where you would create/edit faction groups could either be in a new form and/or some new commands (ie: "/createfaction factionnumber" - then it could say either "Okay, Name of Faction?" or "Name Invalid/In Use" and if you enter an appropriate faction name it could say (for example) "Faction (1) 'Citizens of Shadewillow' Created!". If you wanted to go a step even futher you could make it so that npcs of rival factions attack/kill each other on site - npc's without a faction can be nutral with any other npc as they are originally without any faction add-on. The tricky part would be setting diplomatic stances between the factions (one could just create custom /commands but in terms of this it could get messy - a form might be needed, I say if any of these ideas are implemented to have all "factions" nutral unless a enemyship is declared between any two factions.
    >
    > Just some suggestions. I really dig this tutorial but i think it needs to be elaborated upon, even if it is supposed to be basic.
    >
    > In any case - Excellent work. =]
    >
    > **Edit: Below is included an example I created (it _isn't_ functional, just visual).)**
    >
    > ![](http://i1127.photobucket.com/albums/l632/EsoGuildPB/projected1_zps0ac82d6f.png)![](http://i1127.photobucket.com/albums/l632/EsoGuildPB/projected3_zps81b2e8ac.png)<- ("faction" frame as shown here - would would be in the npc editor)
    >
    > ![](http://i1127.photobucket.com/albums/l632/EsoGuildPB/proposedfaction_zps2464aae1.png)
    >
    > (^^ Faction #4 indicates how a removed faction would look on the list. if this design is ever to be used it important to make sure the
    >
    > list can still function even with the removed function - especially if said function to be removed has current engagements as an
    >
    > enemy/ally of their own/another faction(s).
  10. How would one make a /time slash command which shows the real life time? [example: "You check your watch. The real world time is 00:00 am/pm".] or an emote slash command like /e text so you could be like "/e takes a sip of coffee." would turn out as "charactername takes a sip of coffee."?
  11. What do i put in a Dx8 version where the tutorial says:

    > Now the easier part.
    >
    > Find and **remove** the following line from the sub **BltNpc** inside your **modDirectDraw7**.
    >
    > AttackSpeed = 1000
    >
    > Place instead of it the following.
    >
    > If Npc(MapNpc(MapNpcNum).num).AttackSpeed > 0 Then
    >
    > AttackSpeed = Npc(MapNpc(MapNpcNum).num).AttackSpeed
    >
    > Else
    >
    > AttackSpeed = 1000
    >
    > End If
  12. encountered a subscript out of range when trying to cmbine a two items.

    (highligheted (in modHandleData)```

    If Item(Shop(shopNum).TradeItem(.Item).Item).SmXP > Player(index).SmithingXP Then

    ```

    Aside from that the only other bug is the fact that gold doesn't exist and cant be created or used/traded in shops.
  13. What if instead of a class selection you had just assigned a 'Faction Group' - with a number and name associated to it (example: "1 - Citizens of Shadewillow") and these could be assigned in character editor as like a checkbox (ie: Faction Group?) and if said checkbox is clicked you could adjust which faction group via a scrollbar, where you would create/edit faction groups could either be in a new form and/or some new commands (ie: "/createfaction factionnumber" - then it could say either "Okay, Name of Faction?" or "Name Invalid/In Use" and if you enter an appropriate faction name it could say (for example) "Faction (1) 'Citizens of Shadewillow' Created!". If you wanted to go a step even futher you could make it so that npcs of rival factions attack/kill each other on site - npc's without a faction can be nutral with any other npc as they are originally without any faction add-on. The tricky part would be setting diplomatic stances between the factions (one could just create custom /commands but in terms of this it could get messy - a form might be needed, I say if any of these ideas are implemented to have all "factions" nutral unless a enemyship is declared between any two factions.

    Just some suggestions. I really dig this tutorial but i think it needs to be elaborated upon, even if it is supposed to be basic.

    In any case - Excellent work. =]

    **Edit: Below is included an example I created (it _isn't_ functional, just visual).)**

    ![](http://i1127.photobucket.com/albums/l632/EsoGuildPB/projected1_zps0ac82d6f.png)![](http://i1127.photobucket.com/albums/l632/EsoGuildPB/projected3_zps81b2e8ac.png)<- ("faction" frame as shown here - would would be in the npc editor)

    ![](http://i1127.photobucket.com/albums/l632/EsoGuildPB/proposedfaction_zps2464aae1.png)

    (^^ Faction #4 indicates how a removed faction would look on the list. if this design is ever to be used it important to make sure the

    list can still function even with the removed function - especially if said function to be removed has current engagements as an

    enemy/ally of their own/another faction(s).
  14. Could it be modGameEditors?

    I also keep getting a subscript out of range error when trying to sign in after launch with a highlighted (in modhandledata)

    ```

    CopyMemory ByVal VarPtr(Shop(shopnum)), ByVal VarPtr(ShopData(0)), ShopSize

    ```

    modGameEditors

    ```

    Public Sub UpdateShopTrade(Optional ByVal tmpPos As Long = 0)

    Dim i As Long

    ' If debug mode, handle error then exit out

    If Options.Debug = 1 Then On Error GoTo errorhandler

    frmEditor_Shop.lstTradeItem.Clear

    For i = 1 To MAX_TRADES

    With Shop(EditorIndex).TradeItem(i)

    ' if none, show as none

    If .Item = 0 And .CostItem = 0 Then

    frmEditor_Shop.lstTradeItem.AddItem "Empty Trade Slot"

    Else

    frmEditor_Shop.lstTradeItem.AddItem i & ": " & .ItemValue & "x " & Trim$(Item(.Item).Name) & " for " & .CostValue & "x " & Trim$(Item(.CostItem).Name) & " and " & .CostValue2 & "x " & Trim$(Item(.CostItem2).Name)

    End If

    End With

    Next

    frmEditor_Shop.lstTradeItem.ListIndex = tmpPos

    ' Error handler

    Exit Sub

    errorhandler:

    HandleError "UpdateShopTrade", "modGameEditors", Err.Number, Err.Description, Err.Source, Err.HelpContext

    Err.Clear

    Exit Sub

    End Sub

    ```

    CopyMemory ByVal VarPtr(Shop(shopnum)), ByVal VarPtr(ShopData(0)), ShopSize
  15. I saw a tutorial for this that worked but I can't remember where it is.

    It was a checkbox that when clicked on any map in particular in map editor allowed you to

    make that map only enterable if you were in a party (and would kick you out if you werent in a party).

    I searched around for a few weeks now and just figured i'd ask here.

    a URL would be appreciated. ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)
  16. Thanks for your response (as well as this and pas contributions as well) -

    I removed bltshop +

    I now get a method or data member not found at .scrlShopType in 'modeditorscode' in:

    (highlighted is ".scrlShopType")

    (UPDATE: might have missed a few things (forgot to create label as well as to properly name the scrollbar (both in scrlShopType) -

    It now compiles so i will try it out and see how it goes, on a quick note - how do i utilize the items once they are made?

    ```

    ' /////////////////

    ' // Shop Editor //

    ' /////////////////

    Public Sub ShopEditorInit()

    Dim i As Long

    ' If debug mode, handle error then exit out

    If Options.Debug = 1 Then On Error GoTo errorhandler

    If frmEditor_Shop.Visible = False Then Exit Sub

    frmEditor_Shop.scrlShopType.Value = Shop(EditorIndex).ShopType

    EditorIndex = frmEditor_Shop.lstIndex.ListIndex + 1

    frmEditor_Shop.txtName.text = Trim$(Shop(EditorIndex).Name)

    If Shop(EditorIndex).BuyRate > 0 Then

    frmEditor_Shop.scrlBuy.Value = Shop(EditorIndex).BuyRate

    Else

    frmEditor_Shop.scrlBuy.Value = 100

    End If

    frmEditor_Shop.cmbItem.Clear

    frmEditor_Shop.cmbItem.AddItem "None"

    frmEditor_Shop.cmbCostItem.Clear

    frmEditor_Shop.cmbCostItem.AddItem "None"

    For i = 1 To MAX_ITEMS

    frmEditor_Shop.cmbItem.AddItem i & ": " & Trim$(Item(i).Name)

    frmEditor_Shop.cmbCostItem.AddItem i & ": " & Trim$(Item(i).Name)

    Next

    frmEditor_Shop.cmbItem.ListIndex = 0

    frmEditor_Shop.cmbCostItem.ListIndex = 0

    UpdateShopTrade

    Shop_Changed(EditorIndex) = True

    ' Error handler

    Exit Sub

    errorhandler:

    HandleError "ShopEditorInit", "modGameEditors", Err.Number, Err.Description, Err.Source, Err.HelpContext

    Err.Clear

    Exit Sub

    End Sub

    ```
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