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Ali3n5

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Everything posted by Ali3n5

  1. > **Download:** > > [![](http://i.imgur.com/brlBt.png)](http://sleepystudios.com/showthread.php?tid=515) > > **Highlights:** > > >! ![](http://i.imgur.com/abTkn.png) > > PVP has been added to multiplayer. It works the same way singleplayer combat works: your health is based off your body parts, your hits are based off your body parts, you can bleed and you will gain experience in your combat skill. > > ![](http://i.imgur.com/ZFreB.png) > > Rocks have been added to the game. These rocks can be picked up and used to skin animals in order to get your first Sharp Bone (which has replaced the knife). This is the beginning of the crafting system and it will continue in the next nightly which will be all about the crafting system. > > **Changelog:** > > # FIXES > - Fixed the water not properly surrounding the island. > - Fixed water, tall grass, dirt & stump generation. > - Fixed being able to chat in singleplayer. > - Fixed baskets in multiplayer. > - Fixed blood in multiplayer. > - Fixed the ridiculous rate of headshots from animals. > - Fixed bleeding in multiplayer. > - Fixed bleeding after dieing. > - Fixed the path not found serverside error. > - Fixed house doors and floors in multiplayer. > - Fixed the server not clearing offline players. > - Fixed being able to put down ladders on non-existant holes. > > # CHANGES > - Shadows will now disappear at night. > - Knives are now 'Sharp Bones' and now have their own graphic. > - Passwords now only have to be 3 characters in length. > > # ADDITIONS > - PVP combat! > - Sharp rocks that can be used to skin animals. They can be picked up using right-click.
  2. @Whack: > Does anybody have a server up to play on? 2.125.135.188 Port 7000. I've got a server up for anyone that wants to play a bit of multiplayer.
  3. Nope. Never. Started from scratch. Only recently multiplayer was added which uses the packet system Eclipse uses.
  4. @Meteor: > When I said all I literally meant all, including the module files and things like the map and item editor.. http://i.imgur.com/bQSgz.png He's right guys. Clearly they're the same.
  5. Yeah the server is open-source. It uses the same buffer class (from what I can tell) as most Mirage engines so it should be pretty familiar.
  6. The death system serverside isn't working as it should. Even on hardmode my items don't actually drop onto the ground and I can die 10 times at once. Also a bit more server functionality would be nice.
  7. No I mean he's saying that Crawle tried to copy HnH's graphics and I was giving him a popular example where people think that one game copied the other's graphics when in fact they were simply inspired by them.
  8. ![](http://baconandbrains.com/wp-content/uploads/2011/05/terraria-ffvi.jpg) Just like how Terraria copied Final Fantasy's graphics, right?
  9. Ali3n5

    Map report error 9

    Make sure that your client and server packets actually match up (i.e. that they're all there and in the same order in the client and in the server). They're the things before the SMSG_COUNT and CMSG_COUNT
  10. It could actually be quite simple to do. The server sends over map cache to the client so why don't you just make the editor point to that cache file. You would then need to add something to the Map UDT like "Revision" and when the server starts up, send all the revisions from the server-side maps: If the client's maps have a higher Revision then send over the client maps to the server.
  11. Yeah what you're doing there is essentially breaking the entire PVP system since people will be constantly walking through each other. [This](http://www.touchofdeathforums.com/smf2/index.php/topic,70436.0.html) checks if it's on a safe map or not.
  12. @Meteor: > Kind of ducking obvious to me that it is made with Eclipse. http://www.downloads.sleepystudios.com/archiveclub/ac_crawle007.rar > This is one of the first versions of Crawle. And its got quite the history. Crawle (back then, "P16" or "Project 16x16") started as a project between me and Relly. _Since then (around August) we've been almost constantly working on it._ There's some source code from August (2011). That was way before Eclipse even started bringing out any sort of DirectX8 engines or edits.
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