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Exception

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Posts posted by Exception

  1. [media][http://www.youtube.com/watch?v=tV8ZXxypHws](http://www.youtube.com/watch?v=tV8ZXxypHws)[/media]

    ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png)
  2. One of the reasons why I loved EO, and VB6 and it's available libraries is because I can just run it on my computer, without issues, and I could just make something in about 10 minutes and go.

    EO3 changed all of that, it became slow, and made it a hassle for me to try and use effectively. I've been slowly rewriting my own copy to be much more efficient, but like I said, slowly.

    As for the HTML5 and Javascript idea, personally, I would love to make a JS/HTML5 engine someday, but at the moment, I just don't have the time. ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)
  3. Noticed a problem with losing the device, and loading tilesets: will be fixed later on. Gotta go.

    Oh, and…

    > I was just trying to help out by giving my opinion. 8gb of ram you can buy now for $70 a processor 8 core amd $180 not **very expensive so don't tell me people cant afford or can't have high performance pcs.**

    Oh, go away. I can't afford to have one, so, there.
  4. There isn't any room for mistakes…it's not like computers function like human, and suffer to human error. It's programmed to load new tilesets when changing maps, and unload anything not in use. It does nothing more, and nothing less, and the only bad thing I can anticipate happening (albeit, a low chance.) is potential texture corruption, which is why I require testers.

    Another thing you should know, on the maps that I've tested, that use 6 tilesets of the 51, it takes an additional **second** to load. Personally, waiting a second to change maps, which would happen due to latency, anyway, is much less hassle than waiting for ages at the start to just get to the menu.

    You cannot assume that of every person. EO3 takes about 2 minutes to load for me, and just removing tilesets from the loading procedure alone drags that down to **3 seconds**. Assuming that everybody has infinitely great computers is how abominations like .NET come to exist: the fundamental idea, fine, but it just doesn't work.

    And, of course, that would be the case, but I'm going on the basis that the people who choose to use this aren't going to be morons, and will just blindly use this without thinking about what they have to do on their part for efficiency. It isn't a miracle solution, and it does require a teeny bit of thought on the mappers side. If you aren't prepared to do that, then there's no point on you using this in the first place. And, who in the hell would use a 50MB tileset? I don't know about you, but all 51 of my tilesets take 15MB..
  5. Welp, I started my side. If you check the commits, you'll find that the **tileset loading** has been done, amongst two other 'fixes'.

    While we are working to optimise the engine, **I do not recommend** that you **currently** just blindly rip from it at the moment! We still need to test each and every thing we add and fix, with different people, just to see how it goes down! The planned texture loading/unloading systems revamp is massively included in that, as we need to make sure that nobody ends up with any texture corruption, or unloading issues.
  6. Welp, I'll be able to start my side of work from Friday. Expect MANY optimizations into the way the engine loads textures, and severe reductions in memory usage, so you can have loads of tilesets, characters, etc, and not spend about 5 mins waiting for the engine to load, and it won't go using 500K+ amounts of memory. Assuming Stein doesn't start it first, of course. ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)

    I'm also considering potentially removing FMOD for some other less temperamental audio-library, as honestly, FMOD is getting on my nerves, too. xD

    You can also watch our planned todo-list here: [https://github.com/AwakenedSorrow/Eclopti/issues/1](https://github.com/AwakenedSorrow/Eclopti/issues/1) and feel free to suggest anything that we should look into here.
  7. Disabling MipMaps is as simple as adding ".SetTextureStageState 0, D3DTSS_MIPFILTER, D3DTEXF_NONE" in InitDX8 and DirectX_ReInit.

    It decreased my memory consumption by about 45K, from 55K to 10K of memory. ![^_^](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/happy.png)
  8. Oh, and you may want these procedures…

    ```

    Public Function RoundUpTo32(ByVal Number As Long) As Long

    RoundUpTo32 = CLng(Number / 32) * 32

    End Function

    Public Sub SetResolution(ByVal Width As Long, ByVal Height As Long)

    frmMain.WindowState = vbNormal

    'If Fullscreen = True Then ToggleFullscreen

    frmMain.Width = PixelsToTwips(Width, 0)

    frmMain.Height = PixelsToTwips(Height, 1)

    frmMain.Left = 0 '(Screen.Width / 2) - (frmMain.ScaleWidth / 2)

    frmMain.Top = 0 '(Screen.Height / 2) - (frmMain.ScaleHeight / 2)

    Options.ResoX = Width

    Options.ResoY = Height

    SaveOptions

    End Sub

    Public Sub ToggleFullscreen()

    frmMain.WindowState = vbNormal

    If Fullscreen = True Then

    Fullscreen = False

    Options.Fullscreen = 0

    frmMain.BorderStyle = 1

    frmMain.Caption = frmMain.Caption

    SetResolution Options.ResoX, Options.ResoY

    AddText "Fullscreen Mode disabled.", White

    Else

    Fullscreen = True

    frmMain.BorderStyle = 0

    frmMain.Caption = frmMain.Caption

    frmMain.Width = Screen.Width

    frmMain.Height = Screen.Width

    frmMain.Left = 0

    frmMain.Top = 0

    frmMain.Caption = frmMain.Caption

    Options.Fullscreen = 1

    AddText "Fullscreen Mode enabled.", White

    End If

    SaveOptions

    End Sub

    ```

    (Apologies for the double post, but for some reason, editing a post removes all of the nesting.)
  9. ```

    ' Stop us from going ahead if it's minimised..

    If frmMain.WindowState = vbMinimized Then Exit Sub

    MAX_MAPX = RoundUpTo32(frmMain.ScaleWidth) / 32 - 1

    MAX_MAPY = RoundUpTo32(frmMain.ScaleHeight) / 32 - 1

    HalfX = ((MAX_MAPX + 1) / 2) * PIC_X

    HalfY = ((MAX_MAPY + 1) / 2) * PIC_Y

    ScreenX = (MAX_MAPX + 1) * PIC_X

    ScreenY = (MAX_MAPY + 1) * PIC_Y

    If Fullscreen = True Then

    ActualX = TwipsToPixels(Screen.Width, 0)

    ActualY = TwipsToPixels(Screen.Height, 1)

    Else

    ActualX = Me.ScaleWidth

    ActualY = Me.ScaleHeight

    End If

    StartXValue = ((MAX_MAPX + 1) / 2) - 1

    StartYValue = ((MAX_MAPY + 1) / 2) - 1

    EndXValue = (MAX_MAPX + 1) + 1

    EndYValue = (MAX_MAPY + 1) + 1

    Direct3D_window.BackBufferWidth = frmMain.ScaleWidth 'Match the backbuffer width with the display width

    Direct3D_window.BackBufferHeight = frmMain.ScaleHeight 'Match the backbuffer height with the display height

    Direct3D_Device.Reset Direct3D_Window

    DirectX_ReInit
    ```

    That is literally all I use in my resizing code for resolutions and fullscreen (Although, you have to keep in mind that I have stuff drawing to the form, not to the picScreen, and I changed all of the camera constants to variables. I also did a few other things that I can't remember, but this should provide a good base ;>). That's in the Form_Resize procedure.
  10. Ah, so that � really wasn't a copyright sign gone wrong to a web-font, then…thanks Sublime Text 2\. ~_~

    Still, that's odd that you couldn't validate it, it worked fine for me with no errors when I validated it by direct input. o_O

    As for the CSS3 errors, most of them I've never used before, so I'm not surprised about them. Next time, I won't use the Nivo Slider. xD (asides from the vendor compatibility "issues". xD).

    Make sure you let me know when there's another one of these, Soc. =D

    And, finally, congrats Eckhart. =D
  11. Either make it into an array, rather than duplicate it, as in:

    Instead of

    ```

    Public Verdana As CustomFont

    Public Georgia As CustomFont

    Public Helvetica As CustomFont

    Public Tahoma As CustomFont

    ```

    Make it

    ```

    Public Const MAX_FONTS As Byte = 4

    Public Font(1 To MAX_FONTS) As CustomFont

    Public Enum Fonts

    Verdana = 1

    Georgia

    Helvetica

    Tahoma

    End Enum

    ```

    or move some other structures/UDTs/whatever you decided call them into a new module.

    For the first suggestion, it does require some rewriting on the loading, unloading, and usage, so take a backup.
  12. So, he's not actually using your work at all?

    Then why on Earth are you calling him a fraud? He's done nothing wrong, it's your fault for ignoring him asking for prices, and you're just complaining here, acting butthurt, making claims that you've just contradicted!

    I'm with Agoraphobic on this matter, he's not even -using- your work. I understand you'd be mad for him choosing not to buy it from there, but that doesn't make him fraudulent. >_>
  13. Thanks for the offer, but I was already offered one from Aaron. Thanks, anyway! ![^_^](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/happy.png)

    Here's the entry, from my validation, the HTML is valid (EDIT: Yep.), and the CSS (EDIT: Well, not counting the prefixes, and apparently invalid CSS3 [Did background research, my usage WAS correct.], it's valid.) is valid (will double check: done).

    It works fine in IE9, Webkit, and Gecko.

    Best viewed in Webkit, although, Gecko does have a different background. ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)

    Haven't tested Opera, IE10, or IE8, though, but I imagine it can't be that bad.

    [http://www.toastedbacon.com/lennftp/](http://www.toastedbacon.com/lennftp/)
  14. Big bump…again.

    Anyway, lemme explain my situation: at the moment...

    I haven't seen Duders in a while. My side has been done, and the game is ready to play, but because I've been unable to contact him, I've been unable to compile anything, into one complete game. I literally just need the graphics to complete The Tower, but I haven't had anything new for a while.

    I'm going to try and keep contacting Duders, but there's a reason for the wait, and the evident standstill. Sorry, guys!
  15. Say, guys, according to Zero, I don't know my way around Eclipse, and I can't program!

    But, contrary to his suggestions, we could actually use the function **FindPlayer**!

    It's usage is as follows: FindPlayer("Name of the player here.")

    It'll return the index of the player, provided they're online/it's correct, and 0 otherwise. It's already in default EO.
  16. > Not one to really care, but you have a slight typo.
    >
    > Developed by and [Likestodraw](http://www.touchofdeathforums.com/community/index.php?/user/69026-likestodraw/). Should be, General General General General General Pony & Likestodraw.
    >
    > Regards,
    >
    > General General General General General Pony

    It's not a typo, it's that stupid filter, in conjunction with the [.member=''] BBCode. But, I'll just change it to a hyperlink, and ~~I'll add that publication detai~~ actually, that was me assuming it's a released game. It's not, therefore, not yet published by anybody. Yes, I'm too literal.

    > Hey please recheck Prospekt Online, i completely remaded it so your description of my game is wrong now ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)

    I'll play it when I play it. Stop thinking of it as a general description. As it stands, my opinion isn't wrong of the then-rated Prospekt.
  17. You either check that you're not exceeding the limit, or you have an error-trap in place, that handles and corrects it.

    ie.

    ```
    If ThingHere > Limit Then ThingHere = Limit - 1
    ```

    Or

    ```
    On Error GoTo errorhandler

    Exit Sub

    errorhandler:

    If Err.Number = 6 ' From my memory, this is Overflow.

    ValueToCorrect = Limit - 1

    ' Whatever the hell the resuming line is, I can't remember it. xD

    Else

    ' It's a different error, handle accordingly.

    End If

    Err.Clear
    ```

    I recommend you use the first method, just for [your] simplicity.
  18. > Note to Developers: **T****his is NOT the place for you to advertise your game**, or make announcements. **You have your own topics for that**.

    > The highlights of the game:
    >
    > -Strong story
    >
    > -Lots of custom code
    >
    > -Quality mapping
    >
    > -Most people who've tried it loved it

    Oh, how I'd kill for somebody to actually read this thread…ironically titled "TLDRers". ._.
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