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Exception

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Posts posted by Exception

  1. Runtime Error 429: ActiveX component can't create object.

    Check the files in System32, and make sure that they're there: msvbvm60.dll, mscomctl32.ocx, tabctl32.ocx, richtx32.ocx.

    If any of them are missing, you most likely have not installed the library files completely.

    That error only really arises if:
    - The dll simply isn't registered, so go reinstall/install the library files if you haven't done so/already have done so but didn't appear to actually function.
    - The dll couldn't be used because it wasn't found, or it was corrupted. Check that it's in your System32 directory.
    - And a few other (somewhat insignificant) matters that I doubt would be the case.
  2. @JustinSD:

    > @Lenn, theres a solution to getTickCount
    > you can essentially create a 64-bit variable to store higher numbers

    I know that already, I was just explaining why GetTickCount breaks.

    @JustinSD:

    > also, on the first post, i saw something about changing tile type constants to enumerations and there's some performance increase? that's a weird one…any idea why it works?

    It's because (from my memory), a list of enumerations accounts for a long value, which is 32-bit. [Still a bit unsure, but I believe it's 32-bit.]

    Because each byte is 8-bits, if you have a list of 5 or more listed constants, you may as well make 'em into enumerations, essentially having a form of memory management, with lower allocation, however, it is more ever so slightly processor intensive, so this 'optimisation' of sorts is for people with low spec RAM, and relatively decent processors.

    Even if I'm wrong about the 32-bit thing (Could be more or less), it still appears to allocate less memory than using listed constants, so, there's still a performance increase, even if it's gradual for most people with decent spec. computers.
  3. Welp, my server's all setup to host, and all that needs to be finished is the NPCs for the dungeons. Everything else is more-or-less done to our liking, so, we can begin testing sometime soon.

    Expect a release between today and next week!
  4. @shinebox43:

    > waste of time, I don't claim to be an artist. Also, take advantage of what talented individuals offer you on the net for free; they have shared their artwork with us, it's up to us to embellish upon it and make it a unique creation; as you can see I have the same tiles pretty much as everyone else but I have original concepts nonetheless ;) good luck.

    Did you read the date?!
  5. @Ryoku:

    > -MAIL a CD of your game to yourself inside a package, it will be post marked with a date and SEALED only open when you go to court

    The Poor Man's Copyright is actually invalid. It doesn't work as a source of proof, and neither does it stand in court.

    @Ryoku:

    > -just add your name, the year, and the © mark and pray you never have to go to court to fight for whats yours

    Yep, definitely a legit way of copyrighting your material without ever telling any court.

    @Ryoku:

    > -do it for a class assignment and have them turn your written parts into Turnitin.com where it will be cataloged and dated with you as the original author IF they say yours is original and not copied.

    Isn't a legit way of copyrighting. Proofing, maybe, but copyrighting it?

    @Ryoku:

    > these are all LEGAL and LEGIT ways to copyright yourself.

    No, apart from your last one, these are ways to prove that you own them, and even then, only one of these is actually valid.

    If you want to copyright yourself, and you **care** enough to do so, rather than doing half-arsed methods, follow the actual procedures according to your country (or state, in the case of the US), and actually get the copyright if the project really matters to you.
  6. At the side-note, yes, that'd be correct, I missed it out by mistake.

    Another little tip: The code is EXACTLY the same as it would be, you just add another "If Player(Index).Access >= ADMIN_MAPPER (Or whatever access level you want)" to make sure that the access level you want is the only one that can pick it up.
  7. @jcsnider:

    > DX7 uses an old class known as DirectDraw. It is strictly 2D. It is fast/good for simple 2D games however it does not have support for real transparency/alpha channels and such.
    >
    > With DirectX8… the system has more power but becomes more complicated. First, DX8 uses 3d hardware acceleration, in other words, your graphics card.

    *Direct3D8 (D3D8). DirectX being the complete set of APIs.

    DX7 has Direct3D7, and DX8 has DirectDraw8, too.

    * * *

    Branching on from jcsnider, ultimately, it depends on your preference, needs, and what you're doing.

    Going by preference, factors that can influence it include your ability to use it, and your general opinion of it.

    Needs being whether you need to be able to rotate graphics, or have alpha-channels. If you need neither, there's no ultimate reason for using D3D8 above DD7, besides the benefits of using .PNG files.

    What you're doing being the use, effectively. If you're doing a simple collection of minigames, DD7 can be useful to just initialise and go, and you can have extended support on older computers.

    (Assume that the only graphic libraries EVER are DD7 and D3D8 for this example), if you wanted 3D games, obviously, you'd pick D3D8\. If you wanted a flashy game with particle effects, rotating graphics, and a few pixel shaders that you can use, again, you'd obviously pick D3D8.

    * * *

    TLDR: ultimately, it just depends on your **preference**, **needs**, and **use**.
    Small game: DD7 (For the sake of an easier time coding it, IMO)
    Big game: D3D8 (For the sake of PNG compression actually adding up, even if you don't need the D3D8 features over DD7)

    Obviously it's better for newer computers, you can have alpha channels, you can use PNGs, and you can rotate graphics (and loads more, but being on Eclipse there's no point on pointing them out), but, if you don't actually -need- them, then you can simply initialise an instance of DD7, and go. Your choice. **_Just note, anything here that isn't a blinding obvious fact is either my opinion, preference, and experiences with 'em_**. ;>

    * * *

    Footnote: Sorry, but this irks me a lot. It is **DIRECT3D8**. NOT DIRECTX8!

    DirectX8 refers to the entire collection of APIs for the twenty-first (Well, technically speaking.) release of APIs, being DirectDraw (For 8 and under. Deprecated as of 9, with Direct2D serving as a replacement.), Direct3D, DirectXGI (For 10 and up), Direct2D (For 9 and up), DirectWrite, DirectCompute, DirectInput (For 8 and under. Deprecated as of 9, with XInput serving as a replacement.), DirectPlay, DirectSound, DirectSound3D, DirectMusic, DirectXMedia, and DirectXDiagnostics.
  8. I'm going to assume you're talking about the server.

    CPS means Cycles per Seconds. Locked essentially caps it, so, only so much cycles can happen per second, in order to moderate it, and stop it from melting down your hardware after prolonged use (lolwut?). Unlocked essentially doesn't stop it, and lets it run as it would, taking full advantage of your processor.

    @Deathbeam:

    > I have same question :cheesy: Its not ping so i dont know what is it. And its problem when i before had around 300k cps when unlocked and now i have aroun 2.5k when unlocked when i modified my game a bit?

    You've gone and stuck in a load of pointless and stupid source edits, that are processor intensive. Simple.
  9. @Stein:

    > Had that happen with a clean EO once, the server seemed to have frozen at the time. Restarting the server computer helped on that one though, and never had the problem since. I really can't think of what causes this, and I've only seen it happen once.

    If the computer's been on for a while: GetTicKCount broke.

    After a while of the computer being on, where GetTickCount reaches +((2 ^ 31) - 1), it decides to throw itself all the way back to -((2 ^ 31) - 1), therefore breaking pretty much every loop-based function there is.
  10. @Likestodraw:

    > Cool! I can't wait for it!

    Thanks. :>

    @Ryoku:

    > Need a dedicated server? I know where you can get one cheap! ;D
    > (Check the Resources board)
    >
    > Anyway… THIS sound like a good idea! Keep up the AWESOME!

    If you've read this thread, you'll find that I have my own dedicated server, so, stop advertising. And thanks, anyway.
  11. That tutorial itself is intended for EE/ES. It's the same principle, in that you add the new structure to the ItemRec, save/load it, and send it from the client to the server when using the item editor.
  12. There's a reason why Nintendo don't allow fan-games.

    The reason for this is because their franchises are trademarked, NOT COPYRIGHTED. What this essentially means, is that their franchises are protected, but because of commonly used names, ideas, etc, it would not be legally viable to copyright them, and so, go for the next best thing: trademarks.

    A trademark essentially protects the name and intellectual property alone. From the IPO themselves, they say:

    Source: http://www.ipo.gov.uk/types/tm/t-about/t-whatis.htm

    > Trade marks are acceptable if they are:
    >
    > distinctive for the goods and services you provide. In other words they can be recognised as signs that differentiates your goods or service as different from someone else's.

    And if somebody else is using their trademark, it isn't **essentially distinctive**, and if Nintendo were to do nothing about it, their **trademark could possibly become public domain, meaning anybody can use it and make money off of it**. Nintendo don't want this in any form, which is why they shutdown every fangame they know about.
  13. @Crest:

    > Where do people get this information that "nintendo allows fanmade games" anyway?

    They think their understanding of the law around them is what actually makes up the law. Simply put, they believe they're an exception, simply because they believe they're doing something different to overcome said problem.
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