Joost
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Everything posted by Joost
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@â€Ââ€Ââ€ÂMarsh: > I want to make it more obvious that this is ready to use engine. The main page does not make that inherently apparent. I also want to release the source and compiled as two separate versions to be more helpful to newbs. The extras section will get a upgrade. Any advice is welcome. I will see what Socuine wants to do and figure out a gameplan. Focus on the closed source aspect like you say, offer demo content either in the form of youtube vids or online games. Average person will spend roughly 5 seconds on this site to determine whether this is the thing they want to use or not.
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The largest difference is the graphics part, a lot of the tutorials that have nothing to do with graphics will probably still work.
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Most people here aren't allowed to host a server using their internet but they do it anyway. Your ISP won't even notice it, and if they will they won't shut you down randomly.
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Something is fucked with your winsock.dll would be my first guess
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[Payed] Need coders to help create my engine edit (Nightly build base)
Joost replied to sephiroth976's topic in Talent Center
A better gui is an understatement for converting all the visual basic buttons and stuff to proper directx8, not one of the easiest tasks. -
If your dps classes oneshot tank classes then your balance is indeed fucked up on a large scale. Balancing PVP while keeping PVE balanced is a near impossible task though.
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you're wrong, they use lua, a proper language. or it might be ruby actually. Either way, no sadscript
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You're not going to find any links/guides/references to sadscript anywhere except PW/Elysium/Eclipse pretty much, it is the same syntax and you should have no problem editing most of the code When it comes to winsock and graphics, that's all new. I think there are tuturoals on how to blt things and how to send packets, you should try to find those. Besides that, if you know sadscripting you should be able to read code no problem, so just go over the code and tuts.
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``` If n index Then If n > 0 Then Call SetPlayerVital(n, Vitals.HP, GetPlayerMaxVital(n, Vitals.HP)) Call SetPlayerVital(n, Vitals.MP, GetPlayerMaxVital(n, Vitals.MP)) Call SendVital(n, Vitals.HP) Call SendVital(n, Vitals.MP) Call PlayerMsg(n, "You Feel Refreshed.", BrightBlue) Call AddLog("You Healed" & GetPlayerName(n) & ".", ADMIN_LOG) Else Call PlayerMsg(index, "Player is not online.", White) End If Else Call SetPlayerVital(n, Vitals.HP, GetPlayerMaxVital(n, Vitals.HP)) Call SetPlayerVital(n, Vitals.MP, GetPlayerMaxVital(n, Vitals.MP)) Call SendVital(n, Vitals.HP) Call SendVital(n, Vitals.MP) Call PlayerMsg(n, "You Feel Refreshed.", BrightBlue) Call AddLog("You Healed" & GetPlayerName(n) & ".", ADMIN_LOG) End If ``` This is the same thing with less lines of code ``` If n > 0 Then Call SetPlayerVital(n, Vitals.HP, GetPlayerMaxVital(n, Vitals.HP)) Call SetPlayerVital(n, Vitals.MP, GetPlayerMaxVital(n, Vitals.MP)) Call SendVital(n, Vitals.HP) Call SendVital(n, Vitals.MP) Call PlayerMsg(n, "You Feel Refreshed.", BrightBlue) Call AddLog("You Healed" & GetPlayerName(n) & ".", ADMIN_LOG) Else Call PlayerMsg(index, "Player is not online.", White) End If ```
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All they want you to do is add "Engine was made by Eclipse" at the bottom of your recruitment post.
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``` ' Restore vitals Call SetPlayerVital(index, Vitals.HP, GetPlayerMaxVital(index, Vitals.HP)) Call SetPlayerVital(index, Vitals.MP, GetPlayerMaxVital(index, Vitals.MP)) Call SendVital(index, Vitals.HP) Call SendVital(index, Vitals.MP) ' send vitals to party if in one If TempPlayer(index).inParty > 0 Then SendPartyVitals TempPlayer(index).inParty, index ```How about that?
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``` Sub SetPlayerVital(ByVal index As Long, ByVal Vital As Vitals, ByVal Value As Long) Function GetPlayerMaxVital(ByVal index As Long, ByVal Vital As Vitals) As Long ```Check those out.
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AFAIK all spells/items/whatever except player files is being loaded into memory when the server starts up, and is ignored unless changed. So besides a faster loading server, what's the gain of using mysql for that?
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``` Dim index ```Dont dim things if you're not using them and especially dont leave them w/o a type. (integer or whatever)
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that is spodi's work, is it not? (the code, netgore.com, not the mapping)
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What JC said. You should really specify your demands, there's shit ways to do the battle system with forms and buttons and no animation whatsoever and that'd be a relatively easy task that may fit into your budget, but for the proper thing 100$ is nothing compared to hours needed.
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http://www.touchofdeathforums.com/smf2/index.php/topic,68399.0.html
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The idea about instanced maps the way I envision it (WoW way) is that 1 unique map with unique mobs and items is spawned for every party that enters the map. So you'll never see other people there. Goal is dungeons.
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Properly done instanced maps for parties
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I like your current method a lot more than the old one, the date method is how I would've done it. However, I'd still loop through all the online players at 12:00 each night to weed out people with expired subs, since technically as long as they dont log out the sub will continue.
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you realize that unless there are actually 100 players online, it doesn't really matter what the max player is set to since all loops loop to high_index and not to the max amount of ppl online
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Netgore's community may not be active, but that's mainly because it's a pain in the ass to get it to work compared to Eclipse. However, pretty much everything from networking to graphics engine is done much better by someone who is a really good programmer.
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Trademarks, Copyrights, and games you ACTUALLY own.
Joost replied to deathtaker26's topic in Off Topic
Great, the one guy who's doing something original, just my luck. -
70 players max, but thousands of accounts. I'd have no problem looping through all the online players, just opening 5000 dat files seems silly, when there are better alternatives.