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J. Black

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Posts posted by J. Black

  1. > You get jailed for killing players on a pvp map? What?! Why not just get rid of pvp altogether if you don't want players fighting each other? That was just something that confused me but other than that, this game looks and sounds awesome. Cant wait to hear back for more details on it. :)

    Yes. I really don't care about players killing each other but I believe that acts have consequences, so I'll give the player a opportunity to not kill to many player or they will have a time to reconsider it in jail. It's more about the medieval feeling (maybe I put an price to leave jail before the time) than my opinion about killing other players :D

    I'll update the topic this weekend or next week, so more features (and maybe pics) will be here.

    > Keep up with the good work.  ;)

    Thank you, really!

    > So first off, with English not being your first language, I would like to compliment you on doing as well as, if not better, then most English speaking people on here.
    >
    >  
    >
    > That aside, the client seems pretty great. Keep up the good work.

    Thank you. I'ts really nice to hear something like this. Comments like yours makes me want to do more and more things :D
  2. > It is possible but your copy of Eclipse will need a source edit in order to do so. You can't do this with a (any)standard copy of Eclipse.

    I know, I just want to know how is the best way to code this. I was thinking in duplicate the entire paperdoll system but something tells me it's the worst way. Any ideas?
  3. > Pros
    >
    > Map cache compression is probably the best thing really worth having. As Rob pointed out, compressing is very good with the map data.
    >
    > This ends sending X amount of packets as a vanilla would iterate and send the data as individual packets, caching and sending the cache only requires one compressed packet.
    >
    >  
    >
    > Example of what a vanilla does:
    >
    > ```
    >
    > Sub SendItems(index)
    > Dim i as long
    >
    > For i = 1 To MAX_ITEMS
    > SendItemUpdateTo(index) 'Sends each item data separately
    > Next
    >
    > End Sub
    > ```
    > Example of what this will do:
    >
    > ```
    >
    > Sub SendAllItems(ByVal index As Long)
    >
    >     Dim Buffer As clsBuffer
    >     Set Buffer = New clsBuffer
    >     Buffer.WriteLong SAllItems
    >     Buffer.WriteBytes AllItemsCache.Data 'Sends the entire cache as 1 packet.
    >     SendDataTo index, Buffer.ToArray()
    >     Set Buffer = Nothing
    >
    > End Sub
    > ```
    > Cons
    >
    > Caching Items/Npcs & etc; still goes through 'For Loop' iterations on the server after each update made to said data, as they need to be re-cached.

    I really didn't get the cons part. They are automatically re-cached or should I do something? If yes, what and when?
  4. Used www.diffchecker.com/ to compare my old versions and found the error.

    For some reason  I did removed a few lines. Posting it here just in case somebody needs in the future.

    Server side > modPlayer

    ```

    TempPlayer(Index).EventProcessingCount = 0
    TempPlayer(Index).EventMap.CurrentEvents = 0

    ```
    Feeling stupid. Thank you guys for the attention!
  5. > Why on Earth do you want to use DD7? DX8 is almost 20 years old, every hardware in existence should support it.

    Not every hardware. My laptop can't run and I want to make a retro game. Even with transparency and everythng else, most games I've seen here aren't that great and don't have anything better than rpg maker tilesets and stuff. One day, If I think I should, I'll pay for a conversion, but now I'm having a lot of fun doing it on DD7\. :D

    > Does this happen when you are in the map editor and changing the event or just in general?

    When I create or edit the map, it works fine. Even If I save the map or interact with the event, it works great. The problem is when I walk into another map.

    Example: If I'm on the map 1 and walk until the end of the map to go to the map 2, the server crashes and the "debug" button points to that error.

    Sorry about my english.
  6. I noticed now that if my map have an event and I walk to the next map, when I get warped, it returns a server error.

    Since I'll not make my maps until I had finnished the code part, I didn't noticed before. Can it be fixed? I really don't want to loose months of work.

    ![](http://www.eclipseorigins.com/community/uploads/monthly_02_2015/post-75222-0-83921900-1423444167.png)

    ![](http://www.eclipseorigins.com/community/uploads/monthly_02_2015/post-75222-0-39604500-1423444193.png)
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