Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Mohenjo Daro

Members
  • Posts

    259
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Mohenjo Daro

  1. I'm pretty sure the drawing actually scales to the size of the main hwnd (it should be frmMain in thic case). You're overriding which surface you're drawing to, but it should still be rendering to that scale mode. Direct3D_Device.Present ByVal 0, ByVal 0, frmMain.picSkillbar.hwnd, ByVal (0) Try changing that to use your surface rects. With srcRect .x1 = 0 .x2 = frmMain.Picture1.ScaleWidth .y1 = 0 .y2 = frmMain.Picture1.ScaleHeight End With Direct3D_Device.Present srcRect, srcRect, frmMain.Picture1.hwnd, ByVal 0 Of course you need to change the 0s to your starting points but, otherwise, that should work (tested with displaying ER in a pic box). Here's what the image looks like ![alt text](https://media.discordapp.net/attachments/361361857354924033/378935338460119042/image.png?width=401&height=270)
  2. @Xlithan I think I figured out what's causing the error. My guess is that Direct3D_Device.BeginScene Is in another Direct3D_Device.BeginScene To explain better, you have a code like this Direct3D_Device.Clear 0, ByVal 0, D3DCLEAR_TARGET, D3DColorARGB(0, 0, 0, 0), 1#, 0 Direct3D_Device.BeginScene Direct3D_Device.Clear 0, ByVal 0, D3DCLEAR_TARGET, D3DColorARGB(0, 0, 0, 0), 1#, 0 Direct3D_Device.BeginScene Call DrawMapTile(X, Y) Direct3D_Device.EndScene Direct3D_Device.Present ByVal 0, ByVal 0, 0, ByVal 0 So search for where DrawSkillbar is called and keep back tracking until you find where the scene begins. If this isn't the cause, then I'm not sure what else would be causing it.
  3. I'm not sure if it's important, but try changing the ByVal 0 to a Rect of the screen size. It would also help if you put a breakpoint at the top of the sub and press Shift + F8 to find the line that sends you to the error handler.
  4. Currently I'm working on redoing the download and extracting code. The old code worked, but I'm restructuring it and improve it so it works better with the new methods EC is using. I think I have the text changing finished, but I do need to do some testing before I know for sure. Other than that, I've just been reorganizing code, moving it around, stripping and rewriting it, and breaking it lol. Not a whole lot to say, but I like keeping everyone in the loop. *** Adding a bit more to this post. So I've set up the code for updating a package (check, download, extract). I still need to make a few changes so the background updater can use it easier and use it without problems. So that's what I'm currently working on (restructuring code). Not sure what I have to do after that... I do still need to work on the rest of the packages (currently I'm finishing up on the games, next will be engines).
  5. Zyn wanted to see what all EC supports for characters. It supports unicode ![alt text](https://media.discordapp.net/attachments/361361857354924033/377671849917546496/image.png) ![alt text](https://media.discordapp.net/attachments/361361857354924033/377672123465990154/image.png) ![alt text](https://media.discordapp.net/attachments/361361857354924033/377671502075658240/image.png) ![alt text](https://media.discordapp.net/attachments/361361857354924033/377670833952260096/image.png) ![alt text](https://media.discordapp.net/attachments/361361857354924033/377670398994677763/image.png) ![alt text](https://media.discordapp.net/attachments/361361857354924033/377670191401795605/image.png) ![alt text](https://media.discordapp.net/attachments/361361857354924033/377674464424361997/image.png)
  6. @xlithan I think I understand what you're saying... Have you tried the start X = frmMain.ScaleWidth - (Max_MapX * Pic_X) + offsetX. That should keep the map aligned to the right and offsetX is the distance the map is away from the side.
  7. @xlithan Can you clarify what you mean?
  8. I finished the Language Preview version of EC, check it out :) Keep in mind that this is EC stripped of all functions. The only thing it gets from online is ER's image (for testing the tile view). https://www.mediafire.com/file/5s14j2lfu2tsine/Eclipse%20Connect%20Language%20Preview.rar
  9. The update progress is coming along pretty nicely :) can't really show much since it's mainly code based. As I said before, that way EC handles the packages is changing, so a lot of code needs to be changed to handle this. I just finished the Previous and Next buttons in the tile view so that they change packages properly. *** For those of you who are curious, I use a sort of chunk system to store the current package and prev/next packages. This allows the user to change to the next package with minimal wait time. Without this, it can take a second or two to load the package info. When the update is released, you can see the time it takes to load packages while the list view loads all the packages. *** *** Since I'm now waiting for the next batch of updates, I'll work on a version of EC that's only the forms and language files. This will let the community make language files (and visually know if they're using the right/best word [eg. Start/Begin for the launch button] for each element). If all goes well I should have that finished tomorrow for everyone to use. Let's see what languages we can support :D *** For those of you that are interested with how the language system in EC works (and who didn't read the previous posts), the .lang file will have a list of form elements. Each element will have a "=" and text (eg. btnMyPackages=My Packages). Changing "My Packages" to "Me Booty" will change the text of the button to "Me Booty". The list of languages is determined by the .lang files in the data/language folder. You can add a language while running EC and it will appear in the list without needing to restart EC. For some of the form controls, there will be multiple texts that it can say. This is addressed by having a "_0" or "_1" after the control's name (eg. btnLaunch_0=Launch). The code will then decide which text to use ( _0 or _1 ).
  10. As Solid said, we do have a few tutorials (I'll link them below), but I'll see about making some video tutorials later on. Choosing Engine - https://www.eclipseorigins.com/topic/86166/eclipse-origins-tutorial-part-1-choosing-an-engine Setting up engine - https://www.eclipseorigins.com/topic/86167/eclipse-origins-tutorial-part-2-setting-up-the-engine Map editor - https://www.eclipseorigins.com/topic/86169/eclipse-origins-tutorial-part-3-using-the-map-editor Npc editor - https://www.eclipseorigins.com/topic/86171/eclipse-origins-tutorial-part-4-using-the-npc-editor Animation editor - https://www.eclipseorigins.com/topic/86172/eclipse-origins-tutorial-part-5-using-the-animation-editor Distribute client - https://www.eclipseorigins.com/topic/86190/eclipse-origins-tutorial-part-6-sending-the-client-to-friends Using vb6 - https://www.eclipseorigins.com/topic/86219/eclipse-origins-tutorial-part-7-introduction-to-visual-basic-6
  11. I said something before... You can render the map and GUI on frmMain.hwnd with DX8. You then just move the map to the correct location and the GUI to the correct location. This allows your mouse to move on the screen. Moving where the map is displayed and GUI is displayed shouldn't create issues with the mouse position. If it does, the location codes need fixing.
  12. tempX = X tempY = Y If tempX >= frmMain.ScaleWidth - ScreenWidth Then tempX = X - (frmMain.ScaleWidth - ScreenWidth) If tempY >= frmMain.ScaleHeight - ScreenHeight Then tempY = Y - (frmMain.ScaleHeight - ScreenHeight) That's how I figured out the mouse location for Andur's GUI. It's called with form events so I don't need to keep track of it. The only mouse location I keep track of is mousePosX = tempX mousePosY = tempY That location should handle the game screen (the map area). *** Rereading that code, I can't remember why it's set up how it is, I just remember it was needed... I think it to make the screen right aligned...
  13. Oh, so you're wondering how to move it without it moving over your GUI? Simple enough, this is where the source values come into play. dX and dY will stay the same, but to move the panorama, you change the sX and sY. sWidth = screenX, and sHeight = screenY. After that, you look at if sX + sWidth > the panoramaX and same for the Y. If it is bigger, then you render another panorama. Hope this helps.
  14. Well, Rob beat me to it... I had to do something similar to this with AE's dev suite (moving the drawn screen over and decreasing the size). dX controls the left side (where you start drawing) dWidth controls how far over you draw (this should equal dX + sWidth, otherwise you stretch the image) dY controls the top side (where you start drawing) dHeight controls how far down you draw it (this should equal dY + sHeight or you'll stretch the image) sX will normally equal 0 (left side of the image) sWidth will be the size of the screen, or the size of the graphic (depends which is bigger) sY will normally equal 0 (top side of the image) sHeight will be the size of the screen or size of the graphic (depends which is bigger) *** You should probably base the size and location on the game screen (since that's what it should be over). dX =the left side of the screen, dY = the top of the screen, sWidth = the width of the screen, sHeight = the height of the screen.
  15. @susanooeyes Sadly, yes it will be. I've added viewing NPC stats on my to-do list and it should be in the next update (it's not hard to add, I'll just need to think of how to display it). Thanks for the question/suggestion :)
  16. Currently you can only view the NPC stats in the editor. These are only base stats and the stats of each NPC you put on the map can't be viewed. I'll see about adding a way to view the stats before you select a level so you have a better idea for if the NPC is balanced. For now, you have to test each piece of equipment on the NPC to test.
  17. Placing resources isn't as easy as randomly placing them lol, you do have to look at where the rest are before placing your next. It just takes time and practice.
  18. As I said when helping you debug, I can't wait to try it out :) The mapping needs some work, but that's easily changed as you practice and improve. As a tip, try not to make trees and rocks line up, they shouldn't be in rows (humans make straight lines and right angles, not nature). The same goes for the coasts, cliffs, etc.. Nature curves and moves, man is straight ;)
  19. I got curious about what characters would be supported with EC, and I was surprised... ![alt text](https://cdn.discordapp.com/attachments/361361857354924033/373634065917804547/weird_langs.png) ![alt text](https://cdn.discordapp.com/attachments/361361857354924033/373634960109731840/image.png) I think it's safe to say most language characters are supported. I just went to google translate and typed random things to get the character to test. Also, languages should now be finished. I still have a few things to tweak with them, but otherwise they are working like a charm. *** Currently I'm working on changing how package info is stored and retrieved to make it more user friendly.
  20. There should be a file called "Eclipse Renewal Server.exe" and you want to run that. If it's not there then your antivirus may have deleted it or something weird happened. Try redownloading the engine if it's missing.
  21. Did you start the server? If not, then open the server folder and start the server.exe (it might be named differently depending on what engine you're using). The server needs to be running when you use the client. If the server is on a different computer, you will have to port forward, and someone else will have to help you with that (I haven't done it so I'm not much help port forwarding).
  22. Language files are done and working, here's a preview of the changes (I know the pirate lang needs work, thank goodness that the community will be able to improve the files). ![alt text](https://s26.postimg.org/twh6jdkt5/Languages.png) Remember that the languages in the list are updated when you click the Language button based on what languages are in the folder.
  23. Update time! There been more code improving and optimizations, but that isn't something that's very visibly. What I'm currently working on is much more visible: Language support. The ultimate plan for language support is to host the best (most correct/polished) language files so they can be easily downloaded with EC, as well as support any language the user wants. Currently I've written English.lang and am working on Pirate.lang (to make sure all the controls are changing their text). I still haven't tested non-English characters, but I'll be getting to that in due time. The rest of this post is going to be about the lang files, so feel free to stop reading if you don't care ;) *** *** The .lang files can be opened with notepad or any text editor. The files have a custom layout that's easy to read (it's just the control's name with an = and the text of the control). Eg. (English and Pirate) (These are in separate files) lblMyPackages=My Packages lblMyPackages=Me Booty The areas of file are divided by the Form the controls are on and what types of controls they are. This is for ease of reading and not for EC. If you want to change the order of the controls, say by the text on them, then you can; EC will have no problem reading the file. *** Some of the control names have a _# at the end Eg. btnUpdate_0=Launch btnUpdate_1=Update This is because the button/control has multiple texts it can display. *** Each language will have its own .lang file. This is to keep the clutter per file down to a minimum. This also means it's easier to show all the files in the folder when you click on the language menu. Each language in the folder will be displayed. The skin selector uses the same system.
  24. The gui has changes a lot (so if you have a custom gui, you'll have to rename and edit the files). I don't think anything else was changed in the data recs... @SolidLink can give you a better answer about the other systems.
  25. Hiya, everyone! It's been awhile since any news has been said about ER 1.8.3 (check this thread to see why there's been a lack of updates https://www.eclipseorigins.com/topic/86235/er-reason-for-lack-of-updates) Now for what I've done in the past 3 months with ER... I can't say I've done much, but I have fixed and changed a few things. Bug fixes: - Quest bug: Thanks to SolidLink and Andur Engine, I found the cause of the quest crash when talking to an NPC. There was an endless loop causing the issue. - Changed the directional block click area to be quarters of the tile cutting it diagonally (the area will be an X cross area) - Fixed the button aligning on the main gui And that's about it for now. Once I finish bug fixing EC, I'll be working on ER again. ERCS should be out after this update (ER community server).
×
×
  • Create New...