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 agree with KoeZyrs. EFF is probably the best choice to use right now since it has features, and doesn't crash a lot compared to most engines on the site.
  2. The issue is that `.Num = 0` . 0 isn't a valid NPC number, so something went awry with the 8th NPC Try changing it to a different NPC, saving, then changing it back to see if that fixes the problem
  3. Hover over `MapNpcNum`, `Num`, and `NPCSpeed ` What are the values of those?
  4. @andrews825pc Try this one https://drive.google.com/open?id=1mDm8pOrCDbxUVSJiVR__XcsPqy7WqJzf If it still doesn't work, I suggest turning off your antivirus if that's what's causing the problem, and turn it back on after downloading it (you may need to make EO an exception as well)
  5. @andrews825pc To open the code (assuming you have it, and that it works), you need to open the `client.vbp` or `server.vbp` file. This will open the *whole* project with VB6 instead of the one file lik your image shows (you might need to launch it with admin permissions). If you do need the source, then here's a link to [EO 4.2.2](https://drive.google.com/open?id=1A2vZ08ujIOF5wMU5r6Jzoz9gP0TR6W_b)
  6. @andrews825pc I just downloaded a fresh copy and gave it a try. It's working fine for me. Here's a direct link to the latest version: https://drive.google.com/open?id=1rxETWDlxbUqos1SJ5sBQvfser0S9xRDv
  7. Did you make sure the image is numbered properly? Engines here almost always use a numbering system for the graphic (1, 2, 3, 4, ...), and having a missing number will make the graphics not show up in the editor or the game.
  8. Currently, there is no way to do that without programming the engine (at least, I don't know of any engines that have this feature)
  9. @luizk Try this http://www.tomshardware.com/forum/62329-63-device-error-code-2005530516 If that doesn't work, then I don't know what else to tell you. I've gone through my usual troubleshooting
  10. Well, that looks like the runtimes weren't installed successfully... Try installing the older runtimes: http://www.mediafire.com/file/7vgy682a7cdh4o3/install_eo_runtimes_dx7.exe/file After that, install the new ones again
  11. @luizk Follow the path to the error log, open the file, and show what it says here
  12. @luizk The first error is (usually) from missing runtime files/DX8 files. The fix is installing the runtimes as an admin. For the second error, I would have to see what error is in that log file.
  13. @luizk Try downloading this and placing it in the client folder https://drive.google.com/open?id=10XoYnFGI2o7P6qdinS8fNDzJnQrg3PBv
  14. I figured I should update ya'll since I haven't done so in a bit. I'm currently working on a lot of things in ER. I've mostly been working on 2 things on the client, and have recently switched over to the client for a bit to work on another 2 things. ----- Server: 1) Number of characters per account - I've been working on setting the server up to allow an input for the number of characters per account. This is a pretty requested feature on the site, and some engines have it while others don't, so I figured why not let users have both. I've been setting this up since I started 1.9, but I just now started to make it functional. 2) Unloading/Freeing Memory - ER currently is setup (like most, if not all, engines on the site) to load everything at runtime. This can cause issues with big games since 1.9 will no longer have max files. To avoid this, I setup the server to only load what is being used, and I just now got around to coding the unloading functions. To handle the unloading, I made pools that item (not game items, but memory items) IDs are added to. When something is requested, it checks if the item is in the unload pool and removes it. Anything still in the unload pool after X minutes will be unloaded, and the queue will be moved up. There are also several pools for different item types (resources, npcs, maps, etc.). The server will only unload one type pool (eg. npcs) at a time, then it will unload the next one during the next unload cycle (eg. resources). It's set up like this to reduce lag by making sure the server doesn't spend too much time unloading everything, but instead spends a smaller amount of time unloading a few items. ----- Client: 1) Credits - Someone (I can't remember who) asked about changing the credits, and how they look, so I decided I wanted to change how the credits work, are saved, and are shown. I basically want to make the credits into a script system. I still haven't decided exactly how I want it, but I'm going to have the credits be saved to a file, and loaded. There will also be required credits (or the EO and ER teams) coded into the game, but I want these editable to an extent. 2) GUI - Again??? Yep, I'm redoing it again. I was very happy with how my first GUI system was setup in ER, and even happier with the next version in AE, but both lack in user control, and dev creation. I want users to be able to make their own GUIs/skins, so I plan to have the default GUI coded into the engine, load from a file, and any changes in the file will override the coded GUI. I'm also setting up the GUI to actually have different subs for each widget. This will allow a save button in the bank to have an actual sub for it instead of one sub with a lot of if statements. This is to help readability, and make the creation process of the GUI more painless. None of these things are done, but they're what I'm mainly working on at the moment. Keep in mind that I do jump around what I'm working on a lot, so it's more than likely that I'll change from these to other things before my next post. ----- Just a reminder: If you want to keep up to dat on things I get stable/working, check out the [changelog](https://www.eclipseorigins.com/topic/86340/er-1-9-0-changelog)
  15. Did you install the runtimes found on the downloads page? https://www.eclipseorigins.com/downloads#step_two
  16. As many of you have probably noticed (and as the [Changelog](https://www.eclipseorigins.com/topic/86340/er-1-9-0-changelog) has pointed out), I haven't been working on ER as much lately, and I'd like to apologize for that. My real life job has recently increased my hours, and it requires me to actually go into the office. Before, the job didn't have many hours, I picked my schedule, and I worked at home, so this is a big change (it's also a good change). I am still working on ER, thinking up ideas to improve it, and slowly making progress, but because of the change with my job, I just don't have the time I did before. Development should increase once I get used to this new schedule, but it will be scarce until then. ----- Thank you for your patience, and I hope it will be worth the wait.
  17. @gensou-kurushimi Unfortunately, you have to use VB6, there aren't any other programs that work. I've never had an issues installing VB6 on windows 10. I know you have to uncheck the `Data Access` box when installing, but that's about all I had to do.
  18. For commands, you can type `/help` into chat to get a list of (some) commands I'm not sure how much I can do for sitting if I'm going to be honest, but I'll give it some thought. I might be able to make a player animation editor. This would allow the dev to make a sitting, jumping, crouching, etc. animation. You could also apply buffs/debuffs to each (sitting could regen stamina faster, but movement is set to 0). I do want to say I don't know how feasible the player animation editor (or whatever I call it) will be, and I'm not sure I'll have the time to make it, but I definitely will give it some thought, just realize I'm not a miracle worker ;)
  19. There are chat commands to change your chat channel (I can't remember which are which, but I know `'` is for global). There isn't a way to make characters sit, but I can try adding it if there's an easy way to do it. 8-dir movement is something I'm trying to add while keeping it optional. I have 8-dir pathfinding setup, I just have to get the movement code working.
  20. I know the map size has a bug where it keeps resizing itself. It's due to client resizing. As for the grid, I'm not entirely sure. The mouse location over the map has been a big pain for awhile. If you have VB6 and programmig knowledge, you can fiddle with in `HandleMouseMove` with `CurX` and `CurY` (those should be what's used for the cursor location). I'm currently preoccupied with the next version, but if it's very important the bug is fixed, I can see about fixing it in a few days.
  21. Does the mouse line up with the GUI?
  22. @mikamesu There was question if the art was actually your's or not. Feel free to re-add the link, sorry for the inconvenience.
  23. Ahh, I gotcha now. You should also be able to keep track of the number of resets GetTickCount has gone through, then do a bit of math with it: ``` GetTick = GetTickCount + ((MAX_LONG * 2) * TickResetCount) + TickResetCount ``` This is a bit more math, but it does mean you're able to use the Currency type. However, because VB6 has problems with math and overflows, you have to convert the max long to use a currency type, and that has to use `&H7FFFFFFF` as the value since numbers give an error. I'm going to assume your way is faster/better to use.
  24. Couldn't you just use a Single or Double with GetTickCount? Or does the floating point mess up the value or something?
×
×
  • Create New...