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Tic Tac 2

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Everything posted by Tic Tac 2

  1. When you run the runtime installers, what does the installer do with the runtime files(ocx, dlls etc) Do they get registered? In that case, where do they get registered to? HKEY_CLASSES_ROOT? HKEY_CURRENT_USER? HKEY_LOCAL_MACHINE? Or does the engine just run the runtime files directly from the game folder? I'm using Eclipse Worlds btw.
  2. Is there any way or program to make your own installer that installs and registers the Runtime Files, Puts the game files into Program Files, installs custom fonts to your computer and makes a shortcut on your desktop?
  3. > ``` > Public Const FONT_NAME As String = "Georgia" > Public Const FONT_SIZE As Byte = 14 > > ``` > I'm pretty sure you just change that Cant find this. Can the eclipse source even read TTFs?
  4. I have a TTF font that i want to use in my game for the chatbox etc. I have put it manually in vb6 but other people cant see the font because they dont have it installed. im using eclipse worlds. theres a font folder that has georgia.png and georgia.dat. do i have to manually make my own font? what are the dat files? can i use .ttf files? I've searched for a long time but no one else seems to have this issue. The reason i want a custom font is because i'm making a retro nes game. so i'm using the font PressStart2P. thanks for reading
  5. Isn't that the RPG Maker VX Ace character maker?
  6. Tic Tac 2

    Custom font

    How do i have my client use a custom font, for example: the NES Zelda font.
  7. > just use 4 pixels for each "8-bit pixel". (32/4=8 bit) That way you can make it look 8-bit. Good idea, is there any way to set 4 pixel pen in photoshop and have a 4 pixel grid? Also, do you know how to import .fon fonts to the source?
  8. Anyone here familiar on how to make NES-ish graphics that look pixeley? I'm on to making an RPG that looks somewhat like NEStalgia if anyone's played it. Or the old final fantasy games on the NES. i got sound effects and music covered. I just need to know what to use to make the graphics.
  9. I'm using the custom build Eclipse Worlds, the movement in it for most people including myself feels "clunky" and "jittery". The more ping/farther you are from the server, the laggier and the slower your character move. Is there a way to fix this? In normal EO 3.0 no matter where you connected from, your moving would always feel fluent, but for other people viewing you, you would be lagging around a little. This is the way i want the movement to be. Is there a simple fix for this? I'd be eternally grateful if anyone would haelp me fix this :-) EDIT: Connect to my server with any client or download mine here to see what i mean. (13mb) [http://www.mediafire.com/download/gdvgndmic0e1c54/Fantura+2+Alpha.zip](http://www.mediafire.com/download/gdvgndmic0e1c54/Fantura+2+Alpha.zip) EDIT2: I think the problem is that the movement is sent like this "Client>Server>Client" I just want it to be sent like this "Client>Server". Do you know what i mean? I want movement to be client-sided. I know people can hack that way to make their movement faster than other people. But this is just something i want temporarily until i get a good host. I'll ban the hackers separately. The game isn't enjoyable when moving feels really laggy and not fluent. This is my server's Sub HandlePlayerMove, **I don't even know if i'm supposed to edit these specific subs to make the movement less laggy and client sided, please fill me in if im wrong** ``` ' ::::::::::::::::::::::::::::: ' :: Moving character packet :: ' ::::::::::::::::::::::::::::: Sub HandlePlayerMove(ByVal index As Long, ByRef Data() As Byte, ByVal StartAddr As Long, ByVal ExtraVar As Long) Dim Dir As Byte, i As Long Dim Movement As Byte Dim Buffer As clsBuffer Dim TmpX As Integer, TmpY As Integer Set Buffer = New clsBuffer Buffer.WriteBytes Data() Dir = Buffer.ReadByte Movement = Buffer.ReadByte TmpX = Buffer.ReadInteger TmpY = Buffer.ReadInteger Set Buffer = Nothing Call PlayerMove(index, Dir, Movement) End Sub ``` This is my clients PlayerMove ``` Private Sub HandlePlayerMove(ByVal Index As Long, ByRef data() As Byte, ByVal StartAddr As Long, ByVal ExtraVar As Long) Dim I As Long Dim X As Byte Dim Y As Byte Dim oldx As Long, oldy As Long Dim distanceX As Long, distanceY As Long Dim Dir As Byte Dim n As Byte Dim buffer As clsBuffer ' If debug mode, handle error then exit out If Options.Debug = 1 Then On Error GoTo errorhandler Set buffer = New clsBuffer buffer.WriteBytes data() I = buffer.ReadLong X = buffer.ReadByte Y = buffer.ReadByte oldx = GetPlayerX(I) oldy = GetPlayerY(I) Dir = buffer.ReadByte n = buffer.ReadByte distanceX = (X - oldx) distanceY = (Y - oldy) Call SetPlayerX(I, X) Call SetPlayerY(I, Y) Call SetPlayerDir(I, Dir) ' Let the client know we can move. IsWaitingForMove = False TempPlayer(I).Moving = n TempPlayer(I).xOffset = distanceX * PIC_X * -1 TempPlayer(I).yOffset = distanceY * PIC_Y * -1 Exit Sub ' Error handler errorhandler: HandleError "HandlePlayerMove", "modHandleData", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear End Sub ```
  10. > The returning statement is dependant on the WeaponNum being bigger than 0\. Change it to this. > > ``` > > Function GetPlayerDamage(ByVal index As Long) As Long > Dim WeaponNum As Long > > ' Check for subscript out of range > If IsPlaying(index) = False Or index < 1 Or index > Player_HighIndex Then Exit Function > > If GetPlayerEquipment(index, Equipment.Weapon) > 0 Then > If Not GetPlayerEquipmentDur(index, GetPlayerEquipment(index, Equipment.Weapon)) = 0 Or Item(GetPlayerEquipment(index, Equipment.Weapon)).Indestructable = 1 Then > WeaponNum = GetPlayerEquipment(index, Equipment.Weapon) > GetPlayerDamage = 5 + (GetPlayerStat(index, Strength) * (Item(WeaponNum).Data2 + 64) / 64) > ' GetPlayerDamage = 1 No idea why this is here. > 'Max = 5 + STRLVL * (STRBONUS + 64) / 64 > '* Item(WeaponNum).Data2 > Exit Function > End If > End If > > GetPlayerDamage = 5 + (GetPlayerStat(index, Strength) / 64) > End Function > > ``` Item.WeaponNum.Data is that the Vital number set on the weapon in the equipment editor? If not, what is the code to make it set to multiply by weapon vital?
  11. > RTE 9 means exactly what it says. A value is outside of its range. ~~When the error happens, hover over each value and see which one is causing the RTE.~~ > > > > I know what could be causing the error. If the player doesn't have a weapon, the WeaponNum is 0 which is outside the range of the Item types (1 to MAX_ITEMS) This happens both when i have a weapon on and not. > That is exactly what is causing the error here. Could you paste that piece of code into a code tag so we can correct it? Sure :P ``` Function GetPlayerDamage(ByVal index As Long) As Long Dim WeaponNum As Long ' Check for subscript out of range If IsPlaying(index) = False Or index < 1 Or index > Player_HighIndex Then Exit Function If GetPlayerEquipment(index, Equipment.Weapon) > 0 Then If Not GetPlayerEquipmentDur(index, GetPlayerEquipment(index, Equipment.Weapon)) = 0 Or Item(GetPlayerEquipment(index, Equipment.Weapon)).Indestructable = 1 Then WeaponNum = GetPlayerEquipment(index, Equipment.Weapon) GetPlayerDamage = 1 'Max = 5 + STRLVL * (STRBONUS + 64) / 64 '* Item(WeaponNum).Data2 Exit Function End If End If GetPlayerDamage = 5 + (GetPlayerStat(index, Strength) * (Item(WeaponNum).Data2 + 64) / 64) End Function ``` The last line before End Function is the highlighted one.
  12. I wanted to change my combat formula to be the exact same as Runescape 2s combat formula. It gives me RTE 9 subscript out of range though. Any idea what i might be doing wrong? Any feedback is appreciated. Thank you very much. Edit: This error happens when i hit somebody. Both with and without weapon equipped. ![](http://i.snag.gy/gCxbh.jpg)
  13. > Older versions of EO can be found here. > > [http://www.eclipseorigins.com/community/index.php?/page/index.html/olddownloads.html](http://www.eclipseorigins.com/community/index.php?/page/index.html/olddownloads.html) > > > > To fix your issue, you need to edit Sub SendDataTo server side and add a line with DoEvents right after the socket(index).send line. Thank you so FUCKING much. I love you.
  14. > In that case I'm not entirely sure honestly. Like I know I've seen it happen a few times but could never quite pinpoint the problem. Have you tried hosting the server elsewhere to see if it's just your current computer having issues? Additional information: This guy that lives near me, when he's on the server, it doesn't lagg at all. But when this other guy logs on from across the globe(he lives in the us i live in europe) it starts lagging. Remember; this only happens if he's in the same map. Edit: I've been searching for an EO 3.0 source but can't find it anywhere. Does anybody have it?
  15. > Ping doesn't make any difference if packets are never completed. The response delay can be 0 and packets can still be dropped. But alright. I've never had this problem before even if i run client and server on same pc. Problem still persists if i don't though
  16. > Make sure you don't run a client and server on the same computer. I've had this happen on slower machines before for some reason. Never did quite understand or catch why though but it seemed related to WinSock not receiving all the data properly (Possibly skipping over a buffer entry?) Before i reformatted my pc, this didn't happen even though i ran client and server on same pc. Also, i tried that and the server still laggs. Also, it doesn't lagg if you're alone on a map. You can be a lot of people on the server just on different maps, but in the same one. Then it laggs. It's not a connection issue, i know that much. Because i have local ping and it takes like 10 seconds for me to do things.
  17. When i have other people in the same map, there's delays in chatting, shift-right click teleporting, spawning etc. I'm using the same engine as i've been using for other games i've made for a year and this happened all of a sudden. When nobody else is on the map there is no lagg. But only if im alone in that map. Additional information: I reformatted my pc but installed the library files What can be causing this? Thanks in advance.
  18. > You may have installed the library files, but when you opened up VB6, it loads the components; If the component is not found, it'll stop the load and tell you there was an error, if you continue to load, it will remove all instances of that component control from VB6. > > > > What you'll have to do is click (Project > Components), select (Microsoft Rich Textbox Control) > > Then go to frmMain, in your Toolbar, you'll have a symbol like this: ![](http://i.imgur.com/JbBCfov.png) > > Click that, drag your mouse over a place in frmMain to make the Rich Textbox control: > > > > Go to the properties window (Bottom Right corner of VB6) > > Rename it to txtChat > > > > Then your code will work. Thanks, it helped me :)
  19. When i try to log in this appears. I installed the library files as an administrator already. I used to be able to run the source, but after i uploaded it to my dropbox, reformatted my pc and reinstalled library files it doesn't work anymore. Using VB6 enterprise edition. I am on Windows 7 64-bit. ![](http://i.snag.gy/EU2wd.jpg)
  20. > Ignore what I said. I confused 'CopyMemory' for something else. Alright, if you realize how to fix this then please tell me :P
  21. > You need to register zlib.dll. zlib1.dll?
  22. When i try to save any item in the item editor, even without making any changes to the item, this pops up. I am using eclipse origins 3.0\. Anyone knows how to fix this? ![](http://i.snag.gy/SFF3L.jpg)
  23. SOLVED!!### ItemRec on server and client were different. Turns out i was running an earlier build of my client and not the actual one from my vbp turns out i can be stupid sometimes xD sorry for taking your time
  24. I tried running an earlier build of the server and editing the items worked. I don't know what to do. If anybody knows how to fix this problem please reply :<
  25. I tried running an earlier build of the server and editing the items worked. I don't know what to do. If anybody knows how to fix this problem please reply :<
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