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cjsrch

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Posts posted by cjsrch

  1. More to show the tile hiding system we are working on.

    when you move around corners new sections come into view and others disappear..

    We are currently mostly working on the engine,

    Ill post some of the "art"* later today.

    *art refers to pen on paper overall map ideas… no one is an artist.
  2. Actually less populated would be more costly in alot of cases due to less demand yet a fixed cost..

    MIA and Fortlauderdale are both major airports and flights are usually cheep since there are so many
  3. EShoKee

    >! The story is based on a old D&D game that a friend had made.
    >! For many years man has fought against the highly organized and fierce ORCs. After most of mans cities collapsed man started work on its final hope. six citys surrounding the capital as the last defense of man. The citys have held for hundreds of years, Almost admitting a stalemate the orc attacks slowed.
    >! The History of battles past has faded to legends and some to myth.Until recently when the orcs acquired a new ally.
    >! …
    >! The undead.
    >!
    >! All players are to start as a simple common class.
    >! As the player advances s/he will get a chance to gain class titles.
    >! Our current goal is ambitious and based on D&D multi class system
    >! However our fall back will be a linear progressive branch system where you start as a commoner and pick scout mage or fighter then further specialize later
    >!
    >! In the works are multiple new systems including:
    >! Fog of war (cant see around walls .Proof of concept is in the works but is to cpu intensive at this time).
    >! Dynamic lighting for multiple light sources.
    >! Advanced point based class system.
    >! Moving from .bin to sqllite
    >!
    >! Sample of first attempt at fog of war
    >! ![](http://eshokee.com/image/sample1.gif)
    >! ![](http://eshokee.com/image/sample2.gif)
    >! Some maps starts
    >! ![](http://eshokee.com/image/sample3.gif)
    >! ![](http://eshokee.com/image/sample4.gif)
    >!
    >! NO we have not finished our UI yet
    >! NO we have not finished customizing tile sets yet
    >! Team
    >! Cjsrch-Head dev
    >! (non member) dan- part time mapper.
    >! (nonmember)barret-original story.
    >! We could always use more help and if you wish please pm me to apply.
    >! a experienced vb6 programmer would be nice (i am just learning it)
    >! More mappers
    >!
    >! [http://eshokee.com](http://eshokee.com) has our installer. The site name is a domain i previously bought for an electronic shop keeper startup but was placed on back burner(screw you apple).. so for now it is our projects site and codename until we think of a better one.
    >! You are welcome to jump into the game at anytime however we use different methods to mapping
    >! We make a WORLD first then add a story. This worked well in my rpgmaker days and gives a more real feel then when a map is made witha quest in mind.
    >! The starting area is more for intro into game play and will be removed prior to game start.
    >! I hope to update often as i work on this nightly
  4. Dude stop begging and spamming your thread in chat.

    Guys just put my id instead..

    No im not a member on that site…

    Not sure why you want to use that system anyways. You cant customize it..
  5. my wife bitched about the nose issue as well..

    think of what a pain in the ass it would be for make up to do that for him since he is in every episode..

    atleast they made a joke about it not getting cut off.

    Its a linear adaptation of a non linear book i think they are doing pretty danm well..
  6. Your way does sound easy. After you said that i started to think of having a new layer that has tile data

    each tile gets assigned a area number then a string of areanumbers viewable from it

    so if you are in a room your tile says all tiles numbered 1 are ok to show.. as you walk to a corner it would say all tiles numbers 1 and 2 are ok to show soit would open up tiles around the corner ….

    Would be easy and much less cpu intensive then my way..

    find screen size ( mine has multiple sizes) exmpl (10x10)

    divide x and y tiles displayed by two (5x5)

    make ratios using those numbers all combos in that range (-5:-5 1:5 -1:5 and so on)

    start at player position and using each ratio move out from player untill it hits a block once it hits a block mark all tiles beyond that layer as black.

    see crappy example here

    http://justprof.it/test.php

    Sample of code if it helps any one with an idea

    ```

    ".$x." ".$y."";

    $xf=$tx+$x;

    while(($ty<=$ym ) AND($ty>=0) AND ($tx<=$xm ) AND($tx>=0) ){

    if($tx==$xf){

    $ty=$ty+$y;

    $xf=$xf+$x;

    }

    echo " x".$tx."y".$ty."b".$block;

    if($block>=1){

    if($mapprint[$tx][$ty]==1){

    }else

    {

    $mapprint[$tx][$ty]=2;

    }

    }

    if($map[$tx][$ty]==1){

    $block=1;

    }

    if($x!=0){

    $tx=$tx+($x/abs($x));

    }else

    {

    $tx=$xm+1;

    }

    }

    /////////

    $x=$x+1;

    }

    $x=0-$qx;

    $y=$y+1;

    }

    ////////////////////

    $mapprint[$playerlocx][$playerlocy]=5;

    $x=0;

    $y=0;

    ?>

    =1){

    if($mapprint[$x][$y]==1){

    echo "O";

    }

    else

    {

    echo "x";

    }

    }

    else

    {

    echo ".....";

    }

    ?>

    |

    ```
  7. Im working on this now.. only shows parts that would actualy be vis from where you stand so its based on true location and just just a section. its turning to be really cpu heavy so if i can cut it down ill release it..

    currently at the phase of using php ( i know it better) for proof of concept… so dont expect anything soon.
  8. ResourceCache(mapnum).ResourceData(Resource_Count).cur_health = Resource(Map(mapnum).Tile(x, y).Data1).health

    spitting error when i try to run it using preexisting maps.. i take it i do infact have to remove old maps?
  9. Yes but EO3's pathfinding really sucks. reverting it back to eo3 standard and seeing how bad it does. if you see i put an an if to turn it on an off

    the eo3 standard seems to be processor heavy and inefficient. hence my report to you the other day of going from 50-80 cps to 500-900 cps wit just the code change.. granted the pathfinding in eo3 standard does FIND the target better

    EDIT

    well turns out neither yours OR eo3s pathfinding pays attention to blocks that were put inplace using the directional blocks…. IT only works if i use attribute based blocks...

    Now that i know this i will go back to trying both yours and the default and see what one is better on server load.
  10. Well commenting all of that out allowed them to start attacking again however pathfinding is still pretty bad

    i made a small map maze

    Spawn

    =============== |

    1 |==============

    | |

    | |

    | ==================

    4 | 2 |

    | |

    =================

    3

    with him spawning at spawn point

    me standing at position 1 he will find me by going around

    if i stand anywhere else he will get stuck

    if he is at poistion 2 and i am at 4 he will get stuck on wall

    if i stand at 3 and he is at 4 he will get stuck

    I have tried usiing both attribute blocks and directional blocks with no change
  11. This is what i current have

    I commented out a line and commented out anything to do with it

    Npcs move buggy

    I added a statement to allow me to turn on and off blocks of code if 1=0 blablabla

    the if so i could disable everything after pathfinding.. doing so the npcs will follow and attack… and fast.. but there is no pathfinding..

    if i walk around a corner they will get stuck

    with it on the npc movement is slowed and seems to fail'

    ```

    ' /////////////////////////////////////////////

    ' // This is used for NPC walking/targetting //

    ' /////////////////////////////////////////////

    ' Make sure theres a npc with the map

    If Map(mapnum).NPC(x) > 0 And MapNpc(mapnum).NPC(x).Num > 0 Then

    If MapNpc(mapnum).NPC(x).StunDuration > 0 Then

    ' check if we can unstun them

    If GetTickCount > MapNpc(mapnum).NPC(x).StunTimer + (MapNpc(mapnum).NPC(x).StunDuration * 1000) Then

    MapNpc(mapnum).NPC(x).StunDuration = 0

    MapNpc(mapnum).NPC(x).StunTimer = 0

    End If

    Else

    target = MapNpc(mapnum).NPC(x).target

    targetType = MapNpc(mapnum).NPC(x).targetType

    ' Check to see if its time for the npc to walk

    If NPC(npcNum).Behaviour <> NPC_BEHAVIOUR_SHOPKEEPER Then

    If targetType = 1 Then ' player

    ' Check to see if we are following a player or not

    If target > 0 Then

    ' Check if the player is even playing, if so follow'm

    If IsPlaying(target) And GetPlayerMap(target) = mapnum Then

    didwalk = False

    target_verify = True

    TargetY = GetPlayerY(target)

    TargetX = GetPlayerX(target)

    Else

    MapNpc(mapnum).NPC(x).targetType = 0 ' clear

    MapNpc(mapnum).NPC(x).target = 0

    End If

    End If

    ElseIf targetType = 2 Then 'npc

    If target > 0 Then

    If MapNpc(mapnum).NPC(target).Num > 0 Then

    didwalk = False

    target_verify = True

    TargetY = MapNpc(mapnum).NPC(target).y

    TargetX = MapNpc(mapnum).NPC(target).x

    Else

    MapNpc(mapnum).NPC(x).targetType = 0 ' clear

    MapNpc(mapnum).NPC(x).target = 0

    End If

    End If

    End If

    If target_verify Then

    ' if map has a working matrix, use a* pathfinding

    If mapMatrix(mapnum).created Then

    If GetPlayerX(target) <> MapNpc(mapnum).NPC(x).TargetX Or GetPlayerY(target) <> MapNpc(mapnum).NPC(x).TargetY Then

    ' player has moved, re-find the path

    MapNpc(mapnum).NPC(x).hasPath = APlus(mapnum, CLng(MapNpc(mapnum).NPC(x).x), CLng(MapNpc(mapnum).NPC(x).y), CLng(GetPlayerX(target)), CLng(GetPlayerY(target)), Void, MapNpc(mapnum).NPC(x).arPath)

    ' set the npc's cur path location

    If MapNpc(mapnum).NPC(x).hasPath Then MapNpc(mapnum).NPC(x).pathLoc = UBound(MapNpc(mapnum).NPC(x).arPath)

    End If

    ' if has path, follow it

    If MapNpc(mapnum).NPC(x).hasPath Then

    ' follow path

    NpcMoveAlongPath mapnum, x

    didwalk = True

    End If

    End If

    If 0 = 1 Then

    'Gonna make the npcs smarter.. Implementing a pathfinding algorithm.. we shall see what happens.

    If IsOneBlockAway(TargetX, TargetY, CLng(MapNpc(mapnum).NPC(x).x), CLng(MapNpc(mapnum).NPC(x).y)) = False Then

    If PathfindingType = 1 Then

    ' Check if we can't move and if Target is behind something and if we can just switch dirs

    If Not didwalk Then

    If MapNpc(mapnum).NPC(x).x - 1 = TargetX And MapNpc(mapnum).NPC(x).y = TargetY Then

    If MapNpc(mapnum).NPC(x).Dir <> DIR_LEFT Then

    Call NpcDir(mapnum, x, DIR_LEFT)

    End If

    didwalk = True

    End If

    '

    If MapNpc(mapnum).NPC(x).x + 1 = TargetX And MapNpc(mapnum).NPC(x).y = TargetY Then

    If MapNpc(mapnum).NPC(x).Dir <> DIR_RIGHT Then

    Call NpcDir(mapnum, x, DIR_RIGHT)

    End If

    didwalk = True

    End If

    If MapNpc(mapnum).NPC(x).x = TargetX And MapNpc(mapnum).NPC(x).y - 1 = TargetY Then

    If MapNpc(mapnum).NPC(x).Dir <> DIR_UP Then

    Call NpcDir(mapnum, x, DIR_UP)

    End If

    didwalk = True

    End If

    If MapNpc(mapnum).NPC(x).x = TargetX And MapNpc(mapnum).NPC(x).y + 1 = TargetY Then

    If MapNpc(mapnum).NPC(x).Dir <> DIR_DOWN Then

    Call NpcDir(mapnum, x, DIR_DOWN)

    End If

    didwalk = True

    End If

    ' We could not move so Target must be behind something, walk randomly.

    If Not didwalk Then

    i = Int(Rnd * 2)

    If i = 1 Then

    i = Int(Rnd * 4)

    If CanNpcMove(mapnum, x, i) Then

    Call NpcMove(mapnum, x, i, MOVING_WALKING)

    End If

    End If

    End If

    End If

    Else

    i = FindNpcPath(mapnum, x, TargetX, TargetY)

    If i < 4 Then 'Returned an answer. Move the NPC

    If CanNpcMove(mapnum, x, i) Then

    NpcMove mapnum, x, i, MOVING_WALKING

    End If

    Else 'No good path found. Move randomly

    i = Int(Rnd * 4)

    If i = 1 Then

    i = Int(Rnd * 4)

    If CanNpcMove(mapnum, x, i) Then

    Call NpcMove(mapnum, x, i, MOVING_WALKING)

    End If

    End If

    End If

    End If

    Else

    Call NpcDir(mapnum, x, GetNpcDir(TargetX, TargetY, CLng(MapNpc(mapnum).NPC(x).x), CLng(MapNpc(mapnum).NPC(x).y)))

    End If

    Else

    i = Int(Rnd * 4)

    If i = 1 Then

    i = Int(Rnd * 4)

    If CanNpcMove(mapnum, x, i) Then

    Call NpcMove(mapnum, x, i, MOVING_WALKING)

    End If

    End If

    End If

    End If

    End If

    End If

    End if

    ' /////////////////////////////////////////////

    ' // This is used for npcs to attack targets //

    ' /////////////////////////////////////////////

    ```
  12. seems like this is causing massive issue when the map is bigger tehn 100 by 100\.

    NPCs wont follow or attack and even the random movement they usualy make is slowed or stopped.

    id say movement speed by npc drops 100 times over…

    any one else have an issue? smaller maps it seems fine on.

    At first i thought maybe it was a server issue since i upped all the maximums (1000 max items 500 max maps and 1000 max npcs) but that wasnt causing issues before either.
  13. Have you tried trouble shooting 101 and ran the client on a … Third computer?

    Is the issue isolated to just your brothers computer.

    Will it run "hella" slow on a third computer ?

    Are you connecting via LAN or wan?

    What's your net connection?

    What's your server specs?

    What's his laptop specs?

    You don't really know if you have an issue until you try it on more computers and sender those questions.

    Simply thinking something is wrong with the client doesn't mean their is.. Actually you already said nothing is wrong with the client as it runs fine on your server .

    Until you run more test you won't get any help.

    Right now it's like me trying to run bioshock on my wife's netbook and saying the games the issue when it fails to run
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