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EclipseCommunity

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Everything posted by EclipseCommunity

  1. Wabbit had the most votes appearing in basically ever category. Jungle and Azkanan also did well. There was a good amount of ties so i will be posting final voting polls in a few days. People who made it to the finals in at least 1 category: Wabbit Azkanan Akio Jake Erwin Rusher Rithy58 Zoso Aaron Justn Kreator Jungle Knight Lightning
  2. I got somebody to log on and they saw the pet walking normally. Not sure if it was because I'm running server and client on same machine. Regardless, I've ripped out the pet system and will be re-adding it again from Lightnings tutorial.
  3. Wasn't there a LOT of bugs in the developers edition? Have they been fixed in this edit?
  4. Right… if you don't have anything useful to say, say nothing... I only asked if there was something better, or a way to get SadScript to send strings. I don't need people to tell me what I should do with my engine. We're in the 21st century, most people have fast enough PCs to not even notice lag.
  5. Since SadScript doesn't support the ability to create and send strings, I was wondering if there was something similar I could use in my engine that has more flexibility in terms of sending variables. I am turning my game into a closed-source creation utility and I want to give my users more control over the engine.
  6. When I spawn a pet, it doesn't walk normally, it jumps from one tile to the other. Was wondering if there was something I was doing wrong.
  7. Would you work with Breeze graphics? Because I want a whole item and paper-doll set made up for my game http://www.deloria.draignet.com
  8. Extension to my tutorial. Credits to Terrakion for posting. http://www.touchofdeathforums.com/smf/index.php/topic,73328.0.html
  9. Thanks. Like I said, I never tested it so didn't know if it would definitely work.
  10. There's an OptionsRec in modTypes, add **HoverNames As Byte** to the bottom. Add 2 option buttons to the options window on the main interface (Call them whatever you want). For the option button that keeps names shown at ALL times, add this code to the sub routine: **Options.HoverNames = 0** And for the option that only shows names on mouse hover: **Options.HoverNames = 1** Then replace that whole block of code posted above to this: ``` ' draw player names For i = 1 To Player_HighIndex If IsPlaying(i) And GetPlayerMap(i) = GetPlayerMap(MyIndex) Then If Options.HoverName = 1 Then If CurX = Player(i).x And CurY = Player(i).y Then Call DrawPlayerName(i) End If End If End If Next ' draw npc names For i = 1 To Npc_HighIndex If MapNpc(i).num > 0 Then If Options.HoverName = 1 Then If CurX = MapNpc(i).x And CurY = MapNpc(i).y Then Call DrawNpcName(i) End If End If End If Next ``` Not tested but should work.
  11. Since when did you become forum moderator? How about you don't post anything unless it's in regards to the topic? kthx
  12. I realised that would be the problem. Just never initially thought that's what was causing it.
  13. @Rose: > So you solved an unfixable bug and don't even post what it is? None of us except maybe Richy really care that you're switching engines, and if you're not even going to share the information required to progress this bug, then theres no point in posting, twit. That was a bit unnecessary. I'm not switching engines I'm just staying with the one I have because I've put a lot of working adding/fixing/changing things, and I don't want to do it all over again from scratch if the problem I was having exists in all EO 2.0 sources. I posted the problem in the questions section and mentioned in my latest post that the problem also occured in Eclipse Galaxy. Thanks for calling me a twit though, you can figure it out yourself now.
  14. I've reverted back to Modification(S) since the unfixable bug I thought was only in that source appears to be an issue in ANY source using Eclipse Origins, which I have now solved anyway :) I'll be ripping out that ranged combat system for sure.
  15. Just tested in Eclipse Galaxy… Same issue. It doesn't happen when you walk by holding shift though. So strange. **EDIT - SOLVED** It appears that if I change the walking speed from 6 to 8, there's no jerkiness in the movement what-so-ever. So it has something to do with that.
  16. Decided to use this instead of Modification(s) 2.6. I got a lot of things to do before i start messing with the code again so hopefully there'll be a few more updates before I start doing that.
  17. I like where this is going. Keep up the good work. Quick question. Does this conversion contain ALL the bug fixes up-to-date?
  18. Yes Lenton, it doesn't happen when the map isn't scrolling. No Damian. It only happens when walking left and right while the map screen is scrolling. Doesn't happen moving up or down at all, and doesn't happen when moving left and right without the scrolling. @Robin: > Don't use unofficial modifications. They just break things. I've worked too hard on that source to just start over again. @SeeingBlue: > Doesn't look that bad. Does the same thing happen when you download a fresh copy of the server & client? If not then maybe you can add your edits one at a time & test until you find what's causing it. The default version is fucked. I can't open the frmMain without VB6 crashing because of the flash addition.
  19. I'm using Modification(s) 2.6 and I'm not sure if it's the default source or something I've altered. But when moving left or right while the map is scrolling (Not when the map isn't scrolling, and not when moving up and down) the sprite seems to animate in a "jerky" manner. Attached a video below for demonstration.
  20. Could somebody make a map 30x30 and walk left to right. Tell me if it's slightly jerky.
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