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abhi2011

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Everything posted by abhi2011

  1. Just re-iterating what Growl said in a idiot friendly way (no offense intended) Open server/src/frmServer.log and copy-paste whatever's in that file here.
  2. > Ahh, now I got what you were doing, next time though, use spoilers in the BBCodes and just spoil the sections you cover :) Use spoilers to spoil sections?….
  3. > There's Abhi, always coming to the rescue ._. > That's my Abhi! :D > Abhi for president! I don't know what to say. You guys have brought tears to my eyes. Much
  4. I'm guessing this has been solved. Please edit the main post and set the topic title to Solved.
  5. VB6 already has intellisense built in. It automatically shows up whenever you start typing. If doesn't show up and you want to force it hit the ctrl+spacebar key.
  6. Kinda stupid of me not to check the image properly. That's the .net ide. Sorry. btw what exactly is it that you need help with?
  7. Well anyways, to make intellisense finish code hit the space key. That's the Visual C++ IDE right? Or is that something different?
  8. > Item, player, and spell is not a problem… Really thanks. I solved it ^.^ Nice :) Since this has been solved please edit the main post and change the tag to Solved.
  9. This requires a source code edit and it isn't easy. (Well the actual edit is easy but what comes after that will be pretty painful.) Open up modTypes in the Server and Client data files. Then search for a line similar to this: ``` stats(stats.Stat_count -1) as byte ``` Change the byte to an integer. The above line can be found in mostly all data recs (PlayerRec, ItemRec, SpellRec etc) After you change this you won't be able to use any of your old items, resources, players since there data files would have been corrupted. You have two choices. Either wipe all the .dat files in the server data folder and start fresh or create a converter to convert all the data for you.
  10. > I do not know how many kbps is used, but there is the formula for an older engine. If someone can post how to find the kbps used by each player it would be great because I would love to know too. The kbps varies from player to player and from time to time. For example during login a large number of game data is sent to the player. (Maps, items, resources, quests etc) During map transfer map data is also sent out. But at other times, like when a player is grinding, the data transfer is low with only small amounts of data being transferred per second.
  11. > Wow. I'd better try to find that on dictionary… > > > > i think he is just saying good luck that means it will give them a hard time fixing it.. > > Bugs are meant to be fixed, so there are no unfixable bugs The engine is so buggy that it'll be really hard to spot all of them an fix them. Good luck trying to fix them. I disagree. The engine is buggy but they aren't really all that hard to find them and fix them. It'll be easy
  12. If you're ready to pay then people will be ready to add this in for you.
  13. Yay, you've installed VB6 SP6!!! Did you install the run time files though? :o
  14. Shouldn't g.setColor be called before g.DrawImage?
  15. > How much is an ad? I'd like to get an ad for breadvisionstudios.com if I can. I'm not even sure who I'd talk to so I thought I'd start here. Send a msg to Amish.
  16. > I was hopping I could stop the user from sending a chat on the client side so the server wouldn't even have to worry about it. Is there a way to use the chat bubble to stop flooding? I know that sounds weird but is there a simple if statement I could use to check and see if the user still has a chat bubble before allowing them to chat? I'm still trying to figure vb6 out here. When client receives a chat msg/chat bubble packet then check on which player the chat msg is on. If that index = cur player index then set a global variable to true. Then when you try to send a message then check if that global variable is true. If true then don't send new chat packet to server. If false then send the chat packet to server.
  17. Sorry for the double post. Had to do it **Updated** the tutorial. I missed code in **ItemEditorInit** in **modGameEditors**. Scroll to the top and find the section called modGameEditors and add in that code.
  18. > ,…," data-cid="929746" data-time="1413655184"> > > might want to change these to Byte too :P meh. It won't cause any memory problems. They'll eventually be disposed.
  19. > ,…," data-cid="929736" data-time="1413631600"> > > if the color and alpha are only 0 to 255 why don't you use a byte for that ? Nice observation. I normally use a long without much thinking so yea.. Editing the OP
  20. FireBlade97 requested this via PM and since it's been a long time since I wrote a tutorial, I thought why not? After you add this you'll have control over how items in game look by tweaking the colour of the texture. So let's get started. **Note**: I've used Eclipse Worlds for writing this source but this should work on any DX8 engine. **Note2**: This tutorial is not noob friendly at the end. I suggest you have basic understanding of VB6 and certain terminologies like what methods are. **EDITORS** Open up the **item editor** form a make something like this: ![](http://i.imgur.com/AdfQ3sW.png) Properties: Leave the Frame properties as it is. Change the frame caption to Colour if you want. **Label 1** Name: **lblRed** Caption: **Red: 255** **Label 2** Name: **lblBlue** Caption: **Blue: 255** **Label 3** Name: **lblGreen** Caption: **Green: 255** **Label 4** Name: **lblAlpha** Caption: **Alpha: 255** **HScroll 1** Name: scrlRed **HScroll 2** Name: scrlBlue **HScroll 3** Name: scrlGreen **HScroll 4** Name: scrlAlpha Now open up the source code of the Editors and paste the following at the end ``` Private Sub scrlRed_Change() If EditorIndex < 1 Or EditorIndex > MAX_ITEMS Then Exit Sub Item(EditorIndex).Red = scrlRed.Value lblRed.Caption = "Red: " & scrlRed.Value End Sub Private Sub scrlBlue_Change() If EditorIndex < 1 Or EditorIndex > MAX_ITEMS Then Exit Sub Item(EditorIndex).Blue = scrlBlue.Value lblBlue.Caption = "Blue: " & scrlBlue.Value End Sub Private Sub scrlGreen_Change() If EditorIndex < 1 Or EditorIndex > MAX_ITEMS Then Exit Sub Item(EditorIndex).Green = scrlGreen.Value lblGreen.Caption = "Green: " & scrlGreen.Value End Sub Private Sub scrlAlpha_Change() If EditorIndex < 1 Or EditorIndex > MAX_ITEMS Then Exit Sub Item(EditorIndex).Alpha = scrlAlpha.Value lblAlpha.Caption = "Alpha: " & scrlAlpha.Value End Sub ``` **modGameEditor:** Find **ItemEditorInit **and before the end with add in this: ``` frmEditor_Item.scrlRed = .Red frmEditor_Item.scrlBlue = .Blue frmEditor_Item.scrlGreen = .Green frmEditor_Item.scrlAlpha = .Alpha ``` **modTypes:** This part is common for both client and server. Open up **modTypes** and find **ItemRec**. Before End Type add the following: ``` Red As Byte Blue As Byte Green As Byte Alpha As Byte ``` **modRendering:** Find **RenderTextureByRects** method in **modRendering** Add this to the end of the method declaration ``` Optional ByVal Red As Long = 255, Optional ByVal Green As Long = 255, Optional ByVal Blue = 255, Optional ByVal Alpha As Long = 255 ``` Add this to the end of the **RenderTexture** call ``` D3DColorRGBA(Red, Green, Blue, Alpha) ``` Find the **EditorItem_DrawItem **method in **modRendering** Find the **RenderTextureByRects** call in this method Add this to the end: ``` frmEditor_Item.scrlRed.Value, frmEditor_Item.scrlBlue.Value, frmEditor_Item.scrlGreen.Value, frmEditor_Item.scrlAlpha.Value ``` **Now this part changes per change so I'll provide you with the code and help you figure out. You'll have to add in the code yourself.** Wherever there items are being drawn in game, declare the following variables. ``` Dim R As Long, G As Long, B As Long, A As Long ``` After this check ``` ItemNum = GetPlayerInvItemNum(MyIndex, i) If ItemNum > 0 And ItemNum
  21. Remove your client files and get a fresh copy of the engine.
  22. > Everytime I try to compile Eclipse worlds I get this error… Now, I haven't even changed any of the code, yet it's still giving me this error? My client.exe runs perfectly as well? I don't get it.![](http://www.eclipseorigins.com/community/public/style_images/eclipse31/attachicon.gif)[help.png](http://www.eclipseorigins.com/community/index.php?app=core&module=attach§ion=attach&attach_rel_module=post&attach_id=1380) Close VB6. Open up the .vbp file in a text editor like notepad or notepad++. Find the line which references MsComctl.ocx There should be a version number like 2.1 or 2.0\. If it's 2.1 change to 2.0\. If it's 2.0 change to 2.1 Save and open up the .vbp in VB6. Test if it works. If that doesn't work then delete your .vbp file and get a fresh one for EW.
  23. I don't believe any of these are available in Eclipse 4\. And I don't think the devs will work on adding any features to EO4 either since they are working on a new HTML engine called Eclipse 5\. And no Eo4 doesn't have any custom modding or scripting support. It's basically "be happy with what you have" kinda deal. However there other engines here like Eclipse Worlds which are open source. This means you can add in the required features.
  24. > Its mean, I have to share eoclient.exe & all data files to them ? > > There's no way for game working without share my resources ? Why would you want send a game without your resources??
  25. > Dx8 is not the one in the wrong right now, it's your code. for one, you'd want to use D3DPT_LINESTRIP instead of a trianglestrip. linestrip uses 2 points, instead of what YOU are doing, which is 4 points… Using a line strip or a triangle strip doesn't matter. The rendered image won't show up. I never could figure out why. > ``` > Private buffer As Direct3DVertexBuffer8 > Const fvfUDVertex = (D3DFVF_XYZRHW Or D3DFVF_DIFFUSE) > > Public Sub DrawPolyLine(Vertices() As typUDVertex, lPointCount As Integer) > Dim VertexSize As Long > VertexSize = Len(Vertices(0)) > > Set buffer = d_D3DDevice.CreateVertexBuffer(VertexSize * lPointCount, 0, fvfUDVertex, D3DPOOL_DEFAULT) > Call D3DVertexBuffer8SetData(buffer, 0, VertexSize * lPointCount, 0, Vertices(0)) > d_D3DDevice.SetStreamSource 0, buffer, VertexSize > d_D3DDevice.SetVertexShader fvfUDVertex > d_D3DDevice.DrawPrimitive D3DPT_LINESTRIP, 0, lPointCount - 1 > End Sub > ``` > Nope, isn´t that big crap that it cannot handle basic shapes. With this f.e. you can draw basic polyline using DX8: Thanks.
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