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abhi2011

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Posts posted by abhi2011

  1. > May take some time sure… but theres no real reason to be using VB6 these days... I think it turns people away.

    We don't have an opensource engine here written in C# or Java or w.e. Everyone who starts writing eventually just gives up because it's way too time consuming and they have better stuff to do.
  2. 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.
  3. > 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.
  4. > 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
  5. > 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.
  6. 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.
  7. > ,…,<>" 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
  8. 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 <= MAX_ITEMS Then

    ```
    Add the following

    ```
    R = Item(ItemNum).Red
    G = Item(ItemNum).Green
    B = Item(ItemNum).Blue
    A = Item(ItemNum).Alpha

    ```
    Now find the call to the RenderTexture method (It can be just RenderTexture for rendering dropped items or RenderTextureByRects for inventory or it may all just be RenderTexture) 

    Add this to the end of the call: 

    ```
    R, G, B, A
    ```
    And it should work. Depending upon how stupid your request of help is I'll help you. If it's very stupid then I won't. Ask someone else. 

    Here are a few methods that render items. I'm not sure if there are more but search for them. (Search for **Tex_Item** and in **modRendering** and you'll find the methods)

    > DrawMapItem
    >
    > DrawHotbar
    >
    > DrawInventory
    >
    > DrawAnimatedItem
    >
    > DrawDraggedItem
    >
    > DrawBank
    >
    > DrawBankItem

    **NOTE**: For **DrawMapItem** use this code to set the r,g,b,a rather than using the above mentioned code: 

    ```
    R = Item(MapItem(ItemNum).num).Red
    G = Item(MapItem(ItemNum).num).Green
    B = Item(MapItem(ItemNum).num).Blue
    A = Item(MapItem(ItemNum).num).Alpha

    ```
  9. > 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.
  10. 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.
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