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Scott

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Posts posted by Scott

  1. @Whack:

    > Good job; _**I**_ happened to have that stuff done. Do you think you could fix these asap:

    Working on it, I just posted that real quick since it only changed 3 lines really.  I'll post the rest in a bundle together should be within a few days I started working on it today but I have other stuff to do.
  2. Exclusive Steps For Eclipse Origins 3.0
    Do **not** follow these steps if you are using Eclipse Origins 2.0

    –------------------------------------------------------------

    FIND:

    ```
        Name = Trim$(Player(Index).Name)
        ' calc pos
        TextX = ConvertMapX(GetPlayerX(Index) * PIC_X) + Player(Index).xOffset + (PIC_X \ 2) - (getWidth(Font_Default, (Trim$(Name))) / 2)
    ```

    UNDER ADD:

    ```
        'guild
        GuildString = Player(Index).GuildName
        Text2X = ConvertMapX(GetPlayerX(Index) * PIC_X) + Player(Index).xOffset + (PIC_X \ 2) - (getWidth(Font_Default, (Trim$(GuildString))) / 2)

    ```
    –------------------------------------------------------------

    FIND:

    ```
        If GetPlayerSprite(Index) < 1 Or GetPlayerSprite(Index) > NumCharacters Then
            TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).yOffset - 16
        Else
            ' Determine location for text
            TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).yOffset - (Tex_Character(GetPlayerSprite(Index)).Height / 4) + 16
        End If

    ```

    REPLACE WITH:

    ```
        'new
        If GetPlayerSprite(Index) < 1 Or GetPlayerSprite(Index) > NumCharacters Then
            TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).yOffset - 16
            'Guild TUT
            Text2Y = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).yOffset
        Else
            ' Determine location for text
            TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).yOffset - (Tex_Character(GetPlayerSprite(Index)).Height / 4) + 16
            'Guild TUT
            Text2Y = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).yOffset - (Tex_Character(GetPlayerSprite(Index)).Height / 4)
        End If

    ```

    –------------------------------------------------------------

    FIND:

    ```
        ' Draw name
        'Call DrawText(TexthDC, TextX, TextY, Name, Color)
        RenderText Font_Default, Name, TextX, TextY, color, 0
    ```

    UNDER ADD:

    ```
        If Not Player(Index).GuildName = vbNullString Then
            'Call DrawText(TexthDC, Text2X, Text2Y, GuildString, color)
            RenderText Font_Default, GuildString, Text2X, Text2Y, color, 0
        End If
    ```

    –------------------------------------------------------------
  3. Than make sure the y2/x2 formula match the x/y formula , than adjust the y2(-16) so they don't overlap.  Also make sure you remembered to do the part where it sends the guild name with the player data if you forgot that step it wouldn't display it.  Like I said though revert the changes step by step first place it back in the if statement, if it does not work in it than you probly forgot to do the step I mentioned above, if not try changing the textx back to textx2, than texty back to texty2.  If it stops working on one of those have a look at your formulas you might have copied something over wrong.
  4. Try replacing

    ```
    GuildString = Player(Index).GuildName

    ```with like
    ```
    GuildString = "Test Guild"

    ```
    and move the render_text(the one for guilds) from that if statement (move it under the other render text) and change the texty2 and textx2 to textx and texty in the render_text.

    Than if it works after that try un doing those changes 1 by 1 till you find the problem than once you know which section is causing it you can try to fix it.
  5. @Whack:

    > I would really appreciate it. I've actually been silently waiting for those for awhile now and I finally decided to say something.

    Good thing you did I forgot.  :embarrassed:
  6. @Whack:

    > When are you releasing an update…I'm adding it now and I need it bug free, I saw that list on page 9\. Have you fixed all of those errors yet?

    I've gotten side tracked I admit, not much has been done but I do still plan on doing everything on the list.  I've gotten side tracked with my next project I plan on releasing but seeing as most of the fixes are just small things I'll do my best to make some time for it asap.
  7. Find this line
    ```
    MyText = LCase$(ChatText)

    ```
    Replace with this line

    ```
    MyText = ChatText

    ```
    Note though, with how the default eclipse system works commands will be case sentitive now.  Next time I release an update I'll include a fix for this.
  8. http://www.techrepublic.com/article/performing-date-comparisons-in-vb6/5799938

    Great article explaining just how easy it is to compare dates in vb6, much better than looping through any files even if it's once a day it's still unneeded.
  9. @Eckhart:

    > Just because it's anti-aliased doesn't mean it's blurry.

    Does not matter what causes it to look a little blurry, it still looks that way lol regardless of its cause or purpose.

    @Lenn:

    > I REALLY fail to see how this is blurry:

    It just looks a little blurry, not in a bad way tho I think it adds to the style of the game looks great.

    Any chance we could see some paperdoll?
  10. @Joost:

    > Since banks keep track of the amount of money in ATM's and the transactions made it is relatively easy to spot differences, and even though you received the money it is still legally owned by the bank and therefore the bank can/will make you pay back 100%. (even if you give the money away, since you're not the rightful owner the money still belongs to the bank)
    >
    > So yeah, I wouldn't withdraw 1.5 mill and spend it on gambling.

    Well ya no ones stupid enough to think they would get to keep it with out a fight, that's why you hide it do your time than cash in they can't recover money they can't find =D.
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