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SeeingBlue

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Everything posted by SeeingBlue

  1. SeeingBlue

    Spinning!

    This is how I did it. It does take away the ability to set walk speed with shift, but this was fine for me. In the client under modGameLogic find the sub ProcessMovement and change it to look like this. ``` ' Check if player has the shift key down for running If ShiftDown Then Call SendPlayerDir Player(MyIndex).Moving = MOVING_RUNNING Exit Sub Else Player(MyIndex).Moving = MOVING_WALKING End If ```
  2. I found the ghost, I was able to delete all the NPCs and on 2 of my maps I still had a blank space in map editors NPC spawn combo box. So I recreated the first NPC and he's spawning on my first map without a spawn point. He won't go away even when I delete….
  3. If I had 1 NPC & NpcSpawn on the map & I deleted the NPC folder from the server, would that have created a ghost NPC? I think this may be what I am experiencing.
  4. After doing further investigation, I discovered that my code works fine, but something is wrong with the first NPC slot in the NPC Editor. I created the same NPC in the second slot & everything works as intended. I tried to created a new NPC in the first slot again & it doesn't show up in the map editor under the NPC Spawn, only shows the second NPC as the first.
  5. Sorry, Erwin. I didn't mean to post when I did. I edited my original post now.
  6. I added **Shop As Long** to **NpcRec** on both the client & server. Modified the frmEditor_NPC with a combo box to populate with the currently available shops. Modified the modGameEditors. Then on the server under **CanPlayerAttackNPC** I had it check to see if the NPC is a shopkeeper & if so then **SendOpenShop**. ~~My problem lies somewhere in storing & moving the data for NPC. Everything is off, Name isn't showing up, sprite isn't showing up. The Npc has no health. I got the data offset when storing somehow & I can't figure out what I missed. Any ideas?~~ After doing further investigation, I discovered that my code works fine, but something is wrong with the first NPC slot in the NPC Editor. I created the same NPC in the second slot & everything works as intended. I tried to created a new NPC in the first slot again & it doesn't show up in the map editor under the NPC Spawn, only shows the second NPC as the first.
  7. Yea, like above said. Best thing to do is get paper & pencil & track all the movements the stats take by doing searches. This will help you understand how they are used & you'll have a better understand of how to add new ones.
  8. Probably won't use them all, but I know of at least 7 slots are needed for me & the others will probably be clothing, & accessories.
  9. I believe most of the complaints were that they couldn't find a certain line. Not a lot of people here are programmers & are lost by this. Btw here is a modified char window I made.
  10. I know a lot of people were asking for this & I didn't have the patience to write a tutorial. Thanks.
  11. hack…mod, same thing when you are making changes to the client. I'm sure the game is not very secure & anyone with enough knowledge should be able to break it in ways like you have experienced. http://www.pcgamer.com/2011/06/22/terraria-mods-and-tweaks/
  12. Yea, source editing. Believe from looking at the source previously that it doesn't really make any difference whether you select Trees, Mining, Fishing Spot.. The only different is the weapon required. So essentially all you have to do is add new resources like herbs, require a tool like gloves.
  13. blah blah u guys are sooo hilarious.. Is it really that strange or odd that I don't watch youtube videos all day?
  14. obviously… Where is the magnet's reference coming from.
  15. Ah, I'll bump. I was thinking about this yesterday, but I haven't gave it a serious thought yet, maybe someone can come along & point us in the right direction.
  16. @Kusy: > AMAZING! FUCKING MAGNETS? > HOW DO THEY WORK? Ok, where did you get this?
  17. That is the last forest I want to wonder through on acid.
  18. SeeingBlue

    12345678

    Using the Insert key can help it be less annoying. You can also add a label to the top right corner & add X to it's text then code it to close exactly like the insert or /admin does.
  19. I'm using the large textures in EO2, which is Directx7 as you know.. If I switched to CS:DE I could use the autotile feature & wouldn't need to use my unconventional method. Anyways yea… I'm not trying to learn all about that directx lingo, that's why I am using your engine & not my own... Still don't know what surfacing is though, just found a bunch of people's project specific questions. No matter, I'm just going to continue with EO2 & my large textures as long as it works. When I run into a problem, I'll find another solution.
  20. I know it's wrong, but it was easy & it works. Plus it sounds so much more appealing than having 154 tilsets to make up a single map. My only alternative would be to move into CD:DE or program Autotile into EO2\. Otherwise I'm afraid I would be sacrificing eye candy.. @Robin: > at least surface the little buggers. What do you mean by surface?
  21. A simple google search would not have answered my question about CS:DE limitation, which is really all I asked. You do a fine job of answering questions, especially when no one is paying for support. I won't deny that, but I do wish you had more patience because you can easily overlook someone's point. And btw the idea behind my project is just for friends, similar to your dungeon crawler. If I wanted to use larger textures then I would simple raise the system requirements for running the client. The reason I am using textures larger than 256 or 512 is because I am building my maps & gfx using an unconventional method that allows me to map with autotile outside of EO2\. This method also means my tilesets are entire maps. Currently 107x81. If I did start using CS:DE then I would eventually spend the time to do it right & use autotile in-game, but I don't think I am going to make the switch..
  22. @Robin: > My job is to give generalised help. If you know enough about your target audience which means they all have machines capable of running higher resolutions then you'll know what the maximum resolution that they can run is. > > Next time word your question better. Asking what the Crystalshire limits are is plain retarded when I explicitly pointed out that there are none and that the limitations are in the hardware. > > Don't judge me by American standards. > > You obviously haven't been here long. Care to quote where you "explicitly" state CS has no limitation? I see where you stated the limitation of various hardware but nothing else, not in this thread. As a matter of fact the only reason I commented here was because you said there were no reasons to use textures greater than 512\. I do, & I have a reason. My only concern was whether or not CS:DE had any issues with large textures. American standards? So it's perfectly normal to assume a single point of view & be short with people on a regular basis as a result? Because that doesn't ever plant seeds of negativity… No, I've obviously not been here long, as my profile would give away, but I've been here long enough to know that you need a vacation, & maybe some herb to mellow your attitude.
  23. Robin, you assume a little to much. Just because I said I didn't care about hardware limitations doesn't mean I don't understand… it means that I know it won't be an issue for my target users. Ever smoke a joint now & then? You always seem short tempered, very little patience. I can understand how this might occur here, but you must learn to not let life get to you. It's just a ride.
  24. I don't care about hardware limitations of on-board video, I simply asked if it would work in CS:DE. Did I not read that the engine doesn't even use the GPU on the CS forums?
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