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balliztik1

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Everything posted by balliztik1

  1. @Robin: > @Aero/EBrown: > > > Oh BS. You can take C#, VB and others at university's you dolt. > > American Universities teach .NET? Wow. The only stuff you'll find over here is C, C++, Java and Assembly. Of course they do, Robin. And in Canada. Microsoft likes to breed them close to home.
  2. Not a bug. Robin's gone over this one quite a few times in the main topic. To change the blitting order, you'd have to find the paperdoll loop, then manually swap the order in which equipment is paperdolled.
  3. Ah, okay. Then that _would_ be your issue. Enterprise or Professional is what you need.
  4. That's the right version. You just need the proper service pack. Look up Visual Basic Service Pack 6, I believe it is.
  5. Silent, if this was scripted, it'd have to be done with a timer. A source edit would allow you to trigger an event in any way. Gamma, explain what you mean by "scripted". I know what the term means when referring to a "scripted item", but that's because there's a predefined trigger. Do you mean a script that runs when you attack? When you get attacked? When you equip an item? When you remove an item? Upon "using" the item? There's so many ways for an event to run that the word "scripted" doesn't tell us much. I'll link you to two tutorials of mine for adding scripted events. http://www.touchofdeathforums.com/smf/index.php/topic,16162.0.html Warning - while you were typing a new reply has been posted. You may wish to review your post. Damn. What she said. ^ Edit: There, added on my tutorial. Keep in mind, though, that scripting anything comes with additional lag due to slow execution. You might be better off coding it a different way.
  6. Your URL is your IP address. Go to a site like IPChicken or something.
  7. Alright, that's cool. If you're sure that's everything, then it won't be so bad. I just remember reading where Unknown_Raven had started finding the issues but that he hadn't checked the whole source. That's a lot of places to check! ;O
  8. Well, the speed/magic swap is tedious. I could go ahead and release what I've got, since I've fixed most of it. Other than that, I just got the 2.8 source, so I'm going to mess with the party system in that. Shouldn't be too long.
  9. Most of the text is hardcoded into the engine. There's no language option, but a user named Alatar is trying to rewrite the engine in a few different languages. If you have a copy of VB6 and a knowledge of programming, you can go through and change all the English parts. Other than that, it'll be impossible to do that. :sad:
  10. Yeah, I've already fixed that one. All the code for the bow looked good, so I just wanted to make sure I wasn't overlooking anything.
  11. @«Lígh╦ñíñg»: > Delete the thread then. Seeing as everyone comments on the grass and nothing else, this thread might as well disappear until I can get things sorted. You act like this is _our_ problem. Plagiarism is a big deal. If you produce a tile that's 90% the same as someone else's, of course that's what we're going to focus on. You keep suggesting that it's 100% original, but you're removing the image and asking this topic to be deleted and such. All we have to go on is your word, and given the circumstances, that the tile is not only in the same style as Elandor's grass, but you can zoom in and compare directly and see where it's so similar, of course we're wary. And when your reaction coupled with this is to try to cover everything up by removing images and asking the thread to be removed, that just looks even more suspicious. @«Lígh╦ñíñg»: > I'm not calling you a liar. But hey, I wont tile again, so I hope you're happy, as this is the best I can do not to offend anyone again. Oh, fucking stop with that. We accused you of plagiarism. At the very least, even if you did draw this yourself, the style is almost directly copied. Even you can realize that much. Directly ripped or visually copied, it's still plagiarism. But, the thing is, you're not only denying it when it's pointed out, but now you're trying to get some grief for it, like it's our fault that we accused you or something. So yeah, that's why we take it personally. You deny it, you try to cover it, then try to turn people against us. Even throwing the image comparisons out, that just makes you look either guilty or immature. So, whatever you decide to do about that is fine. If it takes you giving up on making tilesets because someone pointed out the blatant similarities, so be it. You're not going to make anyone feel bad about what you do to yourself. ..aaaand it appears someone locked this while I was typing. Oops.
  12. A damn huge coincidence, then. The tufts are shaped exactly the same, there are little 2x2 blocks of different colors for highlights spread throughout the tile, and it looks like it's a 16x16 tile blown up to 32x32\. That's an awful lot of things to coincidentally put into your art.
  13. Nah, he shouldn't have to remove that, though. There's a lot of people who use their real names in their game credits and such. I know of probably a dozen people's real names from Eclipse, but that doesn't mean that I'm going to go search them and add them to my Facebook. Given the immense amount of info we post on our Facebook pages, anyway, why would you want some random person from a forum to see anything you're doing at a given time? I doubt Robin's the creeper type, but still. The same, of course, works in reverse. He doesn't want some random forumgoers to pry into his life. He was just sharing a funny story, and his Facebook gets pounced on. That's not cool.
  14. Well, if the palms and the fists being used in your gutterminded activities are flaming, blazing, searing, scorching, burning, or flaring, then you've got bigger problems to worry about than people snickering at your word choice.
  15. Flaming Touch, Searing Palm, Blazing Fist Just a thought. ;D
  16. @Azure: > I like the unique names. That's something I enjoyed since I played Golden sun. Ah yes. Another good example. Loved casting Ragnarok and impaling my enemies with a giant sword! ;D @Shadowwulfâ„¢: > yeah thats what I have been doing… but of 250+ spells... I easily names 200... now im getting stuck LOL Get a thesaurus if you haven't already. If not, resort to making them more unique. Give them special names and such. For instance, in Dungeons and Dragons, there's a rather generic spell called Burning Hands, but there are also more unique fire spells like Aganazzer's Scorcher. If your game fits that kind of mold, you could always throw in a lore reference.
  17. Definitely unique. Seyerdin only has a few spells per skill tree, but they are unique names. The ice tree has snowstorm, blizzard, and tempest, for example. It'd be odd, I think, to see blizzard, super-blizzard, and ultimate-blizzard or something. The only time I've really seen that pulled off well is in Final Fantasy, and that's only because they added unique suffixes and it stuck to their franchise quite well.
  18. @CoonHunter: > One bug you dont have listed, that I have, is kinda like the one, killing players in Non-PVP with spells. Except, its works with a Bow as well. I couldn't replicate this. Every time I shot a player with a bow on a safe map it says "this is a safe zone!"
  19. Because Robin's will be better, of course. ;D
  20. I've already stripped the server and implemented Winsock. Did you want to implement byte arrays? I don't think I'm going to get into that, personally. It'd take a rewrite of all the HandleData subs, and that's just not something I'd like to undertake.
  21. But there's no way to set a label client side with that, Revan. That would specifically call for a clunky scripted menu. The whole point of the source code is to get away from slow input like that. Your statement is backwards. He is asking about sending packets, not making a custom menu. It is you who is in the wrong board. Esc, in the server, find where it sends a PlayerMsg. I've seen you around the scripting board, so I know you can understand it. Just go through the subs, following the flow of the PlayerMsg, from server to client. Then, make your own custom packet, modeling it after what you learned.
  22. I've gotten it before, seemingly randomly. It always seemed to fix itself after time, maybe after a computer restart. It's just a part of the IOCP implementation, so it won't be a problem with Winsock. :)
  23. balliztik1

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    Yeah, it requires .Net version 4 or something. There's not really much you can do. I assume you made this in a .Net language. Besides using a different language, there's not much to do to take that requirement out.
  24. @Helladen: > All fixes would end needing a wipe I believe. Not really. Graphics are 100% client side. It's a bit more work, but a custom blitting order can be set up without touching any enumerations or messing with the server at all. This was a quick way to try to switch them up, when really the best way is to just take the time to remove the old blitting order, and code in a new one.
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