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Homicidal Monkey

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Everything posted by Homicidal Monkey

  1. Looking for a sprite artist to redo some side scrolling sprites. Need: * About 20 animation sequences for human sprites for walking, jumping, attack, etc. Pay: * $70 on delivery of 50% completion and $130 on completion. We can do the in between frames if needed. If you're interested, send me a PM and we can discuss this further. Have some sample art ready.
  2. I'm "back". As for how "back" I am depends on the amount of work I have. As a strange turn of events, life has brought me back to the indie-dev scene. So I guess it would make sense to find some of the old people I knew. I have no idea what's happened/who's still here since 2010ish. So yeah.
  3. Server: CPU: 64x 2.1ghz Intel Xeon E7 - 483 RAM: 10GB DDR3 OS: LFS using 2.6.32 kernel
  4. > I am in my 3rd year and have 0 debt. -120k to my name. get on my level.
  5. from what I remember, most of this site is not in college
  6. I might be back, sometimes. Currently working towards Ph.D, assuming I can last that long.
  7. @Owen: > Both options are yes. > Fabio I have a feeling you are part of the reason now why would I do that?
  8. oh, I read this as the question being "yes or no" and selected no because lulz. yeah, if you want to make custom images, go ahead and they can be licensed under whatever license you feel like. also: I wish I could draw :(
  9. btw, roommate is 18, senior math/chem also near same thing for me. Ill probably be on more after this week
  10. I find it odd that it only affects saving npcs.
  11. @MrMiguu: > Solar… > > ...Eclipse. > > I lol'd--hard. > Just kidding. I know Solar Eclipse is a redesigning of Eclipse. mfw nobody remembers that there was an actual working release
  12. I have multiple linkage and ash's routers Port forwarding never was an issue, my ISP blocks port 80 though.
  13. I've done conversions before. I'd suggest working with the client first as proper server sockets require knowledge on multithreading I'd also suggest not using full c++ opp for easier transition. Ei: struct replaces type. Also, have fun with pointer math. I'd program in C++ more just because of pointer math, if it weren't for there not being a standardized cross platform window library.
  14. many ISPs block port 80\. try enabling inbound port 8080 (extended http), set webserver to 8080 too.
  15. I didn't touch anything having to do with packet sending, AI, map storage, etc the only things changed were loop optimizations. **All problems that EO2.0 had previously, still exist**
  16. @Justn: > No we were both testing and discussing it.. it was pretty bugged I can confirm all three things erwin mentioned did u log in to the new one u posted all those angels are on the map yet the npc list for the map is empty they don't walk they kinda glitch around and after I opened the map properties the angels were gone and I.couldnt add any other npcs and I could walk threw some still doesn't change about it being a pre-existing problem. I encountered that issue when using vanilla EO2.0 source. Also I didn't touch packet info.
  17. @Erwin: > I'm really wondering if someone really looked at this, because the NPC's walking animation isn't showed and the collision detectment is weird, and no-one has noticed it yet? > > EDIT: When you add an NPC to Map Properties it doesnt save it. from what I could tell, those are pre-existing problems.
  18. @Chief: > I thought you were dead. Close guess, just entered math overdrive this year. (9hrs of continuous post-calc math classes daily)
  19. @Whackeddie: > Would I be able to open this and Vanilla EOv2 in a program that shows what the differences is, and add everything to my current client? its completely compatible
  20. @Kamii: > how does the greedy buffer know where to cut? if you have a long there and it's sorted XX 00 00 00, you would cut it down to a byte if you trunc where 0 begins. Or am I wrong? it keeps track of where to write the next byte. So when it cuts off, it just sets buffersize = writehead-1 @Erwin: > I get Subscript out of range 9 error when logging in. > > He's selecting: > ``` > For i = 0 To playerCount(y) - 1 > ```In Render_Graphics. > > y = -1 that's caused by the engine trying to guess where to start drawing. I just forgot to clamp minimum to 0 in that loop. A simple fix would be ``` if y < 0 then y = 0 ``` btw, fixed and reuploaded. Check first post
  21. Just a slight clarification: the counting sort vs iteration is really 2n vs yn, where y is total squares in y-direction (>=11) performance gain is really only going to be seen on really big/dense maps
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