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Chti_Yonki

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  1. Hi, sorry for the lack of updates on this topic, I'm also lack of time but the project is still alive ofc ;) I'm very late on 0.4.0 because of personal life, so an open source version of the 0.3.0 will available soonish. JC feel free to remove the topic if I'm running against the rules. If peoples are still interested on the project they can still follow on the official website on english forums. 0.4.0 will come slowly. All the mains things are already done, I need to finish my script rearranging and kill bugs.
  2. > is that for next release ? > > > > i dont really understand this, can you word it any other way please ? Not sure, but if not for next release that will the next next ;) The engine do not interact with pictures files. He only load them. In-game you can ajust menu X/Y, stretch it and move the Elements.
  3. > -can the ui editor change the ui out of the main game and change the images used for the ui or is that a matter of just changing the gfx file ? The UI Editor will take each Menu Panel as a "Box". Each Box have a X, Y, Width, Height, Elements. The UI Editor interact with them directly but do not change your picture files, he only try to adapt it. > -will more work be done on translating the engine more effectively ? Yes and No, all texts files are extracted of tjhe soft so I count on peoples to help me to fix typos, ect… > -is there anyway for the ranged animations to travel to the target npc faster as i find the damage hits the target befor the arrow reaches. In next version Projectiles hits target On Reach but travel speed will remain the same. A small new by the way… SMMOBox going Open-Source slowly but surely ;)
  4. > Looks good but its jam packed with so much stuff I'm not sure anyone will be able to use it. When developing a 2D game a good bit of your target market tends to have less powerful computers. I have a Quad Core 3.0Ghz, 8 Gb of Ram and a ATI 6890\. I get _**45FPS**_ with nothing going on, if your code is sloppy and runs fast your better off then something that is very neat, tidy and barely runs. Look through your main gameloop and try and shave some fat. Isolate the problem by commenting sections out of your loop till you find what causes the biggest drop.. then optimize it. > > > > Their are tones of features but with the way it runs right now its not really usable. You should basically _just_ focus on bugfixes and optimization till everything is stable and smooth. (Should be getting hundreds of FPS uncapped, when you add features you could uncap it to see how much of a hit your client took) > > > > Anyhow just food for thought. > I did "benchmark" test this afternoon with the 2 render methods. > > I was using the weather system to draw tons of particles on the screen and to do tons of maths on system. The goal was to drop the FPS, then progressivly reduce the number of particles/maths until 1 of the both method reach Max FPS. I did it on a 100x100 Map filled with autotiles on all layers then on a 100x100 empty Map. > > > > On empty map: > > I fly between 49-50 FPS with my method and between 39-41 FPS with the normal method on the same conditons. > > So, differance is not so high but on same conditions I have no lags with my method when I have somes with the other. > > > > On over-filled map: > > I fly between 49-50 FPS with my method and between **12-17 FPS** with the normal method. > > > > Tile render explain FPS drop, but fix is coming ;) > > > > > > edit for lamachen: > > I found the thing was doing big fps drop on map editor. > > Not fixed yet cause I'm thinking how to do, but aware of this, ty for the report. Also, SMMOBox have same/less stuff than most engine here. If you read back the topic you will know where comme from the FPS issue and what I'm doing for it. If you read patchnote SMMOBox getting optimised/unbugged each patch. Cannot do magic things, time is my friend.
  5. Hi, no date yet, this version is a lots of work the Test Version will last for some weeks. Here a vid of the In-game UI Editor, this is in French but no need to understand: http://www.youtube.com/watch?v=gjAGGxgdgxQ
  6. Hi, thanks for your comment, I'll awnser in English only (as it's Eng forum). > If you could when you are choosing a class and you pick a class could you make a Back Button lets say you don't want that class you can choose another. Missing this indeed. > Quest System could be a good addition so will Instanced Maps if you would please. No Quest system and never be. I explain why: you can make easy your own Quest System with Event. In addition of this I'll add a "Book System" admins will able to control by Events. On the Book you can Categorize thinks as you want, so it will easy to report your own quest from your quest system in this book. I want ppls able to make their Own system as they want. Instanced Maps are far away in my queue of things to do. > And I see you are very advanced in your Event System. If you could make an Auction System and a Mail System and you can apply them to the Event System so when you make NPC you can make either an Postal man or an Auctioneer. Message System will come with the Social System (Guild, Friend, Group Search and Messages). I like the Auction idea. > When going out in open source this magnificent engine When all works will over, when all bugs removed. To be honest don't wait for it atm because it's very far away I have tons of things to add.
  7. Hi, I like most of your idea especially thoses: -NPC kills NPC should not drop items (can be abused with guards) -NPC´s should only drop 1 Item (they drop sometimes more then one item on death) -NPC speed should be configurable (so that each NPC can have his own movement speed (rats are faster then cows etc) -Hide Paperdoll command (can be usefull in many situations. I thought about boat driving. Change sprite to boat, hide paperdolls) -Walkthrough option for ressources (for example mushrooms should be walkthrough, and the empty mushroom ressource too) -Condtional Branch - Inventory is full (for example, check if inventory is full, before add quest items) 0.4.0 is really tons of works. But thoses could be easy to add. I'll give update.
  8. > Well it is very possible my computer is outdated. This could be the only problem. I doubt it though. I can run many other engines fine and with no problems with FPS. I did "benchmark" test this afternoon with the 2 render methods. I was using the weather system to draw tons of particles on the screen and to do tons of maths on system. The goal was to drop the FPS, then progressivly reduce the number of particles/maths until 1 of the both method reach Max FPS. I did it on a 100x100 Map filled with autotiles on all layers then on a 100x100 empty Map. On empty map: I fly between 49-50 FPS with my method and between 39-41 FPS with the normal method on the same conditons. So, differance is not so high but on same conditions I have no lags with my method when I have somes with the other. On over-filled map: I fly between 49-50 FPS with my method and between **12-17 FPS** with the normal method. Tile render explain FPS drop, but fix is coming ;) edit for lamachen: I found the thing was doing big fps drop on map editor. Not fixed yet cause I'm thinking how to do, but aware of this, ty for the report.
  9. Hi, I have tons of good news for 0.4.0, some exemples (i'll add pictures/movie later): - Edittable UI (Axis XY, Width, Height, Texts Positions, Column Sort changes, ect…), atm the render is just awesome, I didn't tried the Gold Eclipse (cause 60$ just to try is a lot) UI Editor but I feel that mine is very very advanced. Add new UI is now very easy. Players can do it on the Game UI directly in-game on a new menu, I'll add possibility for Admin to Edit Main Menu UI. - Multiple Characters: now Accounts can have more than 1 character per account. The UI allow to show 40 Characters max but my system allow inifinite. - Click Moves / Attacks - Customizable Char: you can now change the sprite and hairs (or whatever) of you char on creation. - Double Fog: Add 1 new fog layer. - Fog rending change: Now Fog pictures will adapt to screen instead of get stuck on 256x256. - Static Panorama: now with static panorama + 2 fogs you can create Map with not using Tilesets but just backscreen and 2 front screens. - Projectiles inprovments: now projectiles do the damage when reach the target. - All MAX Constants got improved. But I'm working on extract them to make the settable from Server Side and provide no bugs at all when you reduce/improve thoses values, not sure it will ready for 0.4.0 thought… > I'm not sure how much improvement in speed we will get. I cleared all the maps, items, spells, npcs,and everything. > > On a blank map with nothing on it, I was getting like 43 FPS =/ > > I admit I will keep my fingers crossed. Hi lel, you shouldn't have this FPS with nothing on the Map. I would say it's because your computer is outdated but I found a big issue on SMMOBox with my all new client sided internal monitor ;) In fact, this big issue is something I already know… Actually a normal map on SMMOBox is 31x23 (32x24 because we have x0 and y0). On most other engine you have really less for a normal Map. The Render Loop to show Tiles working this way: For X=TileToShow.Left to TileToShow.Right For Y=TileToShow.Up to TileToShow.Down ShowTile(X,Y) Next Next So as you can see it's putting Tiles 1 by 1 each Time the Render Update. The Render Update each 25ms. So Each 25ms the Client Render 32*24 Tiles = 768 / 25ms = 30720 / sec = 1843200 / minutes. For a Client showing 26x20 it's: 520 / 25ms = 20800 / sec = 1248000 / minutes. So it's around 33% less. On most computer all the Maths here are ok to handle, but on somes, like your lel, it's not ok. So, i left the idea of an auto-fps adjuster because it will not fix the issue and I'm working now on a new Map Render. Actually my results are just awesome. I explain my method. When you join the map (or when the map is need, like after editting) the GFX Render System will read only once all the Tiles of the Map and save them into Chunks (a 100x100 Map is 40 Chunks atm). Chunks are flat Surfaces, like a simple Picture. Then instead of Draw Tile it will Draw Chunks. With that method, your system gonna use Memory instead of CPU. The new Maths for 40 Chunks are: 40 Chunks / 25ms = 1600 / sec = 96000 / min. To compare: - Normal system for 32x24: 30720 tiles to Draw per sec. - Chunk system for 100x100: 1600 Chunks to Draw per sec. And not saying with Chunks there is no more Autotiles (should be renamed FPSeekTiles) Functions to perma read... This system is actually in test state, I need to find an old computer to try out and monitor it. In next version you'll get the choice between the 2 Renders methods. But if my method show excellent result, I'll delete the old method. The reason is if my method work well, we will get the possibility to resize the maps to not be stuck to 32x24\. On my computer 48x36 work find atm lol :P Positive things with chunk system: - better fps, less CPU usage. Hard to tell what % of CPU you gain as it's computer/map dependant. But I would say around 50%, easy. - editable map size - give me more ressurces do add stuff as Tiles Render was seeking most of them. - maybe possibility to improve the Max XY of Maps, instead of 100 we will able to go over (will really depend of peoples and monitor feedbacks). Negative: - Using good amount of memory (atm 100Mo for 40 Chunks). - With old render method my map load within 2-3 sec. Now it's 5-10sec.
  10. Hello, thanks for all your comments. Fafioso I'll awnser in English for all peoples understanding. > J'ai dévellopé plusieurs jeux mais j'ai toujours été "bridé" par mes connaissances ou par les capacités des différents moteurs que j'utilisais.Mais j'ai vraiment envie de démarrer un projet solilde avec ton moteur quand il sera selon toi Terminé. (i would start a project with you engine when you feel you finished it) The Engine is ready, and until I'm not bored to dev it, he will never finished. You can start now and keep enjoying updates. > Il serait sympa d'ajouter un système de guilde (guild system) Lots of Peoples asking for it, I'm aware it's something very important but I'm actually working on "better" things. But a Social system is one of my priority. Social system inculde a guilde system, friend system and the party system. Thanks for all your reports Lamachen, I'll watch this out and keep you updated. Karkat, this error message mean your Port is already used by an other software or blocked. Just change your Port Server-side. I'll provide soon awesome news about 0.4.0 :]
  11. Hi Abhi, sound like awesome work and thanks for sharing.
  12. If a Player have issu with FPS he can set a FPS Goal. If a FPS Goal is set, the Client will try to reach it and will automaticly calculate the things to do to reach the goal. Also, I want the display changes not brutals (no flickering, ect…), so the Client will do a few second Stability test and if okay he will lock the setup for x minutes then check again.
  13. > Edit: > > Ok I tested it. This engine is amazing and the graphics you picked are beautiful. I love the mapping style as well. It still runs very slowly on my laptop. I feel like this engine is more suitable for people with decent Desktops or a pretty nice Laptops. I have 2GB of Ram with no real video card other then stock,if that helps you at all.It also looks like a lot of text gets cut off in menu's. It is a huge leap forward from the last version thou! =) Hi lel, Thanks for your report. Since 0.3.0 the Client is really really better about lag and provide better FPS in most situations. I'm still looking to be better and I actually know which kind of stuff is still causing lags and will try to fix thoses weakness. I'm also working for an Option to change the way GFX are display for lowest setups in case it will not enough. This Option will detect your FPS and adapt GFX Render. It will show everything is FPS is good, and graduality remove/hide/change things when going lower. I'm working on this but here some exemples of what I would the Client able to do to improve your FPS: [FPS is excellent over 48, FPS is okay between 42-48, FPS is medium between 35-42, lag become very annoying under 35.] - Reduce Night render quality - Hide Weapon Paperdolls - Hide Fog - Hide Panorama - Reduce Autotile/Animated/Waterfall/Wall render quality - Reduce the MAX of displayed Action Messages - Reduce/Hide the MAX of displayed Projectiles - Reduce/Hide the MAX of displayed Animations - Hide Weather - Change how Players/NPC moving (extreme situations) - Reduce the Field of View (extreme situations)
  14. > Hold on you have not added 3D graphics yet?! > > Your slacking [Chti' Yonki](http://www.eclipseorigins.com/community/index.php?/user/37261-chti-yonki/)…..... I'm already working with google on the next version: https://www.youtube.com/watch?v=Vb2uojqKvFM > When will it be available in open source? No idea yet, but it's the ultimate goal. BTW, v0.3.0 is released. Patchnote and downloads are on the first page. Also a Demo server is up.
  15. 0.3.0 should be release this week. Some infos to add to the patchnote: > - Now can't use hotbar/spells on Stun > > - Client launcher now accept longer IP > > - Fix: respawn time to long make the server buggy > > - Now if you set the respawn time over 999999, the NPC will just never respawn. > > - Fix: Party XP not shared if not on the same map. > > - Fixed some trade exploits > > - Fix: Weapon sound effect wasn't played > > - Fix: Slide attribute working correctly now > > - Animation Axis XY is now fixed. > > - Sounds Effects are now played in the Editors. > > - Music and Sound volume can be set in config.ini (0 to 255) > > - Chat Text now can't go over the chatbox. > > - Switches and Variables names are now directly reloaded in the Event Editor. > > - Fix: NPC Health HoT was always seding a Mana HoT as well. > > - Fix: NPC Crit > > - No Action Message "EXP+0" anymore. > > - Chat box now support special characters (&éàè_ç$^ç*…). > > - Removed "Safe Zone" message, was annoying when playing in with friends. > > - New formula for Action Message position. > > - Client Icon can be set in Graphics\misc\ico.ico
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