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Chti_Yonki

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Everything posted by Chti_Yonki

  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
  16. > so all the graphics will be free to use and legal even for commercial games? > > what about sounds and music same thing? Atm Im working on Music and Sound Effect but it's tough cause I find only few ones with cc0 and cc3-by licences. Pictures under cc0 and cc3 licences can be shared, adapted, edited, ect… AND used for commercial things. So yes you can. [http://creativecommons.org/publicdomain/zero/1.0/](http://creativecommons.org/publicdomain/zero/1.0/)
  17. You need add damage to make stun working. Someone already reported me this, i'll checkout. Here a new video fo the 0.3.0 GFX Render: https://www.youtube.com/watch?v=BDWEv57Tna8 It's in French but you can just watch this small 2min video showing my new GFX system. All GFX are CC0, CC3-by, ect… they are free to use and to be used. The Characters Sprites are RM2k modified or 100% created by some Authors (all names will be in a texts files to thanks GFX creators for all thoses free GFX...), I'll not anymore use not legit RMVX GFX. Atm I have: - 56 anims - 187 characters (less than before but you can gear them, so it's more ![:P](http://www.eclipseorigins.com/community/public/style_emoticons//tongue.png)). - 268 Events - 20 Fogs - 1015 Items - 459 Paperdolls (weapons, armors, acc, ....) - 62 Projectiles - 105 Resources (~50% normals, 50% exhausted) - 164 Spells icons - 78 Tilesets When I'll release the version you'll free to use all the GFX of SMMOBox in your Project or for other Engines.
  18. > A feature that alow to use or convert old item, spell data etc. would be very nice. Which old data ? Your project is safe an you'll able to upgrade 0.2.1 to 0.3.0 while not losing any data. > you make that Players can move through Players ? that would be awasome!!!! They can only if the map type is "safe zone" (or "anti-pvp").
  19. Ooh thank for the explanation. I found the bug and it's now fixed for 0.3.0 ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons//wink.png) ~~Again, thanks a lot for your awesome report. I'll try to make the patchnote in French today, if I have enough time I'll also make the one in English, else it should be tommorrow.~~ Here the 0.3.0 actual patchnote (more things can be add), also available on official forums (sorry for fail english ^^"): **Patchnote v0.3.0** **State: Work on progess** **Major Changes** - **Client optimisation**: lag is now very low due to high Client Optimisation. Global changes: > - Map render: instead of read the whole Map, only the things on the screen are read. Heavy FPS change on big maps. > > - Players / NPC render: Number of CPU Maths divided by ~4. > > - Blood managment: Less Blood, disappear faster. > > - Anims render: Number of CPU Maths divided by ~8… > > - Chat bubulle managment: disappear faster on low string. Less CPU Maths. > > - Projectiles render: really better projectile instance managment and better cleaner, less CPU Maths. > > - DoT/HoT Panel: Code optimisation. > > - Weather: stop to read weather when no weather. Rewrited the projectile storage code. - **A Picture Selector** is now available to select easily any Pictures in Editors. Work for all kind of Pictures (sprites, proj, paperdoll, ect…) ![](http://www.supermmorpgmaker.net/files/patchnotes/030/001.png) - Can **change the color (RGB) and Alpha of all Paperdoll Items**. ![](http://www.supermmorpgmaker.net/files/patchnotes/030/002.png) - Now you can **gear . Paperdolls to NPCs**: weapon, clothes, accessory from the NPCs Editor. it's only a GFX change, set a paperdoll on a NPC not changing her Stats. ![](http://www.supermmorpgmaker.net/files/patchnotes/030/003.png) ![](http://www.supermmorpgmaker.net/files/patchnotes/030/011.png) - SMMOBox **can now manage all sizes of Sprites and paperdolls 32x32 to 64x64 per unity.**. You can go for higher but you may experiment GFX bugs. - Added **new awesome Events** in Events Editor: > - Wait (1s to 10s). > > - Start an Event: start an Event for a Player, all Players on the Map, all Players online. > > - Freeze Player: Freeze the Player during an Event. When the Event is over, the player is automaticly unfreeze. > > - Slide: move the Player. > > - Play Sound Effect. > > - Change Calendar: temporary change the player's Calendar. The Calendar is restored when you leave and join back the Map. > > - Play a Music. > > - Kill/Spawn NPC: Force NPC to spawn or die. > > - Move NPC. > > - Exit the Event if a Player is already using it. ![](http://www.supermmorpgmaker.net/files/patchnotes/030/004.png) - Added 4 **Reccuring Events** will trigger on special moments: > - On First Login > > - On Login > > - On Death > > - On Join Map (from Map Editor) You set your Reccuring Events in the Heart Editor. ![](http://www.supermmorpgmaker.net/files/patchnotes/030/005.png) ![](http://www.supermmorpgmaker.net/files/patchnotes/030/006.png) - **New Item Type: Event Item.** Using the Item start an Event. By default the item is not removed on use and cannot be used if the player already have an Event running. ![](http://www.supermmorpgmaker.net/files/patchnotes/030/008.png) - **Players** **loop optimisation**. Can now set new options in the Hear Editor about Players update. ![](http://www.supermmorpgmaker.net/files/patchnotes/030/009.png) - New tab in the Heart Editor with **new options: GFX.** > - Show or not show weapon animation when attacking. > > - Ajust XY weapon position when attacking and not attacking. > > - Set Char Sprites Direction. ![](http://www.supermmorpgmaker.net/files/patchnotes/030/010.png) **Minor Changes** - **Removed Trigger Conditions in Events Editor**. They are useless because of the Conditional Branch. - **Increased max Weapon Attack Speed to 10sec** in Items Editor. - Better design in Heart Editor. - Chat bublle is now 1 line instead of multilines. - On the login screen and neq char screen you can now click the textes box istead of have to press 'TAB'.. - **Removed Tutorial** due to the Reccuring Events. - **Anti Logout/relog system**: Can be set in the Heart Editor. You can give a health/mana penality to players loggin and coming back to fast. ![](http://www.supermmorpgmaker.net/files/patchnotes/030/007.png) - **Save map system optimisation**: Server now not saving maps recently saved to give priority to unsaved maps. Maps will be normally saves in certains conditions like after Editing. - **Client shoundl't crash anymore because he don't find GFX files.** He will just not show them. Except for GUI and Button files, the Client will close and show an error message with the missing GFX. **Bug Fix** - ChatBox overflow bug. - Events Editor: fixed index bug on editing an event. - Events Editor: fixed a way to select options they should be not available. - Items Editor: fixed scroll bar bug on spells. - Fixed a way to freeze the Client by Warping a lot and very fast. Now a small timer freeze the player (0.5s) after a warp to prevent this bug who can sometime appear for Players not trying to make it. - Fixed GFX Paperdoll bug when Players/NPC Position is X:0 or Y:0. - NPCs Editor: fixed items loot scroll bar. - Fixed Animations bugs were hard to see because it's fast for human eyes: the first frame was show to fast (1ms) and not on the good X. - Spells Editors: Player Direction after a warp now working correctly. - Animations are now cleaned after changing map. - Projectiles are now cleaned on changing map. - Fixed the Default Key for HotBar11 wasn't the good one. - Items Editor: fixed Stats bonus scroll bars. - Items Editor: fixed the weapon speed sometime coming back to the minimum.
  20. > are you going to add a quest system ? No as you can make your own Quest System with Event. Atm it's easy to make a Public Quest (like on the demo). 0.3.0 will even include new Events to make you able to create your own systems: - wait - start event (on player, map or all players) - Freeze-Unfreeze player - move player - play sound - changer calendar - play music - Kill/Spawn npc - move npc - quit if used (quit the event if an other player is already using it) I know that you want a special UI to list all Quests. But I'll not make this because i'm thinking of something else better. I would make Admins able to create their own windows to list/write what they want on it, so ppls will able to create with Event and with this Window system a full Quest System, but not only this… they will able to create really more. > But yea i have some FPS troubles too, on a newer gaming pc. (Map size 75x75 = 35-40 FPS without anything on the map. In editor mode 17 FPS or worse) Fixed for 0.3.0 > -Item drops from npcs can only be items between 1-255 (i think a bugfix of this would be pretty important) > > -the view direction after a warp spell does not work > > -when i do an animation, it will kind of "flicker" on a wrong position in the first ms of the animation (cant tell it better right now, maybe only a bug for me at the moment, couldnt test it out until now) All fixed for 0.3.0. I never noticed this animation flick o_O nice find, I even fixed a second bug that skiping the first frame. > -looks like weapon speeds do reset sometimes randomly Can't reproduce this issue. Atm when you are unarmed your weaponspeed is randomly set between 1s-2s each attack, same for npc (projectiles are 2s-3s) > i think i noticed more, but cant remember it right now, i will edit this post if i remember or find more things. Thank for your report, if you find/remember something tell me i'll glad to fix all your finds ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png) > BTW: > > Maybe can you add some day some kind of "lose all when dead" option. So you character gets a total reset when he is dead. Or that the character even gets deleted on dead? > > Would be awesome, at least for me :x Atm I'm not working on Deaths features BUT in 0.3.0 you'll able to set Events that triggering on special moment like onDeath. So when a player die you can warp him to somewhere he can't leave. No features atm to remove all items. > I may use your engine for a project to make a free game, and then perhaps possibly later to make a pay to play game- not too sure at this point. Anyway's I was wondering can your engine be used for independent for profit ventures as is the standard for engines around here? Also how much of the graphics that you've included could be used legally in a for profit game? You can make a game that players need to pay if you want. But you need to be carfeful on the GFX you're using so. Atm the GFX with SMMOBox are RPGMaker VX GFX. On a small scale you'll not have problem with the company but if you make a pay-to-play game you may have somes laws issue. I'm very aware of this and that's why the 0.3.0 will not anymore include rpgmaker vx GFX but only "free" GFX (cc0 license, ect…).
  21. > 1\. there is nothing wrote > > 2\. installed again(i do not have 'run as administrator' in win xp') and still the same problem > > 3\. yes, server does not lag for me For me your issue is a bad install of runtimes, you need to run as admin following thoses steps: http://www.microsoft.com/resources/documentation/windows/xp/all/proddocs/en-us/windows_security_runas.mspx?mfr=true Didn't remerbered that winXP using differant method to run as admin.
  22. > Thanks for your reply. > > error message: i do not have it > > always got the lag or when edited: always > > do i have win95: no, windows xp > > resolution: 1152x864 > > maps with no night: idk, cannot remove night from a map because i got freezed It's wierd issue. - Can you check the file "CLIENT\Data\data fils\logs\error.txt" and send me by PM if something is write inside ? - Try to install again Runtimes and right click the Runtimes.exe and "run as administrator". - Is your server running perfectly but not the Client ? > So now I have to play with 23 FPS ? I think you have low computer BUT, to many people reporting me the low FPS. Here a copy/paste a a message I wrote on my forum: > Hi, > > I got lots of feedback that some peoples seem have FPS issues. > > I worked a lot on Client Optimisation and I'm glad to say the lag as been drasticaly reduced as I reworked all the GFX Render. > > My max FPS is 50 in any conditions. > > Before my optimisation I had 30-35 on a 100x100 map, with 30 npc fighting each other, maximum rain, night, fog, panorama and full autotile map design. > > Now on the same condition I have 45-50 FPS. > > Tomorrow I'll try this on a shit computer to check the FPS. > > Thanks for reporting the issue, I solved it. > > I hope you'll enjoy 0.3.0 ;-) In more technical terms, render loop has been drasticaly optimised. The GFX Render timer is atm 25ms and was doing tons of maths. Now he do near 2x less maths, the render filter / unload of some system is improved and work now on every GFX. You feel big improvement on biggest maps. I'll send more details in next patchnote. > Okay question i try to host it to check if i can get server Online - i do after ive changed the ip and stuff down in bottom right hand corner says online when client is open, but when i go to create an account or click login nothing happens, it was letting me enter when it was back on the 10.0.0.#, any anwsers? Not sure to understand what really happen: is your client crashing ? are you running local ? any error message or info that can help to solve your issue ? > I’m not sure what to recommend if its not a user error. The actual lag isn't an user error if parameters are ok. As said upper, the client causing lag on some computers mostly on big maps. This issue is fixed for next version. Just be patient until release ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons//wink.png) But having good computer still helps.
  23. > I am wondering why there's so much lag when i play.. and map editor freezes the game entirely ;l Hi, any error message ? You always got the lag or you edited something then get the lag ? Is your computer running under windows 95 ? ^^ edit: what is your screen resolution ? do you lag on maps with no night ?
  24. > The demo runs kind of slow for me on that first map, it seems laggy. Well, the first map can be a bit laggy on some computers. (on mine it's not ^^) The reason is the size of the map and the night system but it's mostly the Night system. When I coded it I was very scared because I had heavy lag, I fixed the heavy lag but not annihilated it. Clearly the issue is the load of a big picture to many time is few seconds. I'm looking on this thanks for your report. > should be MÄ„DROŚĆ I see the matter: some letters aren't clearly converted by the software. It's not the kind of letters we are using in French or English. I really want to translate the software in all languages I can, this including Polish ofc. So I'll check if I can fix this for the next version but no idea if I'll able to fix this fast. > how change start map and loc- for class? Heart Editor > PvE / PvP Rules. > 32X64 need check in character creation. Atm the SMMOBox about character size is 32x32 for most systems, that should work anyway but you may experiment gfx bugs if you go for more. I hearded that ppls want better 32x64 integration. > how to select female sprites on new acount? Characters have no sexs in SMMOBox, I even would no characters creation. I'll not integrate the system because I have a better idea. I have so much request for things to Add on Characters Creations… If I want make everybody happy I need a system where ppl can choice by themself. The idea is to make a system where Events triggering on special moments. Exemple: you'll have an event triggering if it's your first login, and other on death, an other on logout, ect... That's mean ppls will able create completly their own Character Creation system and add what they want. If you want include Character Sex into your game, you'll just have to ask to players what sex he want from the Event, then change sprite, ect.... edit: Here a small vid with SandBox system. It show how allow your Player to make their own world by placing/destroying tiles on the Map. In my system, Monsters from Dungeons loots Tiles. Players pick up Tiles and can place them on Creative Maps to draw the map. On SMMOBox this system is really easy to make... I can explain in 2 lines: 1\. You make an Item, type SandBox Event, with a tile picture. 2\. On the Item Event you place 1 line of code: "Delete this Sandbox". You give the same tile picture to the Event. The result is: [media]http://www.youtube.com/watch?v=-3Bf8MBc51g[/media] (go 1:00 to avoid french explaination)
  25. > *Gasp* FMod? Yeah, atm definitievly no issue with it, sounds & musics work perflectly with no bugs at all. He is really nice atm to make "3d" sounds (not yet included in the engine ^^). > [background=rgb(245, 245, 245)]quest system, pet system , guild system,friends system, more [/background]EQUIPMENT slots(shoes, pants, gloves)[background=rgb(245, 245, 245)]can u add this?[/background] > > [background=rgb(245, 245, 245)]And when i want add new [/background]language(polish) these letters [background=rgb(245, 245, 245)]śćęążźł-not working, why?[/background] > > [background=rgb(245, 245, 245)]Sory for my bad english.[/background] I don't know yet what I'll add in nexts versions. What is your error message ? Or what is the bug ?
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