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mrmiguu

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Everything posted by mrmiguu

  1. I'm back for Winter break. If I've fixed that pesky bug that's been killin' PVO's progress for the past couple of months (joined with my sheer laziness), then it is most likely a complete engine. I don't plan on adding new features or anything of that sort. So with my return, I plan on using the engine as a base to support Lostica (if that news interests any of you or if any of you even know what I'm talking about, haha).
  2. Alright, smartass. I've been developing this mod for over the span of +3 years. I think I'd know if was just patching something as opposed to fixing it. The packets are as thin as they'll ever get; literally, I'm sending flags back 'n forth. This engine (not sure if you've ever used it or not) is much faster-paced than EO 2.0\. That calls for a natural increase of server stress and data handling. Increasing the datapacket limit per player on an engine where there's more natural overhead is necessary (I'm repeating myself).
  3. > Thats just increasing the strain on the server, not fixing it. The strain has to increase with the introduction of new packets (animations, separate movement and inertia). If it doesn't, the maximum activity emitted by any player at any given time can stall their packet sending. There're so many instances where multiple packets can be spammed (players spazzing out because they're bored, an intense maneuver, etc.). Allowing for more leeway is necessary for a more action-oriented engine like PVO, isn't it? If I'm wrong, correct me. **_EDIT:_** I've frantically tested the data packet limit's threshold. **I got to 40** by being as spastic as I (or anyone human) could. I recommend changing what is now **30** to the new **40**.
  4. **UPDATE:** I've figured out the glitch that's been making players desync and spin nonstop when they jump and attack (e.g. spam new packets added with PV, as opposed to vanilla EO 2.0). Here's a quick fix for those of you who are deep into developing your games with the current version of the engine: 1. Find the following line of code in your server's source: > If TempPlayer(Index).DataPackets > **25** Then 2. Change the **25** to the new number, **30** 3. Your final product should look exactly like this: > If TempPlayer(Index).DataPackets > **30** Then Let me know if any of you can replicate the glitch even after this fix. I took my admin status off and, with 25, I was able to glitch-out fairly quickly. With 30, I had no luck.
  5. Reading this thread and listening to this makes me feel so emotional… [http://www.youtube.com/watch?v=s7W_hiBK8Os](http://www.youtube.com/watch?v=s7W_hiBK8Os)
  6. mrmiguu

    New Developer

    Oh, God… It's **Robin2.0**
  7. > It would be great to see this engine in Eclipse Advanced 3.0 ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons//biggrin.png) Is that the current standard now? Transferring over might eliminate the bug since it'd be a clean interpretation. **Edit:** I remember the Eclipse Nightly Releases by JC. They looked (look) appealing. I like that he's running out of bugs. If I'd pick a version to transfer over to, I'd probably be that one since it's clean and trustworthy.
  8. > it's okay to smile guys! But then how will we be edgy?
  9. ![](http://i.imgur.com/mQrx3.jpg)
  10. I definitely prefer you guys to The Mars Volta. Almost have an Avenged Sevenfold sound mixed with The Red Crayola. Pretty awesome (and that's coming from someone who loves The Parable of Arable Land).
  11. > Have an UI is more user friendly, but the UI slow down the performance of your server. I don't think by much, though. Unless you're aiming for hyperspeed with +100 users, a normal window interface will be more than enough. It can't "slow down" the server if the server isn't using 100% of the CPU (that's assuming that a window inteface even uses CPU; I'm sure it just uses memory). Edit: Pretty much what Jsventor said.
  12. > Console is even better. It's not as user-friendly. That's assuming his reason for using windowed mode.
  13. I remember trying the whole scripting thing. I remember giving up on it because I couldn't get the engine to read the code properly. It could get it to work, but reading it back after saving edits screwed everything up for me. I'm glad you haven't had the issues I did. Looks good.
  14. Chill your grill. He only spins because the animation for jumping and falling makes him do that. Other than that, thanks for reminding me to set my player to normal access for next time when I test it.
  15. Socuine is a clean-cut, good-lookin' guy. He makes clean-cut, good-lookin' pixel art. His work is professional. Look at his clothes – professional! Finally took another recent photo. ![](http://i2.photobucket.com/albums/y23/Alexanderthegreat91/me_02.jpg)
  16. @Domino_: That was made on purpose. I believe it should be listed as an added feature somewhere in the changelog. @Zetasis: > this **[[/b]bug**]** still an issue? > > Yes. It's a bug that we've yet to figure out entirely yet. Once it's fixed, the engine will be pretty much done. I'm not adding any more features. This is the closest to the final version you guys will see. As I've said, the bug is still around. > > For us, it seems pretty intermittent. Spotting it is hard because we don't know what triggers it. I have a hunch that somewhere along the line, the player is just flat-out not getting any packets across to the server in terms of movement. If the player refreshes their location, the bug flattens out and everything works again. Something client-sided (or something) is preventing the player's movement/jumping/falling packets from logically and legally getting over to the server for a proper update.**
  17. @Likestodraw: Find? I am making it a bit more difficult for the user, but anything you'd be able to find would not be standardized nor would it be of decent animation.
  18. >dat rendering The screen edges aren't rending the right things. They're capping the objects (houses, hedges, etc.) like auto-tiling, yet they shouldn't be capped because they're only at the edge of the screen. They should get capped when they're at the edge of the map.
  19. @General: 0/1 +nothing -lame pony-related joke
  20. I can't believe this is on YouTube…
  21. @-Jake-: > **EDIT: > Ok, for some reason after I cleared the maps, this stopped happening.** Hopefully that's the reason why it's been happening. Just cleared mine. Let us all try to see if we can cause the glitch with the old cached maps gone. Question: does a fresh download of PVO 1.1.0 contain any map files in the client's folder? If not, then this isn't the issue. **Edit: There aren't any map files cached in the download. That means clearing your maps doesn't fix the problem. I'm not sure why maps would affect the glitch anyways since variables concerning the animation system aren't linked to the map variables/mapRec.** @vaaron: That's because hitting ALT redirects Windows to shift focus to the window's menu. If the game were fullscreen, this wouldn't happen. This issue is congruent with EO 2.0, EO Event System, and any other unprepared VB6 windowed program.
  22. @Lollicat: > Don't use gradients and don't use default textures. @Kreator: > Random colors and effects? @NexSteve: > or if your still just using random tools. Now… C'mon, guys. He's avant-garde. We can't understand his left-field thinking in terms of post-modern PS artwork.
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