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Richy420Rich

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Everything posted by Richy420Rich

  1. Lol that ain't me bro. Welcome back Ambard, gl on your project :)
  2. ![](http://i.imgur.com/NOKWbJy.jpg)
  3. Every chapter in Eclipse turns out to be a Lebron James moment, before Lebron actually shoots the ball, huehue.
  4. Meh, nothing really to say but good luck lol.
  5. > ![](http://i.imgur.com/ryNhNpy.png) 2GB actually, noobs lol. It's my CPU that's the problem; 1.8ghz.
  6. True, I really don't like losing items on death, I'd rather there be k/d stat keeping, with the option to reset them with in-game currencies or otherwise. There is many ways to sell without making a game pay2win though, all about giving the players the illusion that they're getting something worth. Time is harder to obtain than money, and if a player can't spend the time and if they really want something in your game, then they'll spend the money.
  7. A strategy to selling in-game items that aren't cosmetic is to sell bulk items that are "more time consuming" to get in the game. So in essence it can be choiced whether a player wants to spend the time, or the money. From the very little that I play, I feel this has been for quite some time. Need gold? Buy a bulk of that shit. Need 500 rabbit fur for that legendary rabbit suit? Buy a bulk of that shit!
  8. Yes that spot is correct. You'd put another conditional check for the Random Variable after the 'Else' of the Variable conditional. I'd like to think you'd just use 'Begin Quest' or 'End Quest' event commands, instead of conditional checking a quest, I might be wrong though… I'm not that fluent with the event system. Dungeon Master knows more about quest eventing than I do... :P
  9. I said forget about the codes, follow the image… I edited the above post, check it.
  10. Okay…. Here's mine: [attachment=1472:Picture 28.jpg] Luls, mainly spaghetti.
  11. 1\. Type /editmap in your game. 2\. Click 'Event' inside your map editor. 3\. Click on a tile in your map. 4\. Use the event editor; Like this below. ![](http://i.imgur.com/JdAQ9ke.png)
  12. Yes because re-caching uses the For Loop iteration. So even a small change on an item or something will re-init the re-caching process.
  13. So in actuality, this may be better to be added for games that are already well-built in content, rather than games just starting out. :) Because once all the data is cached at server startup, it won't eat any more CPU (unless content was changed/added).
  14. @[member="Marsh"] All of the data gets cached before it gets compressed and sent, so there shouldn't be no small packets. @J. Black whenever an item/npc - etc; gets changed and saved from the client editors, it sends the changed data to the server to be saved, on the server end, it saves the data and then it calls for an entire re-cache to include the changes. This con can be primarily due to server spikes when *constantly* messing around with client editors, as it re-iterates 'For Loops' whenever something is saved/changed. ``` Public Sub ItemsCache_Create() Dim Buffer As clsBuffer, itemnum As Long Dim ItemSize As Long Dim ItemData() As Byte Set Buffer = New clsBuffer For itemnum = 1 To MAX_ITEMS 'Re-iteration everytime an item is saved… If Len(Trim$(Item(itemnum).Name)) > 0 Then 'Should not send null/empty data. ItemSize = LenB(Item(itemnum)) ReDim ItemData(ItemSize - 1) CopyMemory ItemData(0), ByVal VarPtr(Item(itemnum)), ItemSize Buffer.WriteLong itemnum Buffer.WriteBytes ItemData End If Next Buffer.CompressBuffer AllItemsCache.Data = Buffer.ToArray 'Buffers entire cache for its packet sending. Set Buffer = Nothing End Sub ``` I'll follow up and say when you have constants like this: ``` Public Const MAX_ITEMS = 2000 Public Const MAX_NPCS = 1000 Public Const MAX_ANIMATIONS = 500 Public Const MAX_QUESTS = 1000 Public Const MAX_SPELLS = 255 Public Const MAX_BOOKS = 255 Public Const MAX_SHOPS = 255 Public Const MAX_RESOURCES = 255 ``` And a Sub JoinGame(index) doing this: ``` SendItems index SendNpcs index SendAnimations index SendQuests index SendSpells index SendBooks index SendShops index ``` And if all or alot of this data is used up (primarily speaking for long term games, such as Ambardia was....) You'd be sending upto... **5520 individual packets…** Caching and compressing turns 5520 individual packets, into 7 packets.
  15. Pros Map cache compression is probably the best thing really worth having. As Rob pointed out, compressing is very good with the map data. This ends sending X amount of packets as a vanilla would iterate and send the data as individual packets, caching and sending the cache only requires one compressed packet. Example of what a vanilla does: ``` Sub SendItems(index) Dim i as long For i = 1 To MAX_ITEMS SendItemUpdateTo(index) 'Sends each item data separately Next End Sub ``` Example of what this will do: ``` Sub SendAllItems(ByVal index As Long) Dim Buffer As clsBuffer Set Buffer = New clsBuffer Buffer.WriteLong SAllItems Buffer.WriteBytes AllItemsCache.Data 'Sends the entire cache as 1 packet. SendDataTo index, Buffer.ToArray() Set Buffer = Nothing End Sub ``` Cons Caching Items/Npcs & etc; still goes through 'For Loop' iterations on the server after each update made to said data, as they need to be re-cached.
  16. Hello, I figured I would release this under the credits of Robin and jcsnider. What is it? zlib API utilizes packet compression and decompression, ya'know those tons of packets you send from the server when a player joins the game? **_For i = 1 To MAX_ITEMS_**!!! What this does is caches all of that data, Example: **ItemsCache_Create**. Sends it all in one packet, Example: **SendAllItems(index)**. zlib compresses that packet to make it smaller and decompresses it on the client side. How do I haz it? I simplified this very easily. I have added everything inside a vanilla EO 2.0\. [You may download the source here](https://www.dropbox.com/s/gc4fezbzn6rfr7a/EO%202.0%20Zlib%20Finished.zip?dl=0). Use CTRL+F and search: 'zlib Everything I've ported has this quickfind comment so you can just breeze through adding it all inside your engine. I errors? I forgot to mention that the zlib.dll file must be present in both the server and client folder. :D Final: As I said, this is credited under Robin, and to jcsnider for porting it in my project. I don't even know if I'm allowed to release this but since VB6 is uh, yeah. I'm just gon' do it.
  17. Happy Birthday but no, I have you beat. I'll be 34 in March. :P
  18. Congratulations NoOne for 1st Place with 3 votes. Contact an Admin for your Contest Winner title. Well done to Diee and SherwiN. Diee and SherwiN was tied for 2nd. My late vote breaks that tie. Well done Diee for 2nd. Sorry SherwiN, well done on 3rd. :P Forum Points have been rewarded.
  19. Richy420Rich

    Antihack

    Uh, the program (packets and all) are open sourced so no, it's not safe lol. You'd have to rename/reorder packet ids around before closed releases. Not sure why anyone would bother to hack an eclipse game though, it's more lame than game.
  20. Please move me to Events. Voting will commence for 1 week: Winner will be determined on Feb 10th at 11:59PM. **King Seb:** >! ![](http://eclipseorigins.com/community/filehost/e8ac650b76eb58eff4e41d6a49b0e816.png) **Diee:** >! ![](http://eclipseorigins.com/community/filehost/f02397fa2466db074ae2dc2f1b00b59e.jpg) **SherwiN:** >! ![](http://i.imgur.com/OlR3fLd.png) **Kreator:** >! ![](http://4.bp.blogspot.com/-sLdGNH7JFYk/U1oD2AHHJEI/AAAAAAAAAR0/ZSHnFYjXUBo/s1600/moonlit+grotto.png) **Baron Mohenjo Daro:** >! ![](http://s30.postimg.org/gaj6n70nl/map79.png) **NoOne:** >! ![](http://www.eclipseorigins.com/community/uploads/monthly_01_2015/post-83625-0-92571100-1421971002.png) **aliand01:** >! ![](http://oi58.tinypic.com/nv9t04.jpg) **Reward** 1st Place: 750 Forum Points & Contest Winner Title 2nd Place: 300 Forum Points 3rd Place: 150 Forum Points Winner must PM Admin for the Contest Winner Title after determined.
  21. Well he does say that it was a direct port of Robin's EO 1.1… So yeah; Apart from the Networking and Rendering. It's all the same basically. Best thing about this being where it's at right now. Is the fact that it's bareboned, so anyone with a little bit of time and knowledge can optimize it to its max before building features onto it.
  22. That depends on what benefits the closed source offers compared to the open source. Personally I don't buy because I'm broke, I leech. :P
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