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Helladen

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Everything posted by Helladen

  1. > I see, so would this be where the advantage of multi-core comes in? So you could have a login server on one core and then the game server on the other? TCP and UDP are just the way packets are sent. The speed or cores does not matter. UDP sends a packet without verifying that it was successfully delivered, and TCP is where the client sends a packet back to the server indicating that it received it. UDP is faster and more lean than TCP, but TCP is still used for important packets.
  2. TCP is good for login, UDP is good for data that you can take a chance of it being lost like movement. You need to know what data is important and what data can be lost without causing problems. If the client is predicting, you almost always want to use UDP.
  3. Helladen

    Member of the Month

    No nominating staff or banned members please. Just my opinion on the matter.
  4. Who did the voice acting? I really like the music, it reminds me of Warcraft.
  5. Helladen

    Eclipse Worlds

    Roadmap can be found [here](http://www.eclipseorigins.com/community/index.php?/topic/136612-roadmap/#entry935601).
  6. Helladen

    Eclipse Worlds

    > I'm wondering if Its there any way to use .png images for gui graphics. No, UI was last on my list. I have to recode it from scratch, the roadmap for this is version 1.3.0.
  7. Helladen

    Eclipse Worlds

    > I think that implement a smart paperdoll would be great for an future update! :D I can add customized paperdoll later, most likely after 1.3.0\. 1.3.0 will add customizable faces and sprites, so it would need to be added after that to save time.
  8. Helladen

    Eclipse Worlds

    I just did a quick update with it. Redownload the file. :) * Fixed character creation logout messages that would not display a name.
  9. Helladen

    Eclipse Worlds

    ![](https://dl.dropboxusercontent.com/u/67149765/Arteix/EclipseWorlds.png) Dear **Eclipsians**, We got some important news for you all about the community and main engine the site uses! This will mark the next iteration of **Eclipse Origins** aka **Eclipse Worlds**. **Eclipse Worlds **was designed around **XtremeWorlds**, but I have taken the positive features that **Eclipse Origins** has added and added some of my own, as well as many others that I will not unveil until version 1.3.0 is out. **History** I am going to introduce myself properly as **Head Developer**, I was apart of **XtremeWorlds** for a long time and moved here during the first moments of **Eclipse Origins** after **Essence **aka **Robin's** engine was canceled. I learned how to program thanks to both **Jacob **(**Mirage Realms** programmer) and **Robin**. Before that, I simply was a script kiddie doing **XtremeWorlds** **Sadscript** back in 2007-2010\. I had the most complicated script out of all **XtremeWorlds** games, but as developers we all have our weak points and my sacrifice has been a do-it-all developer, so I can never be as good at someone who specializes in one skill. **Engine** **Eclipse Worlds** is now becoming the main engine for the **Eclipse** community. This does not mean, **Eclipse Origins 4** features will go to waste, because I am going to be recoding and transferring them over. The **GUI** system will not be ported, but I will code it from scratch or something else since it wasn't designed that good. **Conclusion** This is the first release of **Eclipse Worlds **that marks it as stable and completely usable. I spent a lot of time ensuring that no bugs exist and went through many weeks of stress testing. This does not mean that it will not have bugs, but it means that it should be good enough for anyone to use. Besides, it has always been open-source… For a list of changes go [here](http://www.eclipseorigins.com/community/index.php?/topic/136538-eclipse-worlds-126-preview/). **[Binaries](http://eclipseorigins.com/community/Eclipse%20Worlds.zip)** [**Runtimes**](http://eclipseorigins.com/community/Eclipse%20Worlds%20Dependency%20Installer.exe) Enjoy! :) We will be releasing a **Download Center** soon, probably with the release of 1.3.0.
  10. > Perspective, e.g. Honesty. Even the most honest people, aren't honest enough. It's just perspective, if he has them in the [credits](https://github.com/non-dev/non/wiki/Introduction) it's fine.
  11. If he isn't selling it, what's the problem? If he is using open-source libraries, he isn't stealing anything. He is using it just how the authors want it to be used.
  12. [Twitter](https://twitter.com/eclipseengine). :)
  13. > You know there is already a Eclipse page I made with way more members right? I seen it, I am against the name that was picked. Plus, no one has access to it.
  14. There's plenty of direction, don't worry about that. IndieRising is a generic indie community, with jams - there's already TigSource for that. Good luck with your community, Aàron, but I am not impressed with it.
  15. > Hmm, Aeirex, I must ask: Will you be planning on creating a sort of character creation system similar to EO4 for Eclipse Worlds? I'm unaware if Eclipse Worlds already has something of the sort, but when I dipped my toes in the the water I didn't see anything of the sort. Yes, my engine already has multi-character support, but I just do not have a GUI. It also lacks the actual character components that EO4 has, so these will be carried over in 1.3.0\. This release may be a long ways off (few months), but I will try my best to get it done asap.
  16. > I'm a little confused now, are you implying your engine will implement the "best of both worlds"? If so then that makes a lot more sense now. > > There are features in EO4, such as the gui editor, which made it more favorable than worlds for my needs, so i'd be glad to hear if this was the case. Yes, the house system, GUI editor, and instanced system will be put into Eclipse Worlds 1.3.0\. Think of EW 1.3.0 the official switch for the community to my flavour. JC's work did not go to waste though, because his event system is in my flavour as well as many improvements he made. I may very well swap out the quest system to his (can't remember of his has a quest system). A lot of these features may be put off til later, because it is indeed a lot of work to make sure it all works flawlessly together.
  17. Still looking for developers, mostly. We can make do without a web developer, but it would be nice if someone applied. Updated topic with more information.
  18. > Not meant to offend at all, but just to point out something a little obvious. Shouldn't the "Head developer" of eclipse origins be focused on the site's official engine, rather than their own spin-off? Eclipse Origins was @[member="jcsnider"] flavour of Robin's which he updated to version 3 and 4\. @[member="Robin"] was responsible for 1 and 2\. Eclipse Worlds is my flavour of Robin's Eclipse Origins 2\. These engines are all open-source, and we work together whether we like it or not. The source-code is available and any programmer that doesn't use it, is not very good, so rest assured that the best of both worlds will soon surface. It just takes time to do.
  19. > Will the UI glitch be fixed? / Will you continue to bug fix this? If people donate toward it then sure. I would only update it as **Head Developer** if enough people wanted it, but I am more focused on my own engine.
  20. Helladen

    ArcheAge

    **Archeage** is a korean MMO, they typically are heavy grinders. I looked at it since I am a fan of skilling MMOs, but I just couldn't get into it after trying it out for an hour or so.
  21. > wouldn't that just change the normal speed he wants a skill that temporary changes the speed Movement is completely client-sided. It's been a flaw with Mirage Source for a very long time, movement speed can be hacked quite easily, because all you have to do is change the time it updates in the client.
  22. Go to ProcessMovement or ProcessPlayerMovement if you are using Eclipse Worlds and change MovementSpeed.
  23. I used Google search image to find the site. It's [here](http://yms.main.jp/).
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