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Jed

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  1. Fantastic work on this engine, keep the updates coming. So I've added custom hair options from [**this**](http://www.freemmorpgmaker.com/thread-4757-page-2.html?highlight=hair) tutorial into the source. One of the issues I've come across after doing so is that any color modifications that apply to the player's sprite (being attacked, stealthing, etc.) does not apply to the hair. For example, a player casting stealth on himself will cause his sprite to be translucent but not his hair. I figure the only way to solve this is to create Get/SetPlayerHairColor(A/R/G/B) functions in the way the Get/SetPlayerColor functions are done. I get that I have to make changes to where the player's sprite is drawn, but the way the custom hair tutorial is done makes making the hair translucent a ton of extra work and I feel that there's an easier way to do it. Any pointers? And also do you plan to ever incorporate custom hair into a future update?
  2. > My problem with EO3 is u can set a sound to a weapon but it only plays the sound on the killing blow of the monsters This actually part of the problem. It's weird that sound only plays at the animation on the killing blow. > It was coded improperly. If you look around I'm fairly certain someone posted how to fix it. If you can't find it I'll go into the source and find it for you. Do you know where the bug is located?
  3. Well that's the thing I'm trying to find out, I don't know where the problem is though. The animations play at the proper coordinates but the sound doesn't for some reason. I don't know whether it's a case of missing or improper code.
  4. The only places I could think of are in the server when animations are played or in the client when it sends the sound to the map during an animation. It doesn't look incorrect in the client though, as it still says to play it at the x and y coordinates and not at 1,1.
  5. If I set a sound to an animation, it plays in the top left corner of the map instead of on my target. I don't know whether there's a missing line of code or if something's coded improperly, but I can't think of where the problem would be.
  6. If it helps any, I had a similar problem except for spell icons. The problem wasn't the amount of files I had but rather one or more of your files got corrupted in the process. Try lowering the amount of paperdolls loaded until it stops erroring then start increasing the amount loaded until you can narrow down the culprit.
  7. When a sound plays with an animation from attacking or casting a spell, the sound can only be heard on the top left corner of the map and when an NPC gets killed. I'm not sure where to look in the source to fix this problem.
  8. I found that the problem was with a corrupt file in the spellicons folder, not the engine. Although I wouldn't have found it without the debug option, thanks Abhi.
  9. The problem seems to be occurring in the LoadTexture procedure in modGraphics. The following error occured at 'LoadTexture' in 'modGraphics'. Run-time error '9': Subscript out of range. This was the error created in the log file. The game seems to load just fine if I set debug mode to true, but I don't want to have it in debug mode the entire time. If there's no other solution, then I'll just have to stick with it.
  10. As stated in the topic name, I'm using Eclipse Origins 3.0\. As far as I know, this hasn't happened with other engines in my experience.
  11. When I've recreated the problem in the compiled exe (because it never throws the error when debugging), it only ever gives me an RTE9 when I have too many spell icons. It only ever seems to happen when there's over a certain amount of spell icons, which is 15 in my case. What I did was put something like 50 icons in the spell icons folder, ran the exe and the RTE9 happens. I renamed the 16th icon in the folder so it wouldn't load past 15 and then the error doesn't happen. It's weird because I can't find out the problem due to not being able to recreate it while debugging to see where it would point the source of the error so I'm really just defeated at this point.
  12. Jed

    [EO] Map Instances

    I'm having some issues with this edit. I'm running EO 3.0 and I've set everything up properly. I changed max maps to 200 and set the map pack up properly, starting from 1 in the folder. The thing is, when I warp into an instance it either doesn't bring me to the map or it creates a blank 32x32 map entirely with the map's name and music but no tiles and there are random blocks everywhere. I don't know what the problem is and I don't know what's causing it.
  13. Of course I am, but the problem is that I can't find out what's wrong that causes it to error out only when running from the compiled exe.
  14. My game RTEs on loading interface when there's over 15 spell icons in the folder. It runs fine without a problem in VB6 but for some reason it errors out in the compiled EXE. I have no clue what the issue is and I can't recreate the problem when debugging because it doesn't happen when running from the source code.
  15. This code works just fine, but there are some instances where I get a subscript out of range error here: ``` ' Check new square If CurX = x2 And CurY = y2 Then Exit Do ' ====== ElseIf Map(GetPlayerMap(index)).Tile(CurX, CurY).Type = TILE_TYPE_BLOCKED Or Map(GetPlayerMap(index)).Tile(CurX, CurY).Type = TILE_TYPE_RESOURCE Then ' ElseIf Blocked(CurX, CurY) Then ' /===== isPathCleared = False Exit Function End If Loop End If isPathCleared = True End Function ``` On this line: ``` ElseIf Map(GetPlayerMap(index)).Tile(CurX, CurY).Type = TILE_TYPE_BLOCKED Or Map(GetPlayerMap(index)).Tile(CurX, CurY).Type = TILE_TYPE_RESOURCE Then ``` I've tried recreating the error and it seems to happen when an NPC moves into only horizontal or vertical range from the diagonal calculation.
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