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harrison858

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Everything posted by harrison858

  1. In Jaxx's engine edit and presumably in this one (I suspect that Zopto didn't fix it), there are problems with the spell type. Please review the tutorial on Buff/Debuff, there are holes in the source for that modification. Also please clean up the code in the source, and on here. It's messy and some of the code in the engine edit aren't even nested properly.. -DimenXion
  2. Added the main logo variation (by our GFX team) ![](http://img607.imageshack.us/img607/2104/navariuswithunderline.png) And a draft of the world map (by me) ![](http://img163.imageshack.us/img163/72/worldmapv03.png) I'm either thinking about making the background on the world map the same as the logo's, or use the transparent logo and leave it on the black background instead. What are your thoughts? Open for criticism!
  3. What about on your website? This would be even more useful:
  4. Much better than the first one, however the R still looks a bit too curly and someone may mistake it for "Crimson Bose"
  5. What's the point in creating your own game then? All the above can be done by modifying the source code with VB6, and there are tutorials in the Tutorial section of the community boards.
  6. **April-Fools-A-Member Thread** I think Baron already knows that he gets PLACE #1! Try your luck on someone else :cheesy:
  7. ``` 'Change 1 to item number itemamount = HasItem(Founder_Index, 1) 'Change 5000 to amount If itemamount = 0 Or itemamount < 5000 Then PlayerMsg Founder_Index, "Not enough Gold.", BrightRed Exit Sub End If 'Change 1 to item number 5000 to amount TakeInvItem Founder_Index, 1, 5000 ``` So if I wanted to have a second requirement to make guild, let's say: 1\. Need to have 5000 gold 2\. Need to have 1 of Guild Creation Recommendation Attempt: >! In **Sub MakeGuild**: >! Under: ``` Dim tmpGuild As GuildRec Dim GuildSlot As Long Dim GuildFileId As Long Dim i As Integer Dim b As Integer >! ``` Add: ``` Dim itemamount As Long Dim itemamount2 As Long >! ``` After: ``` If Name = "" Then PlayerMsg Founder_Index, "Your guild needs a name!", BrightRed Exit Sub End If >! ``` Add: ``` 'Change 1 to item number itemamount = HasItem(Founder_Index, 1) >! 'Change 2 to item number 2 itemamount2 = HasItem(Founder_Index, 2) 'Change 5000 to amount of Item #1 If itemamount = 0 Or itemamount < 5000 Then PlayerMsg Founder_Index, "Not enough Gold.", BrightRed Exit Sub End If >! 'Change 1 to amount of Item #2 If itemamount2 = 0 Or itemamount2 < 1 Then PlayerMsg Founder_Index, "and you do not have the Item2Name.", BrightRed Exit Sub End If 'Change 1 to item number 5000 to amount of Item #1 TakeInvItem Founder_Index, 1, 5000 >! 'Change 2 to item number 1 to amount of Item #2 TakeInvItem Founder_Index, 2, 1 >! ``` ^ Is this valid?
  8. My only problem combining these two is in the client-side **modText** file (Visual only!) Okay, so both of these edits need modText edited, here are the links to the tutorials: **GM/DEV Tag:** http://www.touchofdeathforums.com/smf/index.php/topic,62955.msg668195.html#msg668195 but I'm using this variation: http://www.touchofdeathforums.com/smf/index.php/topic,62955.msg668398.html#msg668398 >! > in modText FIND sub: > ``` > Public Sub DrawPlayerName(ByVal Index As Long) > ``` > Replace entire Sub With: > ``` > Public Sub DrawPlayerName(ByVal Index As Long) > Dim TextX As Long > Dim TextY As Long > Dim Color As Long > Dim Tag As String > Dim TagWidth As Long > Dim TagColor As Long > > ' Check access level > If GetPlayerPK(Index) = NO Then > > Select Case GetPlayerAccess(Index) > Case 0 > Color = RGB(255, 96, 0) > Case 1 > Color = QBColor(DarkGrey) > Case 2 > Color = QBColor(Cyan) > TagColor = QBColor(Blue) > Tag = "DEV" > Case 3 > Color = QBColor(BrightGreen) > TagColor = QBColor(Blue) > Tag = "DEV" > Case 4 > Color = QBColor(Yellow) > TagColor = QBColor(BrightRed) > Tag = "GM" > End Select > > Else > Color = QBColor(BrightRed) > End If > > If GetPlayerSprite(Index) < 1 Or GetPlayerSprite(Index) > NumCharacters Then > TextX = ConvertMapX(GetPlayerX(Index) * PIC_X) + Player(Index).XOffset + (PIC_X \ 2) - getWidth(TexthDC, (Trim$(GetPlayerName(Index)))) > TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - 16 > Else > ' Determine location for text > TextX = ConvertMapX(GetPlayerX(Index) * PIC_X) + Player(Index).XOffset + (PIC_X \ 2) - getWidth(TexthDC, (Trim$(GetPlayerName(Index)))) > TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - (DDSD_Character(GetPlayerSprite(Index)).lHeight) + 16 > End If > > If GetPlayerAccess(Index) > ADMIN_MONITOR Then > TagWidth = getWidth(TexthDC, Tag) > TextX = TextX + TagWidth > > Call DrawText(TexthDC, TextX - TagWidth * 2, TextY, Tag, TagColor) > End If > > ' Draw name > Call DrawText(TexthDC, TextX, TextY, GetPlayerName(Index), Color) > End Sub > > ``` **Guild:** http://www.touchofdeathforums.com/smf/index.php/topic,78441.0.html >! > In modText FIND: > ``` > Public Sub DrawPlayerName(ByVal Index As Long) > Dim TextX As Long > Dim TextY As Long > Dim color As Long > Dim Name As String > ``` > Under, add: > ``` > Dim Text2X As Long > Dim Text2Y As Long > Dim GuildString As String > ``` > FIND: > ``` > Name = Trim$(Player(Index).Name) > ' calc pos > TextX = ConvertMapX(GetPlayerX(Index) * PIC_X) + Player(Index).XOffset + (PIC_X \ 2) - getWidth(TexthDC, (Trim$(Name))) > ``` > Under Add: > ``` > GuildString = Player(Index).GuildName > Text2X = ConvertMapX(GetPlayerX(Index) * PIC_X) + Player(Index).XOffset + (PIC_X \ 2) - getWidth(TexthDC, (Trim$(GuildString))) > ``` > Find: > ``` > If GetPlayerSprite(Index) < 1 Or GetPlayerSprite(Index) > NumCharacters Then > TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - 16 > Else > ' Determine location for text > TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - (DDSD_Character(GetPlayerSprite(Index)).lHeight / 4) + 16 > End If > ``` > Replace With: > ``` > If GetPlayerSprite(Index) < 1 Or GetPlayerSprite(Index) > NumCharacters Then > TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - 16 > 'Guild TUT > Text2Y = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset > Else > ' Determine location for text > TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - (DDSD_Character(GetPlayerSprite(Index)).lHeight / 4) + 16 > 'Guild TUT > Text2Y = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - (DDSD_Character(GetPlayerSprite(Index)).lHeight / 4) + 4 > End If > ``` > Find: > ``` > ' Draw name > Call DrawText(TexthDC, TextX, TextY, Name, color) > ``` > Under Add: > ``` > If Not Player(Index).GuildName = vbNullString Then > Call DrawText(TexthDC, Text2X, Text2Y, GuildString, color) > End If > ``` And here's my attempt to try and combine them all, but I don't think it's properly combined at all: >! ``` Public Sub DrawPlayerName(ByVal index As Long) Dim TextX As Long Dim TextY As Long Dim color As Long Dim Tag As String Dim TagWidth As Long Dim TagColor As Long Dim Name As String Dim Text2X As Long Dim Text2Y As Long Dim GuildString As String >! ' If debug mode, handle error then exit out If Options.Debug = 1 Then On Error GoTo errorhandler >! ' Check access level If GetPlayerPK(index) = NO Then >! Select Case GetPlayerAccess(index) Case 0 color = RGB(255, 96, 0) Case 1 color = QBColor(DarkGrey) TagColor = QBColor(White) Tag = "Staff" Case 2 color = QBColor(DarkGrey) TagColor = QBColor(Cyan) Tag = "Staff" Case 3 color = QBColor(DarkGrey) TagColor = QBColor(Yellow) Tag = "Staff" Case 4 color = QBColor(Yellow) TagColor = QBColor(BrightRed) Tag = "Staff" End Select >! Else color = QBColor(BrightRed) End If >! Name = Trim$(Player(index).Name) ' calc pos TextX = ConvertMapX(GetPlayerX(index) * PIC_X) + Player(index).XOffset + (PIC_X \ 2) - getWidth(TexthDC, (Trim$(GetPlayerName(index)))) GuildString = Player(index).GuildName Text2X = ConvertMapX(GetPlayerX(index) * PIC_X) + Player(index).XOffset + (PIC_X \ 2) - getWidth(TexthDC, (Trim$(GuildString))) If GetPlayerSprite(index) < 1 Or GetPlayerSprite(index) > NumCharacters Then TextY = ConvertMapY(GetPlayerY(index) * PIC_Y) + Player(index).YOffset - 16 'Guild TUT Text2Y = ConvertMapY(GetPlayerY(index) * PIC_Y) + Player(index).YOffset Else ' Determine location for text TextX = ConvertMapX(GetPlayerX(index) * PIC_X) + Player(index).XOffset + (PIC_X \ 2) - getWidth(TexthDC, (Trim$(GetPlayerName(index)))) TextY = ConvertMapY(GetPlayerY(index) * PIC_Y) + Player(index).YOffset - (DDSD_Character(GetPlayerSprite(index)).lHeight / 4) + 16 'Guild TUT Text2Y = ConvertMapY(GetPlayerY(index) * PIC_Y) + Player(index).YOffset - (DDSD_Character(GetPlayerSprite(index)).lHeight / 4) + 4 End If >! ' Draw name If GetPlayerAccess(index) > ADMIN_MONITOR Then TagWidth = getWidth(TexthDC, Tag) TextX = TextX + TagWidth Call DrawText(TexthDC, TextX - TagWidth * 2, TextY, Tag, TagColor, Name, color) Else If Not Player(index).GuildName = vbNullString Then Call DrawText(TexthDC, TextX - TagWidth * 2, TextY, Tag, TagColor, Text2X, Text2Y, GuildString, color) End If ' Draw name Call DrawText(TexthDC, TextX - TagWidth * 2, TextY, Tag, TagColor, Name, color) If Not Player(index).GuildName = vbNullString Then Call DrawText(TexthDC, TextX - TagWidth * 2, TextY, Tag, TagColor, Text2X, Text2Y, GuildString, color) End If ' Error handler Exit Sub errorhandler: HandleError "DrawPlayerName", "modText", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear Exit Sub End Sub ``` I'm pretty sure I have too many DrawText, so I would appreciate if someone could help! x.x Here's where the problems might be: >! > **Name = Trim$(Player(index).Name)** > ' calc pos > TextX = ConvertMapX(GetPlayerX(index) * PIC_X) + Player(index).XOffset + (PIC_X \ 2) - getWidth(TexthDC, (Trim$(GetPlayerName(index)))) > GuildString = Player(index).GuildName > Text2X = ConvertMapX(GetPlayerX(index) * PIC_X) + Player(index).XOffset + (PIC_X \ 2) - getWidth(TexthDC, (Trim$(GuildString))) > If GetPlayerSprite(index) < 1 Or GetPlayerSprite(index) > NumCharacters Then > TextY = ConvertMapY(GetPlayerY(index) * PIC_Y) + Player(index).YOffset - 16 > 'Guild TUT > Text2Y = ConvertMapY(GetPlayerY(index) * PIC_Y) + Player(index).YOffset > Else > ' Determine location for text > TextX = ConvertMapX(GetPlayerX(index) * PIC_X) + Player(index).XOffset + (PIC_X \ 2) - getWidth(TexthDC, **(Trim$(GetPlayerName(index))))** > TextY = ConvertMapY(GetPlayerY(index) * PIC_Y) + Player(index).YOffset - (DDSD_Character(GetPlayerSprite(index)).lHeight / 4) + 16 > 'Guild TUT > Text2Y = ConvertMapY(GetPlayerY(index) * PIC_Y) + Player(index).YOffset - (DDSD_Character(GetPlayerSprite(index)).lHeight / 4) + 4 > End If > > I _know_ there's a problem with this… > ** ' Draw name > If GetPlayerAccess(index) > ADMIN_MONITOR Then > TagWidth = getWidth(TexthDC, Tag) > TextX = TextX + TagWidth > > Call DrawText(TexthDC, TextX - TagWidth * 2, TextY, Tag, TagColor, Name, color) > > Else > If Not Player(index).GuildName = vbNullString Then > Call DrawText(TexthDC, TextX - TagWidth * 2, TextY, Tag, TagColor, Text2X, Text2Y, GuildString, color) > > End If > > ' Draw name > Call DrawText(TexthDC, TextX - TagWidth * 2, TextY, Tag, TagColor, Name, color) > If Not Player(index).GuildName = vbNullString Then > Call DrawText(TexthDC, TextX - TagWidth * 2, TextY, Tag, TagColor, Text2X, Text2Y, GuildString, color) > End If** > > ' Error handler > Exit Sub > errorhandler: > HandleError "DrawPlayerName", "modText", Err.Number, Err.Description, Err.Source, Err.HelpContext > Err.Clear > Exit Sub > End Sub If it helps, my modText file has been attached below. v v v
  9. @Zopto: > v 7 fixed http://www.sendspace.com/file/s266tt > if you got any error when you click itam editor just add some sound and music in folders of sound and music….. Few questions: 1\. Extra Files -> What are they? Is it safe to delete them because there are already files of the same name elsewhere in the \src folders. 2\. There are extra frmMain.frm and frmMain.frx in the client folder, is this newer or older than the one in the source? EDIT: If you're going to add a Map and Global button you should redo the GUI and add the Text Draw to Screen modification… it looks silly and disorganized....
  10. Thanks a whole lot, the problem has been fixed :)
  11. @DreadX13: > Run-time error 429 activeX component cant create object > > my friend keeps getting this error when he tries to run the game. Can sum1 help me with this. What is the object this is refering to. How can i fix this for him if i can. Thank you for your time Which engine are you using? EO: You need to run the Origins library Installer. CS:DE - You need to run the Crystalshire library installer. DirectX - Try to update DirectX, and you need to restart the computer after this. It does not matter where you run the library installers, as long as you do not change the install directory.
  12. @Soul: > Have you installed any edits to Eclipse's source code? Yes, many.
  13. @Eckhart: > Newest logo is best, but it need to be smoothed. What software are you using? Paint.NET (PDN), I'm still learning though. I'll see if I can smooth out the edges today :)
  14. @Fuu: > Is extremely bland and unsmooth. All of them?
  15. @Eckhart: > Logo's too dark in the center and generally unappealing. Try looking at your logo and seriously assessing it. You won't be able to get any better if you can't assess your own work. Ah, I see what you mean :) And in fact I just noticed that some letters don't get all shades of the colors, some of them are entirely dark. I will update with a newer logo EDIT: The update >! R1. ![](http://img441.imageshack.us/img441/5391/nor1.png) R2. ![](http://img594.imageshack.us/img594/4129/nor2.png) Which logo is better, R1 or R2?
  16. Cool! Old: Not that bad if you replace the black with blue water, and smoother path instead of the boardwalks. New: Awesome! I don't believe I've seen those tilesets yet. Vivid details! But if you made the map bigger you could add even more arrangements of shapes, and make it less 'boxy'.
  17. @nilly70: > I figured I would post my new GM lounge my first one was kind of a first timers messup! > > my first one is on top my new one is on the bottom. > looking forward to comments! > > Nilly70 :cheesy: > hold on having a hard time uploading them! > is the attachment up loader broken? Idk, try using Imageshack or something?
  18. @Anonymious: > OMG how did you know that? 8o Really? xD All I did was add a little bbCode next to the links, and I move the code for each different topic :)
  19. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= **.: Navarius Navigation Console :.** |[Talent Centre (Team Recruiting)](http://www.touchofdeathforums.com/smf/index.php/topic,79099.0.html)| |[Show Off Thread: GFX](http://www.touchofdeathforums.com/smf/index.php/topic,79118.msg848024.html#msg848024)| **
  20. @JonathanElihu: > i keep getting runtime error 5 when i try to start it up. it keeps leading me to a part of the modsound file called > Set Segment = Loader.LoadSegment(App.Path & MUSIC_PATH & fileName) and if i delete that i know the game wont have any music. so what should i do? The name of your file is too long. dir\client dir\server Shorten the dir (directory name)
  21. @abhi2011: > By auth server i mean the server that accepts the clients 'Username' and 'Password'. > > Congratz on becoming a junior mem Thanks :) "Auth Server" -> The server.exe already authenticates a given input for Usr + Pass. If it's an invalid password, it will notify the client. Do you mean how to make an _external_ auth server? Still don't know what you mean :/
  22. @abhi2011: > Can any 1 of u guys give me an idea to make an auth server. The server shuld only accpt client requests and send to server. And is there any possible way to make that Vb6 can receive packet data from the client and the auth server send it to server. The aut server does not communicate with the client. And the server doesn't communicate with the auth server!?? > > ~~Abhi2011~~ What do you mean by 'auth server' ? The current server.exe is already made so that 'requests' for login/registration are answered when a client requests it…
  23. harrison858

    Actualize

    @neff10: > i have 1 problem: > i publish my game and my friends download it yet but when i add a new thing, my friends can't see this thing or when i add a new characters the persons who have the old client can't see this new character, and my question its: > > who i make a launcher who actualize te game when i had a new thing or who i make for actualize my player's game? > > srry for bad english… Obviously if you have two different versions of clients and you add "new" things such as graphics, your friends either need to replace their old client with a new one, or use an autoupdater. [See this thread](http://www.touchofdeathforums.com/smf/index.php/topic,58493.0.html).
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