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Yxxe

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Posts posted by Yxxe

  1. @kibbelz:

    > I am fed up with snotty nosed little kids stealing my graphics from my projects. I have seen it done before, however i am unsure how to encrypt my graphics, then read them in the game source and make it so that only i will be able to edit them. If anyone has any good help for me please spill the beans and tell me how x3.
    >
    > ~Kibbelz

    This has been asked many times before. How will you stop people just printscreening your tiles and sprites?
  2. *Digs out old OTLR clients*

    This is one of many files I included in each language pack:

    EN:
    ```
    [Load]
    Conn=Connecting to server...
    Opt=Loading Options...
    Menu=Loading Menu...
    GUI=Loading Interface...
    InitTCP=Initializing TCP Settings...
    DX=Initializing DirectX...
    Btn=Loading Buttons...
    Char=Connected, sending character addition data...
    NewAcc=Connected, sending new account information...
    Login=Connected, sending login information...
    GameData=Recieving game data...
    Dest=Destroying game data...
    ```
    DE:
    ```
    [Load]
    Conn=Verbindet mit dem Server...
    Opt=Lade Optionen...
    Menu=Lade Menü...
    GUI=Lade Benutzeroberfläche...
    InitTCP=Initialisiere TCP Einstellungen...
    DX=Initialisiere DirectX...
    Btn=Knöpfe laden...
    Char=Verbunden, sendet Charakter-Daten...
    NewAcc=Verbunden, sendet neue Account-Informationen...
    Login=Verbunden, sendet Login-Informationen...
    GameData=Empfange Spiel-Daten...
    Dest=Lösche Spiel-Daten...
    ```
    I basically created a new function which caches the language files into memory at the beginning of the client's loading phase (with ReadINI I think) and then called a function from then on in which replaces the general text in default EO (see EN for the actual hardcoded text in the client) with the cached data.

    You can do this with the server-sided stuff too, but it will slow down your server a little bit, seeing as there is an extra check every time you want to send a packet with text.

    Also bear in mind that I did this about 1 and a half years ago, so there's most likely a better way, but this should get you started.
  3. @Yumi-chan:

    > U do know that im talking about setting up a packet system right? I know how packet work in eclipse and can code.
    >
    > Im talking create a packet system like Eclipse with C++ using winsock

    Just write a few functions which handle packing different variable types into dynamic character array and send that.
  4. Right, so I quickly opened up the VB project files again and added a little feature, just to help me get back into the swing of things with OTLR.

    I've made it so players can have different movement speeds to each other, which also comes with a handy check to get rid of the movement speed exploit. It also makes PvP combat a little more interesting, so players can't simply run away from a fight - unless they are faster than the attacker of course!

    I should be posting other updates in the next few weeks - hopefully ones which contain a preliminary tileset/tiles of some sort.

    Regards,

    Niall
  5. Back to the top, you award winning project. ;]

    On another note: I should be able to put some more work into Origin in a few weeks once things settle at University. Not many things left to do coding-wise, I'll finish the pet system and add another little feature, then I'll get on to working on a bit more content, ready for the summer release. More dungeons, and maybe a level cap raise to take advantage of the items waiting to be added. I'll also work on adding more quests to keep you busy, and also maybe some sort of auction house or player store. The first major patch after release should be the discovery of the Sand Shaman area!

    Regards,

    Lightning

    PS: Thanks to everyone who voted for Origin - The Legend Reborn!
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