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Darkonever

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  1. > you gotta remember eo 4 is closed source first off. Yea I know I can't do anything by myself. Well maybe someday developers will chose my idea as worth thing to add. Untill then I just have to wait with patience and enjoy what I already can do with this great platform :)
  2. > Yes, it's possible, and, yes, it would require ALOT of work to make all those GUI variations. > > > > All you'd have to do is, like you said, add an option in Config.ini, and continually check it whenever drawing certain menus, buttons, texts, ect. > > > > You could add a dropbox in the main menu that the player could select a language from. > > > > Basically, yes, it's possible. The gui wouldn't be so much problem. I think the biggest would be to translate all the quests, events etc. to multiple language. But as you say and I think the same with much effort it can be done.
  3. Hi I recently was thinking about something that would make the Eclipse better. And so I guessed that if game would be quite popular there is a quite big chance that there could be players that aren't native English and like to use their own language in game. So how about adding other language support for Eclipse Origins. I think about system where there is an additional position in config.ini named language or something alike. The new folder named languages or lang with multiple files, each for different language. And if player choose a different language in main menu the other parts of the game (including GUI would be in his/her language). I know It's very, very much work to do so but i just want to know is it just possible to add. Greetings Darkonever
  4. I have one big question. What should i do to "quick, temporaly" fix the jump bug. Someone say to "take in comment" one line of code, but exactly whitch? In my opinion this is now a major problem.
  5. Percentage status of whole project will give you a little knowledge an how far the SE1/EE3 is. Way better will be Percentage stage of major parts of project ( for example; sound, Graphic, Server, Client, Scripting ec. or similar). This will give you a better answer on how far the project realy is and how soon you can expect it. But that's just my opinion ;)
  6. Is there a way (and if yes how to do it) to encrypt a gfx files the old way (i mean encrypt in EE 1.0) This is important to me because i want to put some special clothes, places(tileset), maps and so. This things will not be able to common player and will be hidden to most of the players. And so if all tilesets will be visible then anyone can gues something like this exist in game. Please help ;) PS. I don't want to compile whole client to one EXE, couple of files with unknown format will be less suspecious and look more pro ;)
  7. Damian the problem you just decribed was an old chest attribute error on early 2.8. It's fixed now. Downoad the newest 2.8 source and the chest error will disappear. BTW Great mod :D
  8. Spotted that too. And the same seems to happen with masks.
  9. Sory for disturbing thisvery interesting conversation but is this just me or the links of engine still aren't updated? I don't know but i tryed both using compiled engine and compile source and the look like old without fixed chest and this all.
  10. So would you be so kind and upload the fixed source because we (i think) would like to already start work with 2.8 ;)
  11. Nope for EE 2.8 It's not working. Basicly EE 2.8 from 18.06 have inside implemented chest source as it is here except the server part but still even with it and added frmChest it's not working and generating an error with frmMapEditor.
  12. Ok, I have 1 question. Did this work already or is it still dead? And If first Yes then is it work for EE 2.8?
  13. I have a problem. I tryed to add it to EE 2.8 and it works but it make a problem with mapeditor. the attributes > chest "check box" is always visible even in layers and light. And when i turn it on there's no way to turn it off.
  14. I think to make it work we must add at first in modClientTCP new sub something like 'SendRequestCharStat()' then we have to add in frmChars code which will include 'Call SendRequestCharStat'.
  15. I think this has to do with 'lstChars' and it is in this few lines of code in modGameLogic: ``` Case MENU_STATE_DELCHAR frmChars.Visible = False If ConnectToServer Then Call SetStatus("Connected. Deleting Character...") Call SendDelChar(frmChars.lstChars.ListIndex + 1) End If Case MENU_STATE_USECHAR frmChars.Visible = False If ConnectToServer Then Call SetStatus("Connected. Entering " & GAME_NAME & "...") Call SendUseChar(frmChars.lstChars.ListIndex + 1) End If End Select ```and in server in modSeverTCP ``` Sub SendChars(ByVal index As Long) Dim packet As String Dim I As Long packet = "ALLCHARS" & SEP_CHAR For I = 1 To MAX_CHARS packet = packet & Trim$(Player(index).Char(I).Name) & SEP_CHAR & Trim$(ClassData(Player(index).Char(I).Class).Name) & SEP_CHAR & Player(index).Char(I).LEVEL & SEP_CHAR Next I packet = packet & END_CHAR Call SendDataTo(index, packet) End Sub ```But as alwys I could be wrong ;)
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