Thor7 Posted July 30, 2012 Share Posted July 30, 2012 Nice edit to the Nightly Release.I haven't had a full look over and tested full for bugs/issues, but straight off the mark there's an issue with the item discription (item info) for currency based Items. So any currency u make in game does not display info for item with mouse over. Over Item types work fine.Also I'm not sure if this is a big in the projectile system (haven't tested in a vanilla copy) but projectiles will not hit/damage a player or MoB over a dead MoB or Player. So if u have just killed a MoB and anouther MoB was behind the dead MoB the projectile shows the image but does not hit/damage the MoB behind dead body. So in over words the projectile won't go over dead body's.Good work so far :) Link to comment Share on other sites More sharing options...
Jumpahead Posted July 30, 2012 Share Posted July 30, 2012 I knew it was not just me. The two error's I have encountered have been seen by others as well. Please look into this eragon. Link to comment Share on other sites More sharing options...
Ganjika Posted July 30, 2012 Share Posted July 30, 2012 I did find the bug of when after opening the quest window and then opening the admin window it cuts the admin window down to size, going to pets or jukebox afterwards doesnt resolve it but going back to one of the original eclipse windows does (such as character). i kept the admin window open then opened quest to see what would happen and it sorta "ate" through the admin window and appeared as though it was in front of it (click where the buttons should have been didnt work - only going back to one of the original windows did) - just thought i'd post. :P - Epic engine. Link to comment Share on other sites More sharing options...
DarkOne5890 Posted July 30, 2012 Share Posted July 30, 2012 Eragon please just take all of these down and just basicly what I think is important for a game is nigtly itself GuildMenu, EO memberships, serial redeem,petsystem. and set access from server why complicate our selves just put this and no more bugs and forget about this. Eragon your are helping this community alot but some people don't appreaciate just do this and let them go fall in a whole.:p Link to comment Share on other sites More sharing options...
Guest Posted July 30, 2012 Share Posted July 30, 2012 @DarkBeast:> Eragon please just take all of these down and just basicly what I think is important for a game is nigtly itself GuildMenu, EO memberships, serial redeem,petsystem. and set access from server why complicate our selves just put this and no more bugs and forget about this. Eragon your are helping this community alot but some people don't appreaciate just do this and let them go fall in a whole.:pListen man, its easy to want all these things in a game. You have to take some time to sit down and look at the codes and tutorials and actually read em instead of copying and pasting them. Youll find your self asking less questions if you take the time to learn. ;) Link to comment Share on other sites More sharing options...
Draco.exe Posted July 30, 2012 Author Share Posted July 30, 2012 ok, i tested the warp with attributes, admin warp, and "map border" warp, (without any event on the map) and i'm not having any problems…you should delete all the maps files and the event files from the server folder (delete all the files inside the map folder) then launch the server and test the warps...it should work. About the event walkthrough, this should be fixed deleting the events of the map folder in server.Anyways, when you create an event in the same map you are warping, it's lool like the server crash without any reason...i'll check that. (PS: after the server crash i started it again, i deleted the events for te map and the warp started to work again without problems)----------------------------------------------------About the description of the Currency, it's just an edit of the new item description window...you shoudl check the tutorial and look how you add the description for the currency again.And the projectiles...idk really xD maybe you can post that in the projectile tutorial and see if someone have the answer.----------------------------------------about the admin panel, i know that's happening...but it's easy to fix, just open the frm_main in VB and right click on the admin panel, then click on "bring to Front".----------------------------------------about the last post of DarkBeast, i think you didn't read this:@Eragon2589:> **PLEASE don't ask me (or send MPs) if i can add more things like pets, quests, guilds, two handed weapons, etc…i'm doing this because i want to help new guys for free, and i want to finish my own game too. So if you want to add new stuff, install VB and follow the tutorials, i'ts just practice ;)**i'm going to add new features ONLY if i have time in the future…now i'm at University again and i need to finish my game too, so i don't have too much time now. Link to comment Share on other sites More sharing options...
Ganjika Posted July 31, 2012 Share Posted July 31, 2012 How would make it so that the npc's names always show even if there isn't a mouse pointer over them and/or where folks cant walk through npcs? btw, thanks again for putting out a great engine - this works wonderfully. Link to comment Share on other sites More sharing options...
Draco.exe Posted July 31, 2012 Author Share Posted July 31, 2012 @Ganjika:> How would make it so that the npc's names always show even if there isn't a mouse pointer over them and/or where folks cant walk through npcs? btw, thanks again for putting out a great engine - this works wonderfully.client sidereplace this:``` ' draw npc names For I = 1 To Npc_HighIndex If MapNpc(I).num > 0 Then If CurX = MapNpc(I).X And CurY = MapNpc(I).y Then Call DrawNpcName(I) End If End If Next```with the original one:``` ' draw npc names For i = 1 To Npc_HighIndex If MapNpc(i).num > 0 Then Call DrawNpcName(i) End If Next```The walk through is only for players (players can walkthrough players) and only in safe zones.check the source tutorial index for most of the tutorials added to this engine, so you can edit it as you want: http://www.touchofdeathforums.com/smf2/index.php/topic,75901.0.html Link to comment Share on other sites More sharing options...
DarkOne5890 Posted July 31, 2012 Share Posted July 31, 2012 Eragon I didn't mean to say it like I needed it I meant to say it like people are asking for to much from u and I already have vb6\. So I could just add the stuff I need by myself . Also nice job on the stuff its pretty cool. Link to comment Share on other sites More sharing options...
Draco.exe Posted July 31, 2012 Author Share Posted July 31, 2012 well…if i have time i'll add some other thing to the engine...now i'll test each one of the tutorials that i used to see which one is causing the error with the warps and events. Link to comment Share on other sites More sharing options...
Ganjika Posted July 31, 2012 Share Posted July 31, 2012 When i go into a map and create an npc, make a shop, go into map - events - and then 'show choices' in text with two choices and/or go even further than this and make a shop show up as a result of one of the chooices and then click okay and try to so much as to zone out it will give me a runtime error 9 every time i try to exit said zone, even after undoing all the changes i did to make the shop in the first place) . I did this twice to ensure it wasn't something I was doing wrong (but who knows, it might be :P). thanks for reading. Link to comment Share on other sites More sharing options...
Draco.exe Posted July 31, 2012 Author Share Posted July 31, 2012 **UPDATE!!!****I Fixed the warp crash problem!! :D** (it was some buggy codes from pet system and quest system with sub player warp…it was my error to just copy and paste the code)After this edits the warps from attribute, map border warp and event warp worked for me in maps with events._Added the fix to the first message_**Server Side:**Replace **Sub PlayerWarp** with this one:```Sub PlayerWarp(ByVal index As Long, ByVal MapNum As Long, ByVal x As Long, ByVal y As Long) Dim shopNum As Long Dim OldMap As Long Dim I As Long Dim Buffer As clsBuffer ' Check for subscript out of range If IsPlaying(index) = False Or MapNum <= 0 Or MapNum > MAX_MAPS Then Exit Sub End If ' Check if you are out of bounds If x > Map(MapNum).MaxX Then x = Map(MapNum).MaxX If y > Map(MapNum).MaxY Then y = Map(MapNum).MaxY If x < 0 Then x = 0 If y < 0 Then y = 0 ' if same map then just send their co-ordinates If MapNum = GetPlayerMap(index) Then SendPlayerXYToMap index Call CheckTasks(index, QUEST_TYPE_GOREACH, MapNum) End If TempPlayer(index).EventProcessingCount = 0 TempPlayer(index).EventMap.CurrentEvents = 0 ' clear target TempPlayer(index).target = 0 TempPlayer(index).targetType = TARGET_TYPE_NONE SendTarget index ' Save old map to send erase player data to OldMap = GetPlayerMap(index) If OldMap <> MapNum Then Call SendLeaveMap(index, OldMap) End If UpdateMapBlock OldMap, GetPlayerX(index), GetPlayerY(index), False Call SetPlayerMap(index, MapNum) Call SetPlayerX(index, x) Call SetPlayerY(index, y) UpdateMapBlock MapNum, x, y, True 'If 'refreshing' map If (OldMap <> MapNum) And TempPlayer(index).TempPetSlot > 0 Then 'switch maps PetDisband index, OldMap SpawnPet index, MapNum, Trim$(Player(index).Pet.SpriteNum) PetFollowOwner index If PetMapCache(OldMap).UpperBound > 0 Then For I = 1 To PetMapCache(OldMap).UpperBound If PetMapCache(OldMap).Pet(I) = TempPlayer(index).TempPetSlot Then PetMapCache(OldMap).Pet(I) = 0 End If Next Else PetMapCache(OldMap).Pet(1) = 0 End If End If 'View Current Pets on Map If PetMapCache(Player(index).Map).UpperBound > 0 Then For I = 1 To PetMapCache(Player(index).Map).UpperBound Call NPCCache_Create(index, Player(index).Map, PetMapCache(Player(index).Map).Pet(I)) Next End If ' send player's equipment to new map SendMapEquipment index ' send equipment of all people on new map If GetTotalMapPlayers(MapNum) > 0 Then For I = 1 To Player_HighIndex If IsPlaying(I) Then If GetPlayerMap(I) = MapNum Then SendMapEquipmentTo I, index End If End If Next End If ' Now we check if there were any players left on the map the player just left, and if not stop processing npcs If GetTotalMapPlayers(OldMap) = 0 Then PlayersOnMap(OldMap) = NO ' Regenerate all NPCs' health For I = 1 To MAX_MAP_NPCS If MapNpc(OldMap).NPC(I).Num > 0 Then MapNpc(OldMap).NPC(I).Vital(Vitals.HP) = GetNpcMaxVital(MapNpc(OldMap).NPC(I).Num, Vitals.HP) End If Next End If ' Sets it so we know to process npcs on the map PlayersOnMap(MapNum) = YES TempPlayer(index).GettingMap = YES Call CheckTasks(index, QUEST_TYPE_GOREACH, MapNum) Set Buffer = New clsBuffer Buffer.WriteLong SCheckForMap Buffer.WriteLong MapNum Buffer.WriteLong Map(MapNum).Revision SendDataTo index, Buffer.ToArray() Set Buffer = NothingEnd Sub```and replace **Sub SpawnNpc** with this one (idk if this is affecting the problem, but i fixed some lines of code that may affect others events)```Public Sub SpawnNpc(ByVal mapNpcNum As Long, ByVal MapNum As Long, Optional ForcedSpawn As Boolean = False, Optional ByVal SetX As Long, Optional ByVal SetY As Long) Dim Buffer As clsBuffer Dim npcNum As Long Dim I As Long Dim x As Long Dim y As Long Dim Spawned As Boolean ' Check for subscript out of range If mapNpcNum <= 0 Or mapNpcNum > MAX_MAP_NPCS Or MapNum <= 0 Or MapNum > MAX_MAPS Then Exit Sub npcNum = Map(MapNum).NPC(mapNpcNum) If ForcedSpawn = False And Map(MapNum).NpcSpawnType(mapNpcNum) = 1 Then npcNum = 0 If npcNum > 0 Then MapNpc(MapNum).NPC(mapNpcNum).Num = npcNum MapNpc(MapNum).NPC(mapNpcNum).target = 0 MapNpc(MapNum).NPC(mapNpcNum).targetType = 0 ' clear MapNpc(MapNum).NPC(mapNpcNum).Vital(Vitals.HP) = GetNpcMaxVital(npcNum, Vitals.HP) MapNpc(MapNum).NPC(mapNpcNum).Vital(Vitals.MP) = GetNpcMaxVital(npcNum, Vitals.MP) MapNpc(MapNum).NPC(mapNpcNum).Dir = Int(Rnd * 4) 'Check if theres a spawn tile for the specific npc For x = 0 To Map(MapNum).MaxX For y = 0 To Map(MapNum).MaxY If Map(MapNum).Tile(x, y).Type = TILE_TYPE_NPCSPAWN Then If Map(MapNum).Tile(x, y).Data1 = mapNpcNum Then MapNpc(MapNum).NPC(mapNpcNum).x = x MapNpc(MapNum).NPC(mapNpcNum).y = y MapNpc(MapNum).NPC(mapNpcNum).Dir = Map(MapNum).Tile(x, y).Data2 Spawned = True Exit For End If End If Next y Next x If Not Spawned Then ' Well try 100 times to randomly place the sprite For I = 1 To 100 x = Random(0, Map(MapNum).MaxX) y = Random(0, Map(MapNum).MaxY) If x > Map(MapNum).MaxX Then x = Map(MapNum).MaxX If y > Map(MapNum).MaxY Then y = Map(MapNum).MaxY ' Check if the tile is walkable If NpcTileIsOpen(MapNum, x, y) Then MapNpc(MapNum).NPC(mapNpcNum).x = x MapNpc(MapNum).NPC(mapNpcNum).y = y Spawned = True Exit For End If Next End If ' Didn't spawn, so now we'll just try to find a free tile If Not Spawned Then For x = 0 To Map(MapNum).MaxX For y = 0 To Map(MapNum).MaxY If NpcTileIsOpen(MapNum, x, y) Then MapNpc(MapNum).NPC(mapNpcNum).x = x MapNpc(MapNum).NPC(mapNpcNum).y = y Spawned = True End If Next Next End If ' If we suceeded in spawning then send it to everyone If Spawned Then Set Buffer = New clsBuffer Buffer.WriteLong SSpawnNpc Buffer.WriteLong mapNpcNum Buffer.WriteLong MapNpc(MapNum).NPC(mapNpcNum).Num Buffer.WriteLong MapNpc(MapNum).NPC(mapNpcNum).x Buffer.WriteLong MapNpc(MapNum).NPC(mapNpcNum).y Buffer.WriteLong MapNpc(MapNum).NPC(mapNpcNum).Dir Buffer.WriteByte MapNpc(MapNum).NPC(mapNpcNum).IsPet Buffer.WriteString MapNpc(MapNum).NPC(mapNpcNum).PetData.Name Buffer.WriteLong MapNpc(MapNum).NPC(mapNpcNum).PetData.Owner SendDataToMap MapNum, Buffer.ToArray() Set Buffer = Nothing UpdateMapBlock MapNum, MapNpc(MapNum).NPC(mapNpcNum).x, MapNpc(MapNum).NPC(mapNpcNum).y, True End If SendMapNpcVitals MapNum, mapNpcNum Else MapNpc(MapNum).NPC(mapNpcNum).Num = 0 MapNpc(MapNum).NPC(mapNpcNum).target = 0 MapNpc(MapNum).NPC(mapNpcNum).targetType = 0 ' clear ' send death to the map Set Buffer = New clsBuffer Buffer.WriteLong SNpcDead Buffer.WriteLong mapNpcNum SendDataToMap MapNum, Buffer.ToArray() Set Buffer = Nothing End IfEnd Sub``` Link to comment Share on other sites More sharing options...
Jumpahead Posted July 31, 2012 Share Posted July 31, 2012 Thank you Eragon. You have saved me :D. Link to comment Share on other sites More sharing options...
Zopto Posted July 31, 2012 Share Posted July 31, 2012 wery nice but i prefer dx7 but good work man Brawo !!!i forgot to ask you dose your old version dragon eclipse dx7 hawe event system 2.3 whit all bug fix?? Link to comment Share on other sites More sharing options...
Jumpahead Posted July 31, 2012 Share Posted July 31, 2012 Eragon it seems to be happening again. I think you have update the first post. Has it been updated? Link to comment Share on other sites More sharing options...
Draco.exe Posted July 31, 2012 Author Share Posted July 31, 2012 i added the code before for any1 who knows how to edit that in VB, but i didn't uploaded a new version with the fix…but **now i have uploaded the third version of Dragon eclipse 2.0 with the warp fix** :)Check the download link in the first message!–--------------------------------------------The old version have almost all the fixes except this one of the warp i think...but i think you can just copy and paste the same fix for the Directx7 versionPS: post Nº100 ^^ Link to comment Share on other sites More sharing options...
Zopto Posted July 31, 2012 Share Posted July 31, 2012 gz for 100 posts!!!! tnx for answer and for fix !!! Link to comment Share on other sites More sharing options...
Vus Posted July 31, 2012 Share Posted July 31, 2012 Yea, gratz for becoming "Junior Member".On Topic: This engine looks nice :) Link to comment Share on other sites More sharing options...
marlongb Posted July 31, 2012 Share Posted July 31, 2012 BUG* –PET Buttom dont work in Resolution 640x480/800x600 only in 480x384 Link to comment Share on other sites More sharing options...
Draco.exe Posted July 31, 2012 Author Share Posted July 31, 2012 @marlongb:> BUG* –PET Buttom dont work in Resolution 640x480/800x600 only in 480x384ok, thanks for the bug! i'll check that now…wait some mins and i'll upload the fixUpdate:go to frmMain (code)find this:``` imgButton(8).Left = 603 + (ComboResolution.ListIndex * 160)```paste below:``` imgButton(9).Left = 523 + (ComboResolution.ListIndex * 160)```_**The new version with the warp fix and the pet button fix is ready to download**_ Link to comment Share on other sites More sharing options...
Zopto Posted July 31, 2012 Share Posted July 31, 2012 eragon i cnow to you dont work anymore in old version but do you maybe cnow how to fix that ugly brown line when i move gui (inventory,speells)when i start moving that windows that brown line show up O.o?ps:never mind i fixed it works fine nowand man this is one good custom engein o.oi found just one bug about warp but you post the fix so for now no new bugs o,.o Link to comment Share on other sites More sharing options...
Draco.exe Posted July 31, 2012 Author Share Posted July 31, 2012 hmmm i tried to fix that when i created that engine…but nothing that i do worked and helped to fix that :/ Link to comment Share on other sites More sharing options...
Zopto Posted July 31, 2012 Share Posted July 31, 2012 @Eragon2589:> hmmm i tried to fix that when i created that engine…but nothing that i do worked and helped to fix that :/i used this http://www.touchofdeathforums.com/smf2/index.php/topic,81615.0.html to fix it and it works no brown line i think this code was from eclipse dawn…ps:what heppend whit eclipse down???i dont seen it in custom engeins Link to comment Share on other sites More sharing options...
Jumpahead Posted July 31, 2012 Share Posted July 31, 2012 Have you managed to look into the walking through Events?. Link to comment Share on other sites More sharing options...
Draco.exe Posted July 31, 2012 Author Share Posted July 31, 2012 nope, but i'm having no problems with that Link to comment Share on other sites More sharing options...
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