Peaverin Posted October 14, 2012 Share Posted October 14, 2012 I reported a bug that is happening with this version:[http://www.touchofdeathforums.com/community/index.php?/topic/130024-serious-chat-refresh-bug-official-version-and-nightly-eclipse/#entry859473](http://www.touchofdeathforums.com/community/index.php?/topic/130024-serious-chat-refresh-bug-official-version-and-nightly-eclipse/#entry859473)Thanks for the help. Link to comment Share on other sites More sharing options...
hedgy Posted October 16, 2012 Share Posted October 16, 2012 I have a suggestion. That would be a very nice touch I think.Global variables and switches.Variables/Switches that are the same for everyone.This way you could for example do an event, where everyone have to collect x items together. The event adds 1 everytime someone gives an item. And when it hits the x it unlocks something. Link to comment Share on other sites More sharing options...
Vus Posted October 16, 2012 Share Posted October 16, 2012 > I have a suggestion. That would be a very nice touch I think.> > Global variables and switches.> > Variables/Switches that are the same for everyone.> > This way you could for example do an event, where everyone have to collect x items together. The event adds 1 everytime someone gives an item. And when it hits the x it unlocks something.Isnt that already there? That global thingy Link to comment Share on other sites More sharing options...
Peaverin Posted October 16, 2012 Share Posted October 16, 2012 > I have a suggestion. That would be a very nice touch I think.> > Global variables and switches.> > Variables/Switches that are the same for everyone.> > This way you could for example do an event, where everyone have to collect x items together. The event adds 1 everytime someone gives an item. And when it hits the x it unlocks something.> Isnt that already there? That global thingyNo, that global checkbox is only for events to be seen by every player in the same coordinates, but not for set the switches on to all the players.I like that globals siwtches/variables idea and i think it would be easy to, for example set the global switches and variables above number 1000 and the normal ones below number 1000, and then save the global variables in a bin file in the server.Maybe if someone can do it, that will be nice. Link to comment Share on other sites More sharing options...
Vus Posted October 16, 2012 Share Posted October 16, 2012 > No, that global checkbox is only for events to be seen by every player in the same coordinates, but not for set the switches on to all the players.> > I like that globals siwtches/variables idea and i think it would be easy to, for example set the global switches and variables above number 1000 and the normal ones below number 1000, and then save the global variables in a bin file in the server.> > Maybe if someone can do it, that will be nice.Oh, didnt know that.Yea, that would be nice. Link to comment Share on other sites More sharing options...
hedgy Posted October 16, 2012 Share Posted October 16, 2012 Hopefully someone can realize the suggestion and maybe create a source tutorial for it. Link to comment Share on other sites More sharing options...
Rob Janes Posted October 17, 2012 Share Posted October 17, 2012 Would you want the global variables to affect every player on the map, or just the player's (index) party? Link to comment Share on other sites More sharing options...
jcsnider Posted October 17, 2012 Author Share Posted October 17, 2012 I think global would really be global, server-wide that saves even when the server is shut off… Or at least, that is what comes to mind :/ Link to comment Share on other sites More sharing options...
hedgy Posted October 17, 2012 Share Posted October 17, 2012 > I think global would really be global, server-wide that saves even when the server is shut off… Or at least, that is what comes to mind :/This. ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png) Link to comment Share on other sites More sharing options...
Peaverin Posted October 17, 2012 Share Posted October 17, 2012 > Would you want the global variables to affect every player on the map, or just the player's (index) party?I was thinking about affect all the players (offline and online). Link to comment Share on other sites More sharing options...
Ertzel Posted October 17, 2012 Share Posted October 17, 2012 Just copy all of the code to do with the current player switches but name it something like serverSwitch and then make the variable something public outside of the player rect so it's only dependent on the quest number for updating and not the player number with it. Link to comment Share on other sites More sharing options...
jcsnider Posted October 17, 2012 Author Share Posted October 17, 2012 > Just copy all of the code to do with the current player switches but name it something like serverSwitch and then make the variable something public outside of the player rect so it's only dependent on the quest number for updating and not the player number with it.You would have a server rec with the switches, you would need to set up loading and saving of them which isn't bad but then you also need to add the options to the event editor which is a huge pain to work with simply because it is so massive. Link to comment Share on other sites More sharing options...
Ertzel Posted October 17, 2012 Share Posted October 17, 2012 Ya, the saving/loading is only a couple of lines of code to add server switches to the switches.ini file already used to record player switch names (or just making a new ini file for server switches) and your right the main pain is adding the option to the editor since its so annoying moving around the frames and getting them all back in the right spots.Adding the server switches isn't hard at all to code, it's just annoying to do. Link to comment Share on other sites More sharing options...
hedgy Posted October 18, 2012 Share Posted October 18, 2012 I'm not a vb6 programmer, but forms. That shouldn't be hard.Hope you can use this! ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)[attachment=256:frmEditor_Events.zip]Added (Hope I don't forgot to list anything)Tried to make the names as similar as possible to the others.cmdCommands (x2)fraCommandlblRandomLabellblRandomLabelcmbSetGlobalSwitchcmbSetGlobalSwitchTocmbGlobalSwitch_OkcmbGlobalSwitch_CancelfraCommandplenty of lblRandomLabelcmbGlobalVariabletxtGlobalVariableData (x5)optGlobalVariableAction (x4)cmdGlobalVariableOKcmdGlobalVariableCanceloptCondition_Index (x2)cmbCondition_GlobalSwitchcmbCondtion_GlobalSwitchConditioncmbCondition_GlobalrVarIndexcmbCondition_GlobalVarComparetxtCondition_GlobalVarConditionFirst time I done a form without a tutorial, criticism is welcome. Link to comment Share on other sites More sharing options...
jcsnider Posted October 18, 2012 Author Share Posted October 18, 2012 The form is also no good without the coding behind it and the code that processes global switches :/ Link to comment Share on other sites More sharing options...
hedgy Posted October 18, 2012 Share Posted October 18, 2012 You guys said making the form was an annoying part of the work. Since I'm not a VB6 programmer I though I could help out making the form.I'm sorry if I misunderstood. Link to comment Share on other sites More sharing options...
hedgy Posted November 5, 2012 Share Posted November 5, 2012 I found a bug in the sound system. (this does not happen at EO2.3)When I play a wave sound of 705kbps, 1 second long and 144KB size and try to play in an event it plays once.When I play a wave sound of 263kbps, 2 seconds long and 79,9KB size and try to play in an event it keeps playing untill I close the whole game (it even goes ahead at main menu)I suppose it's not supposed to loop no matter what the sizes are, right? Link to comment Share on other sites More sharing options...
darkhog Posted November 9, 2012 Share Posted November 9, 2012 Nice work! I think I'll base DarkEclipse on this from now on (it should be easy to port setting spawnpoint in options.ini). However I think few things should be added:- Global Variables/Switches. They would help on making more advanced stuff, like guilds, etc. with events alone.- Processing Move away/towards player and face to/from player in global events **starting on button or touch**. Obviously they shouldn't be parsed in Parallel Process, but for touch/button events, these commands would just assume that player they are supposed to move to is the one who initiated event (step on it or pressed action button towards it). This would allow for all fun kinds of puzzle that require cooperations of players to solve, such as e.g. boulder puzzle know from many "standard" RPGs like Chrono Trigger.//edit: Also Unicode support, or if it is too much, ability to choose codepage - I'm sick of seeing weird characters instead of ones I've intended to type (central european, that is) - "Zażółć gęślÄ… jaźń" should look like "Zażółć gęślÄ… jaźń", not "Za¿ó³Ã¦ gêœl¹ jaŸñ".[background=rgb(255, 255, 255)]For amusing factor, unicode characters (well, polish ones at least) works good in labels and listboxes, such as chat log or listbox in event editor, but not in editboxes and in chat bubbles.//edit: How to generate bitmap font for EO Nightly![/background] Link to comment Share on other sites More sharing options...
darkhog Posted November 11, 2012 Share Posted November 11, 2012 For amusing factor, unicode characters (well, polish ones at least) works good in labels and listboxes, such as chat log or listbox in event editor, but not in editboxes and in chat bubbles.//edit: OH SHI-! Posted it in replybox instead of message edit box! Please merge this with my previous message! Sorry!//edit#2: How to generate bitmap font for EO Nightly! Link to comment Share on other sites More sharing options...
darkhog Posted November 12, 2012 Share Posted November 12, 2012 This time I'm bumping on purpose - I've found pretty bad bug (not critical though). When clicking Screenshot Map button in admin panel, the only thing I get is a gray image. Can you fix that? Tried myself, but this routine doesn't make any sense for me:```Public Sub ScreenshotMap()Dim x As Long, y As Long, i As Long, rec As RECT, drec As RECT ' If debug mode, handle error then exit out If Options.Debug = 1 Then On Error GoTo errorhandler frmMain.picSSMap.Cls ' render the tiles For x = 0 To Map.MaxX For y = 0 To Map.MaxY With Map.Tile(x, y) For i = MapLayer.Ground To MapLayer.Mask2 ' skip tile? If (.Layer(i).Tileset > 0 And .Layer(i).Tileset <= NumTileSets) And (.Layer(i).x > 0 Or .Layer(i).y > 0) Then ' sort out rec rec.Top = .Layer(i).y * PIC_Y rec.Bottom = rec.Top + PIC_Y rec.Left = .Layer(i).x * PIC_X rec.Right = rec.Left + PIC_X drec.Left = x * PIC_X drec.Top = y * PIC_Y drec.Right = drec.Left + (rec.Right - rec.Left) drec.Bottom = drec.Top + (rec.Bottom - rec.Top) ' render RenderTextureByRects Tex_Tileset(.Layer(i).Tileset), rec, drec End If Next End With Next Next ' render the resources For y = 0 To Map.MaxY If NumResources > 0 Then If Resources_Init Then If Resource_Index > 0 Then For i = 1 To Resource_Index If MapResource(i).y = y Then Call DrawMapResource(i, True) End If Next End If End If End If Next ' render the tiles For x = 0 To Map.MaxX For y = 0 To Map.MaxY With Map.Tile(x, y) For i = MapLayer.Fringe To MapLayer.Fringe2 ' skip tile? If (.Layer(i).Tileset > 0 And .Layer(i).Tileset <= NumTileSets) And (.Layer(i).x > 0 Or .Layer(i).y > 0) Then ' sort out rec rec.Top = .Layer(i).y * PIC_Y rec.Bottom = rec.Top + PIC_Y rec.Left = .Layer(i).x * PIC_X rec.Right = rec.Left + PIC_X drec.Left = x * PIC_X drec.Top = y * PIC_Y drec.Right = drec.Left + (rec.Right - rec.Left) drec.Bottom = drec.Top + (rec.Bottom - rec.Top) ' render RenderTextureByRects Tex_Tileset(.Layer(i).Tileset), rec, drec End If Next End With Next Next ' dump and save frmMain.picSSMap.Width = (Map.MaxX + 1) * 32 frmMain.picSSMap.Height = (Map.MaxY + 1) * 32 rec.Top = 0 rec.Left = 0 rec.Bottom = (Map.MaxX + 1) * 32 rec.Right = (Map.MaxY + 1) * 32 SavePicture frmMain.picSSMap.Image, App.Path & "\map" & GetPlayerMap(MyIndex) & ".jpg" ' let them know we did it AddText "Screenshot of map #" & GetPlayerMap(MyIndex) & " saved.", BrightGreen ' Error handler Exit Suberrorhandler: HandleError "ScreenshotMap", "modGraphics", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear Exit SubEnd Sub``` Link to comment Share on other sites More sharing options...
Growlith1223 Posted November 12, 2012 Share Posted November 12, 2012 LOOK IN THE TUTORIALS SECTION….jesus...srsly, actually try searching in the forums before you go posting something like that ._.there's a tutorial on how to fix this in the tutorials section.. Link to comment Share on other sites More sharing options...
darkhog Posted November 12, 2012 Share Posted November 12, 2012 If there's TUTORIAL on how to fix this bug, shouldn't be, I don't know… FIXED?!//edit: And this "tutorial" makes game outputting screen with all gui elements, while what I want is map's render without any of the gui. And since any player can use printscreen, then paste to Paint, it is even more useles from player's standpoint. Link to comment Share on other sites More sharing options...
Ertzel Posted November 12, 2012 Share Posted November 12, 2012 > If there's TUTORIAL on how to fix this bug, shouldn't be, I don't know… FIXED?!> > //edit: And this "tutorial" makes game outputting screen with all gui elements, while what I want is map's render without any of the gui. And since any player can use printscreen, then paste to Paint, it is even more useles from player's standpoint.The "fix" was by me and not JC and from what I can tell JC hasn't updated this in awhile as he is stepping down from vb6 Developer for Eclipse. Thats the point of us posting bug fixes in the bug fix thread so people can add them in on their own.Also yes, it does include all of the GUI elements. Thats the only way I could figure out how to do it as the rendering system used in this version and others with the screenshot butter is never actually putting any of the images onto a picture box like the old versions do with pic screen so it's a lot harder to cut out parts. But as no one has posted a way to do it while hiding the GUI elements, this is the best you get for now unless you wish to code the system on your own and find the fix.I'm a little confused about your line saying:> And since any player can use printscreen, then paste to Paint, it is even more useles from player's standpoint.How does a system that allows players to press one button that automatically makes an image in a folder useless compared to a system that makes the user have to press one button then open a program, press paste, then save it? This is much faster for the player and involves nothing on their end of outside game programs needed. Also with the old system players couldn't even take screenshots with the button, only Admins could as the button was linked to the Admin Panel (Which you could go back to by making the command linked to a vb6 command button instead of a keyboard button). Link to comment Share on other sites More sharing options...
darkhog Posted November 12, 2012 Share Posted November 12, 2012 Yeah, but still - the point is to render whole map and not part that is currently shown in window. Link to comment Share on other sites More sharing options...
tslusny Posted November 12, 2012 Share Posted November 12, 2012 > Yeah, but still - the point is to render whole map and not part that is currently shown in window.But you can´t do it in DX8 Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now