Mohenjo Daro Posted January 12, 2016 Share Posted January 12, 2016 Make sure that the paper dolls you use match up to the ones already there Link to comment Share on other sites More sharing options...
Dudemo Posted January 12, 2016 Share Posted January 12, 2016 Hi! Does anyone know how to modify the spawn coordinates of new players? They're not specified in class.ini like I'm used to, and I'm really bad at searching the code for something specific. Link to comment Share on other sites More sharing options...
BeNjO Posted January 12, 2016 Share Posted January 12, 2016 Look for:```' Default starting location [Server Only]Public Const START_MAP As Long = Public Const START_X As Long = Public Const START_Y As Long =``` Link to comment Share on other sites More sharing options...
LeoSenpai Posted January 13, 2016 Share Posted January 13, 2016 I mean, the default 'paper dolls' don't work. Link to comment Share on other sites More sharing options...
Exception Posted January 13, 2016 Share Posted January 13, 2016 It'd be great if you posted a screenshot to demonstrate what you mean. Link to comment Share on other sites More sharing options...
Dudemo Posted January 13, 2016 Share Posted January 13, 2016 @'BeNjO':> Look for:> ```> ' Default starting location [Server Only]> > Public Const START_MAP As Long = > Public Const START_X As Long = > Public Const START_Y As Long => > ```Thank you, found this specific string from ModConstants. It does seem to be what I'm looking for, however modifying this value doesn't actually seem to change the spawn location. I've changed it toPublic Const START_MAP As Long = 1Public Const START_X As Long = 10Public Const START_Y As Long = 10But new players still spawn at X 12 Y 7, even after I've booted both server and client.Any idea why?@'LeoSenpai':> I mean, the default 'paper dolls' don't work.I think I had the exact same problem as you do with paperdolls. The default sprites don't match with the paperdoll graphics. The sprites have 12 frames of animation, the paperdolls have 16\. The dimensions also differ. That's why the paperdolls appear broken, they're meant for different sprites.I solved it by making new paperdoll graphics with PixelFormer, using the default sprite graphics as a base. Link to comment Share on other sites More sharing options...
Exception Posted January 13, 2016 Share Posted January 13, 2016 Did you compile your source code with Visual Basic 6 Enterprise or Visual Basic 6 Professional? Link to comment Share on other sites More sharing options...
Dudemo Posted January 13, 2016 Share Posted January 13, 2016 @'Exception':> Did you compile your source code with Visual Basic 6 Enterprise or Visual Basic 6 Professional?Okay, mate, you've lost me there. I've only used notepad for editing the code so far.Are you saying I need one of these programs to edit properly? I could use some education. Link to comment Share on other sites More sharing options...
Exception Posted January 13, 2016 Share Posted January 13, 2016 @'Dudemo':> @'Exception':> > > Did you compile your source code with Visual Basic 6 Enterprise or Visual Basic 6 Professional?> > Okay, mate, you've lost me there. I've only used notepad for editing the code so far.> > Are you saying I need one of these programs to edit properly? I could use some education.That'll be the issue. In order to make your changes to a runnable program, you need to compile it.Unfortunately, I can't provide a link to VB6 Enterprise/Professional (as it is technically proprietary software, however old it is), so you'll have to find it. You can find it on DreamSpark (if you're a student) or torrent sites.Here is a tutorial that covers installing VB6 on Windows 10: http://blog.danbrust.net/2015/09/14/installing-visual-basic-studio-6-on-windows-10/Make sure you get VB6 Enterprise/Professional, **not Portable**. Link to comment Share on other sites More sharing options...
Dudemo Posted January 13, 2016 Share Posted January 13, 2016 @'Exception':> That'll be the issue. In order to make your changes to a runnable program, you need to compile it.> > Unfortunately, I can't provide a link to VB6 Enterprise/Professional (as it is technically proprietary software, however old it is), so you'll have to find it. You can find it on DreamSpark (if you're a student) or torrent sites.> > Here is a tutorial that covers installing VB6 on Windows 10: http://blog.danbrust.net/2015/09/14/installing-visual-basic-studio-6-on-windows-10/> > Make sure you get VB6 Enterprise/Professional, **not Portable**.Oh, I see! Thanks, this is immensely helpful!+1 Link to comment Share on other sites More sharing options...
Agoraphobic Posted January 17, 2016 Share Posted January 17, 2016 Sky, great work on this impressive engine. Also thank you for taking time to work on this.The only two issues I have come across is the immense lag when auto-tiling and when aggroing a monster causes it to slide instead of walk. Link to comment Share on other sites More sharing options...
SkywardRiver Posted January 17, 2016 Author Share Posted January 17, 2016 The mob is probably sliding because you have it's movement speed set to 1 or 2 haha. Try setting it to 4 or 5 :) Link to comment Share on other sites More sharing options...
Zetasis Posted January 17, 2016 Share Posted January 17, 2016 Sky, have you found any fixes for the autotile lag yet? I love the engine but as Agro said, thats one issue that needs fixed. Link to comment Share on other sites More sharing options...
BARUMONK Posted January 17, 2016 Share Posted January 17, 2016 A QUESTION .. I have a problem when it comes to cause a power hurts the NPC …. I try try but nothing ..... Is A Bugg ? ... On the set pleace? ..... I am from Argentina . My English is not good :c ...Una pregunta.. tengo un problema a la hora de hacer que un Poder haga daño a los NPC .... intento intento pero nada..... es un Bugg ?... podrían fijarse por favor ?..... soy de Argentina. Mi ingles no es bueno ... Link to comment Share on other sites More sharing options...
GLGanjika Posted January 17, 2016 Share Posted January 17, 2016 has anyone been getting scrambled NPC and Map windows in eclipse primitive or SEB engine, a least since windows 10? How can this be fixed? :P Thank you for all feedback! Link to comment Share on other sites More sharing options...
AcidTumbleweed Posted January 17, 2016 Share Posted January 17, 2016 @'GLGanjika':> has anyone been getting scrambled NPC and Map windows in eclipse primitive or SEB engine, a least since windows 10? How can this be fixed? :P Thank you for all feedback!Some legacy apps have GUI issues when your PC is set to scale. Go to your display settings and make sure your display scale is set to 100% and nothing higher.![](http://winsupersite.com/site-files/winsupersite.com/files/uploads/2013/06/w81-scaling-series9-01.jpg) Link to comment Share on other sites More sharing options...
BeNjO Posted January 17, 2016 Share Posted January 17, 2016 ![](http://puu.sh/mzxPC/989c0d7a40.png)This is the reason for auto tile sucking. This is the same in all engines I have checked. It checks from 0,0 to the maps MaxX and MaxY and all layers per click/Ok/Cancel.Its not too bad on small maps, but when your maps get big it dies:Example:30x30 map, 5 layers (ground, mask 1 mask 2 fringe 1 fringe 2)900 tiles per layer, 5 layers = 4500 totaland thats why it dies. Link to comment Share on other sites More sharing options...
AcidTumbleweed Posted January 17, 2016 Share Posted January 17, 2016 @'BeNjO':> ![](http://puu.sh/mzxPC/989c0d7a40.png)> > This is the reason for auto tile sucking. This is the same in all engines I have checked. It checks from 0,0 to the maps MaxX and MaxY and all layers per click/Ok/Cancel.> > Its not too bad on small maps, but when your maps get big it dies:> > Example:> > 30x30 map, 5 layers (ground, mask 1 mask 2 fringe 1 fringe 2)> > 900 tiles per layer, 5 layers = 4500 total> > and thats why it dies.There's gotta be a way to clip tiles out of view. Link to comment Share on other sites More sharing options...
BeNjO Posted January 17, 2016 Share Posted January 17, 2016 It should really be changed to check and adjust the single tile, I forgot to mention,``` CalculateNW_Normal layerNum, x, y ' North East Quarter CalculateNE_Normal layerNum, x, y ' South West Quarter CalculateSW_Normal layerNum, x, y ' South East Quarter CalculateSE_Normal layerNum, x, y```it does each one of those lines PER click, so it calculates SW/SE/NE/NW per click 4500 times Link to comment Share on other sites More sharing options...
Exception Posted January 17, 2016 Share Posted January 17, 2016 @'AcidTumbleweed':> -snippy-One better: just pre-calculate the whole lot once when the map loads…as it should be. Link to comment Share on other sites More sharing options...
BeNjO Posted January 17, 2016 Share Posted January 17, 2016 Its not every tick, its every map load/ map editor cancel, map editor OK, clicking on a the map with AutoTile selected in the map editor.I'v just copied the whole sub and made the map editor use that alone, it has 0 lag looks al right to me and then its updated on clicking OK. Small issue with the calculations but at least there's 0 lag..Also i checked from Elysium Diamond (no auto tile) all the way engine to engine up to Skywyre and if the engine has auto tile it uses the same MaxX MaxY as Skywyre :(. Link to comment Share on other sites More sharing options...
AcidTumbleweed Posted January 17, 2016 Share Posted January 17, 2016 @'BeNjO':> Its not every tick, its every map load/ map editor cancel, map editor OK, clicking on a the map with AutoTile selected in the map editor.> > I'v just copied the whole sub and made the map editor use that alone, it has 0 lag looks al right to me and then its updated on clicking OK. Small issue with the calculations but at least there's 0 lag..> > Also i checked from Elysium Diamond (no auto tile) all the way engine to engine up to Skywyre and if the engine has auto tile it uses the same MaxX MaxY as Skywyre :(.I'm not familiar with the auto tile code, but is there anything that the calculateAutoTile is doing that prevents it from being saved out to a file/loading in as opposed to calculating it every time a map changes? If the editor could calculate everything on save and dump it to a file, you'd only need to load those files and parse them for the data as opposed to calculating every time. Should cut down on compute time significantly for larger maps. Link to comment Share on other sites More sharing options...
LeoSenpai Posted January 18, 2016 Share Posted January 18, 2016 ![](http://i65.tinypic.com/4j2w6s.png)Here's the issue I'm having with paperdolls. I'm using the default ones, so I don't understand why this is happening..? Link to comment Share on other sites More sharing options...
GLGanjika Posted January 18, 2016 Share Posted January 18, 2016 @'AcidTumbleweed':> @'GLGanjika':> > > has anyone been getting scrambled NPC and Map windows in eclipse primitive or SEB engine, a least since windows 10? How can this be fixed? :P Thank you for all feedback!> > Some legacy apps have GUI issues when your PC is set to scale. Go to your display settings and make sure your display scale is set to 100% and nothing higher.> > ![](http://winsupersite.com/site-files/winsupersite.com/files/uploads/2013/06/w81-scaling-series9-01.jpg)Was already set to 100, is there anything else I could be doing wrong? :P :( Thanks again for feedback! Link to comment Share on other sites More sharing options...
Agoraphobic Posted January 18, 2016 Share Posted January 18, 2016 @Leosenpai, the paperdoll sprites need to be 3 framed, not 4 framed. The default ones in there are 4 frame.Example:![](http://i.imgur.com/ZJS3ffo.png) Link to comment Share on other sites More sharing options...
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