Rob Janes Posted February 4, 2011 Author Share Posted February 4, 2011 Thanks to Robin (Mummble) I'm not porting his latest changes into my edit, though I won't be using his Party system as I've started my own that works a little differently. I did finish a GUI editor today, developers or users can edit Interface.ini and create a completely custom interface layout without the need of VB6 Link to comment Share on other sites More sharing options...
pigboss Posted February 4, 2011 Share Posted February 4, 2011 wow. Link to comment Share on other sites More sharing options...
unknown Posted February 4, 2011 Share Posted February 4, 2011 @SamuGames:> If I want to keep adding extra variables onto a player account, I can do it without the necessity of wiping accounts . EO by default requires you to wipe accounts as it Save the Player Array according to the Type that was defined when the player account was created, and then tries to Load the player data according to the current .bin file which will utlimately either result in a Subscript Error or see the wrong data for each variable. Using WriteVar/GetVar is a tad slower, but avoids this method. It's just 'programmer' preference. They're stored as .dat files but can be edited the same method an INI file could.If you're going to use something other than Binary use XML or JSON.. INI may be 'simple' but it is **severely** limited Link to comment Share on other sites More sharing options...
Rob Janes Posted February 4, 2011 Author Share Posted February 4, 2011 **Limited** yes, but for EO; it suffices.If I were using 'large' amounts of data, I'd probably stick with Binary, as it's the quickest and dirtiest method, but for the amount of data being loaded into the player array, there's nothing wrong with using INI. Link to comment Share on other sites More sharing options...
unknown Posted February 4, 2011 Share Posted February 4, 2011 I understand your point.. I guess I'm just arguing for the sake of arguing (and for the good of any future data transformations you may have to do). Link to comment Share on other sites More sharing options...
Rob Janes Posted February 4, 2011 Author Share Posted February 4, 2011 Oh I completely agree, if it were anything severely major, I'd stick to binary, people shouldn't get the impression that INI is an improvement over the system Robin already has included, infact, it's a step backwards in all reality, but for performance, they won't notice an issue, it's merely a preference ;) Link to comment Share on other sites More sharing options...
shado360 Posted February 5, 2011 Share Posted February 5, 2011 @Päïñ:> Well, how do I edit the initial nodes and what they say?> > Thanks,> Païn Link to comment Share on other sites More sharing options...
Rob Janes Posted February 5, 2011 Author Share Posted February 5, 2011 dim exampleNode as NodeSet exampleNode = TreeView.Nodes.Add(, ,"Key here","Text Here")then for subsequent nodes, it would beset exampleNode = TreeView.Nodes.Add("Parent Key here", tvwChild, "Key here", "Text Here")You may need to google it to understand, I've had a few drinks while writing this. Link to comment Share on other sites More sharing options...
shado360 Posted February 5, 2011 Share Posted February 5, 2011 Lol, ok. I'll Google it. Link to comment Share on other sites More sharing options...
crzyone9584 Posted February 8, 2011 Share Posted February 8, 2011 So where you able to release the edit yet? Or have you updated when you'd be able to release? Link to comment Share on other sites More sharing options...
Rob Janes Posted February 8, 2011 Author Share Posted February 8, 2011 Not yet, hopefully tonight some time, just setting up an options setting to toggle level of transparency or disabled altogether, for users with slower machines.I'll post an update later tonight. Link to comment Share on other sites More sharing options...
crzyone9584 Posted February 9, 2011 Share Posted February 9, 2011 Kool beans. Can't wait to learn more about programming through your edits. Link to comment Share on other sites More sharing options...
crzyone9584 Posted February 14, 2011 Share Posted February 14, 2011 Are all these edits in your quest source edit you released? Or have you changed your mind about releasing these? Link to comment Share on other sites More sharing options...
Rob Janes Posted February 18, 2011 Author Share Posted February 18, 2011 I figure I'd post a screenshot of my new 'loot' system that I added to my modification of the EO engine.As I will not be using this mod for my own project (planning to use Robin's Gold Edition), I'll be releasing it to the public shortly, once I make sure it's all commented well, and works without any errors.Current Features To Date:+8 Way Movement+Mouse Movement+Kill Quests+Custom Party System (With shared Party Experience and Party Questing)+Guild System (Only the Guild Leader can recruit/dismiss/dissolve the Guild)+Instant Messaging System+'Who's Online' List+Message Boards+3 Layer Sprites (Hair, Head, Body)+Custom Loot System+Rewritten LoadPlayer/SavePlayer to load from Flat File data files using GetVar WriteVar+API Translucency on all forms (can be toggled in performance settings or disabled to increase FPS)+Weather (Sun, Snow, Rain)+Mp3 Support Link to comment Share on other sites More sharing options...
Guest Posted February 18, 2011 Share Posted February 18, 2011 Looks very good Samu. Link to comment Share on other sites More sharing options...
BillyM Posted February 18, 2011 Share Posted February 18, 2011 Haha. Oh wow, it's SamuGames! ZombieLeader, right? I'm BillyM, of course. I stopped playing Fact…uhh wow...years and years ago. (I'm actually installing it right now on my laptop to make my once every 6 month or so check up..haha) I've been browsing the forum for the past few hours and I'm impressed with what you're doing ZL (can i call you ZL? It's what i know you as..haha). Keep up the good work. I loved your idea of rain and snow, btw. =)But anyways, I started working on an orpg in VB6 not long ago. Had a basic tile engine, map editor, npcs, map warping, some attacking stuff and then came across Eclipse and discovered Eclipse has sort of evolved from Mirage? Well to sum it up, I scrapped my few months worth of coding to replace it with Eclipse. I'm very impressed with what Eclipse has going on here and it far surpasses what I had going on with my own code.I'm eager to jump in and familiarize myself with the code. A friend and I will have our own project started here soon. I'm sure you guys will be hearing from me a lot more very soon. Link to comment Share on other sites More sharing options...
Rob Janes Posted February 18, 2011 Author Share Posted February 18, 2011 Billy!, Add me to MSN/Windows Live Messenger ;) [email protected]BTW Yes; It's ZL from long ago ;)I bought out Samu Games a while back from David and Dug, Artifact is still chugging along, in dire need of a revamp, and I've been fucking around with Eclipse, thinking of throwing together a new multiplayer game to release under Samu Games. Link to comment Share on other sites More sharing options...
Robin Posted February 18, 2011 Share Posted February 18, 2011 @BillyM:> and discovered Eclipse has sort of evolved from Mirage?In a nutshell. Read up the history I wrote on the home page. It tells you how everything started and the like.Oh, and /wave. I'm Robin. ;] Link to comment Share on other sites More sharing options...
BillyM Posted February 18, 2011 Share Posted February 18, 2011 That is quite the History Robin! I'm impressed with what you've done. Very nice job! Link to comment Share on other sites More sharing options...
magezhilo Posted February 19, 2011 Share Posted February 19, 2011 Samu this makes me want to start making my own game again. Damn the temptation!!! :mad: Link to comment Share on other sites More sharing options...
Rob Janes Posted February 21, 2011 Author Share Posted February 21, 2011 Just a few screenshots of the engine thus far;It's rending in 800x608 resolution now, I've also added an Options.APIChat option so that you can choose to either use a txtChat or txtMyChat on frmMain that does not affect FPS, or use frmChat which is an API blending form that decreases FPS but looks smoother. Simply changing config > APIChat from 0 to 1 will toggle this on/off.I've also put all the character sheet, spell book and inventory on a seperate form (the transparency / background image can all be set through the config file, it can also toggle using a seperate form or using the default ones on frmMain. This was just personal design preference. It was fun, as I had to add new functions to render everything either on frmInventory or frmMain depending on Options.InvSettings (True/False). Everything works properly on the new frmInventory, tooltips, mouse-overs etc, equipping, moving items around, editing the hotbar etc.I have some work to do server side so that you'll be able to edit Guilds/Quests from the Server as well Link to comment Share on other sites More sharing options...
crzyone9584 Posted February 21, 2011 Share Posted February 21, 2011 Though you said a few days ago in the shoutbox that this was going to be released in a few hours. Or was that something else. Link to comment Share on other sites More sharing options...
Murdoc Posted February 21, 2011 Share Posted February 21, 2011 @SamuGames:> Just a few screenshots of the engine thus far;> > It's rending in 800x608 resolution now, I've also added an Options.APIChat option so that you can choose to either use a txtChat or txtMyChat on frmMain that does not affect FPS, or use frmChat which is an API blending form that decreases FPS but looks smoother. Simply changing config > APIChat from 0 to 1 will toggle this on/off.> > I've also put all the character sheet, spell book and inventory on a seperate form (the transparency / background image can all be set through the config file, it can also toggle using a seperate form or using the default ones on frmMain. This was just personal design preference. It was fun, as I had to add new functions to render everything either on frmInventory or frmMain depending on Options.InvSettings (True/False). Everything works properly on the new frmInventory, tooltips, mouse-overs etc, equipping, moving items around, editing the hotbar etc.> > I have some work to do server side so that you'll be able to edit Guilds/Quests from the Server as wellLooking good Samu.. The server editor looks like it will be sweeet, not to mention convenient. :-) Link to comment Share on other sites More sharing options...
Rob Janes Posted February 21, 2011 Author Share Posted February 21, 2011 Had to redesign the Message Board / Notes section to fit the new style;Like every other form, if the Options.Aero is turned off, this will not be transparent, the background image also loads from the interface.cfg file Link to comment Share on other sites More sharing options...
Thor7 Posted February 22, 2011 Share Posted February 22, 2011 Looking really good Samu!!The ingame forum is a great Idea, will be very handy for guides for noobs and guild organization. Have to mention the server… well it just looks like you have injected it with ROIDS!!! >_<Ever think of making the chat box moveable? I was messing round with fullscreen on EO V1 and tried putting the chatbox into a new form and make it stay on top of client, but its abit funky to say the least lolLooks class mate, keep up the good work :) Link to comment Share on other sites More sharing options...
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