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ER 1.9.0 Changelog


Mohenjo Daro
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As the title says, this thread will be used to post updates as they happen. I will just be updating the main post so that there aren't 10 posts in a row with 2 things on them.

* * *
* * *

[Added Features]
------------------ January 5, 2018 -------------------
- Added dynamic shadows to NPCs (thank you to Solid for the idea and the render code. I improved it so AE and ER will use the same shadow code).

 

------------------ January 22, 2018 -------------------
- Added sub for getting all sub directories and files.

 

------------------ January 23, 2018 -------------------
- I have a rough draft of adding file names and categories to an array at the server load.
- I have the rough draft of loading files working.
- The file list now uses a class and collections.

 

------------------ January 27, 2018 -------------------
- I can now fill a collection with user defined types (this should speed the update up since I don't have to rewrite all the types as well).
- Fixed the file lists to use collections and UDTs instead of weird class collection mixes.

 

------------------ January 28, 2018 -------------------
- Clearing the collections should be working now

 

------------------ May 3, 2018 -------------------
- Handling new connections should be working (it's working well enough, but I'll be doing more tests later)

 

------------------ May 4, 2018 -------------------
- I have a working exampled of saving the data

 

------------------ May 20, 2018 -------------------
- Generic saving and loading data is working (in test project, not officially tested in ER)

 

------------------ June 16, 2018 -------------------
- Map Items, Npcs, Doors, and Resources have classes (holding collections) to keep track of

 

------------------ June 20, 2018 -------------------
- Added Resource progression/stages
- Added Tool class
- Added DoT and HoT classes

 

------------------ July 19, 2018 -------------------
- Added Resource removal from server (not client)
- Added Buff/Debuff collection to NPCs
- Added Buff/Debuff class
- NPCs on map can now have their AI and Behavior changed (Eg. by a Buff)

 

------------------ August 20, 2018 -------------------
- Added functionality for array use (mainly UDT arrays)

 

------------------ September 20, 2018 -------------------
- Finished my pathfinding (it's working outside the engine, I need to add it in)

 

------------------ September 28, 2018 -------------------
- Finished my pathfinding (it's working outside the engine, I need to add it in)
- Changed MapId to use Singles instead of Longs (bigger max world size)
- Added my A* Pathfinding
- Improving/fixing some pathfinding code to work with the maps and blocks

 

------------------ October 7, 2018 -------------------
- Added functions to get the IDs of maps from the coordinates, and coordinates from the ID (Maps use coordinates to make unique IDs so I can keep track of them in 1D arrays/dictionaries)
- Added quick processing for NPC movement (used when a map goes from unprocessed to processed)
- Added fast process option (it won't help a lot, but it will cut down on some calculations) for maps that were unprocessed and need processing
- Fixed some code that applies buffs
- Starting to make Players and NPCs use the same formulas for max vitals, regen, damage, etc.

 

------------------ October 10, 2018 -------------------
- Added pools to handle the despawning/unloading of maps, NPCs, resources, and items
- Added scrlbars to server to set the despawn timer (option doesn't save yet)

 

------------------ October 12, 2018 -------------------
- Fixed GetTick to work for longer and not reset (It uses the currency type)

 

------------------ October 13, 2018 -------------------
- Went through my classes and improved speed, fixed wrong code, etc.

 

------------------ October 19, 2018 -------------------
- Added overlay rec (can be used for flashes)
- Added class for overlays
- Added buffs/debuffs to weather

 

------------------ October 30, 2018 -------------------
- Setting up the option for multiple characters per account
- Redoing account login and creation
- Added a few settings to the server options saving/loading (I forgot to add them before)

 

------------------ November 6, 2018 -------------------
- Added CharacterSummaryRec for multiple accounts
- Added loading subs for sending character summaries to clients

 

------------------ November 11, 2018 -------------------
- Unloading is now easier to call with other subs
- Added server commands (help and unload for now)
- Can unload things with the unload command
- Staggered unloading so it's not all done at once (less server impact/lag)

 

------------------ November 25, 2018 -------------------
- Added a chkDebug to server. Not checking this will make the server generate a random Rnd seed
- Added modRandom and RndArrOrder (give a random order for a range of numbers)

 

------------------ January 23, 2019 -------------------
- Pooling system for processing (I redid the despawn pool system to work for entity movement, regen, etc.)

 

***

[Changes]

------------------ October 19, 2018 -------------------
- Weather now uses animations, overlays, and sounds

 

------------------ October 23, 2018 -------------------
- Changed how buffs are kept track of (There's an array for each buff type)
- Sprint regen now uses buffs instead of specific variables

 

------------------ November 17, 2018 -------------------
- Recoded the Randomize Array Order to be faster and more efficient

 

------------------ November 25, 2018 -------------------
- Changed the server log and details to use the server options

 

------------------ January 23, 2019 -------------------
- Changed the default 1D array class file I'm using (it should be faster and more usable)

 

------------------ January 27, 2019 -------------------
- Improved the pooling/queuing system (it's around 40x faster now)

 

------------------ August 15, 2019 -------------------
- Rewrote the class for NPC entities. It is now cleaner and faster
- NPCs now use a UDT inside a class to consolidate variables, and it's faster than using a class in a class

 

------------------ August 27, 2019 -------------------
- Removed CheckNpc (the other check subs will be removed as well)
- NPC saving/loading now uses one sub with a param to choose which (editor, base, entity) data to process
- Saving/loading max IDs now works

 

------------------ September 7, 2019 -------------------
- Redid my queue system (slightly slower, but doesn't use a ton of mem for no reason)

 

------------------ September 9, 2019 -------------------
- Created inventory class

 

------------------ September 18, 2019 -------------------
- Classes now hold save and load functions for data
- Improved performance of arrays holding empty indexes

 

------------------ September 21, 2019 -------------------
- Added more queue functionality
- Unloading is now apart of classes

 

------------------ September 28, 2019 -------------------
- NPC vital regen is back in
- Sprint regens with and like the other vitals (no longer a fixed amount on it's own timer)

 

------------------ September 29, 2019 -------------------
- Sprint is used when you move tiles instead of timed

 

------------------ September 30, 2019 -------------------
- Staggered unload calls

 

* * *

[Fixed Bugs]

* * *

* * *

I'm planning on focusing on adding some server options for the screen as well as adding map protection so other mappers don't mess with your map.

~Development Team
~Mohenjo Daro

Edited by Mohenjo Daro
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  • 3 years later...
6 hours ago, dobbythenerd said:

Is this forum/engine dead?

This engine isn't dead, but I haven't had much time to work on it this past year due to my job.

The forum is another matter, and it's as alive as the community. There is more chatter on the discord.

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8 hours ago, Mohenjo Daro said:

This engine isn't dead, but I haven't had much time to work on it this past year due to my job.

The forum is another matter, and it's as alive as the community. There is more chatter on the discord.

Ah fair enough. Do you have a discord invite? I'm slowly learning vb6 as I really enjoy messing with these. 

 

Just to make you aware: The auction system on renewal dles not work. It is possible to bid less than the highest bid.

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18 minutes ago, dobbythenerd said:

Ah fair enough. Do you have a discord invite? I'm slowly learning vb6 as I really enjoy messing with these. 

 

Just to make you aware: The auction system on renewal dles not work. It is possible to bid less than the highest bid.

Yep, here's a link https://discord.gg/rU7ATMk

 

Oh, that's good to know. I'll have to keep that in mind for fixing

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