cpunerd96 Posted February 8, 2011 Share Posted February 8, 2011 @Helladen:> I don't think that's a good question to ask, he doesn't give release dates. He's spontaneous when he releases things and he just released this less than a week ago. Let people like me get some time to build onto ours without having to worry about merging the sources every couple of days. Aka more things in a longer period of time.I wasn't asking for a release date, I was asking how the progress was going for the engine. I like to know what's going on behind the scenes while I'm waiting. I'm fine if he doesn't tell me anything, I'm just politely asking him. By the way, who are you to be telling me what a good question is to ask Robin? So, Robin, now that that's all cleared up, maybe you could give us some updates on your progress so far? Link to comment Share on other sites More sharing options...
Robin Posted February 8, 2011 Author Share Posted February 8, 2011 @cpunerd96:> So, Robin, now that that's all cleared up, maybe you could give us some updates on your progress so far?Pretty much bugger all. I made it so all dropped items are flagged to a single user (or in the case of killing an npc/player, your party) and cannot be seen or interacted with by anyone else till a 30 second timer is finished. Once that happens anyone can freely see and interact with the item for a further 60 seconds at which point the item despawns.This means you can't have people stealing your drops and, in the case of parties, you can share the loot around with your friends.This was something I quickly added in right after I released 1.5.0, however. I've done absolutely nothing else since that day. Link to comment Share on other sites More sharing options...
cpunerd96 Posted February 8, 2011 Share Posted February 8, 2011 I'm guessing because of your writing style that this is much slower then what you usually do. Well, I hope it gets better. The update you already have is kind of exciting so keep up the good work. Link to comment Share on other sites More sharing options...
Robin Posted February 8, 2011 Author Share Posted February 8, 2011 No, no. I usually go weeks or months without doing anything then do a couple of days of work before release a new version. Link to comment Share on other sites More sharing options...
cpunerd96 Posted February 8, 2011 Share Posted February 8, 2011 Haha, whatever works. Link to comment Share on other sites More sharing options...
Fulier Posted February 8, 2011 Share Posted February 8, 2011 Robin, what for you pay attention to those people who do not appreciate another's work? Link to comment Share on other sites More sharing options...
Ne-o-x Posted February 8, 2011 Share Posted February 8, 2011 @Robin:> I made it so all dropped items are flagged to a single user (or in the case of killing an npc/player, your party) and cannot be seen or interacted with by anyone else till a 30 second timer is finished. Once that happens anyone can freely see and interact with the item for a further 60 seconds at which point the item despawns.Music For Me Link to comment Share on other sites More sharing options...
shadowwulf Posted February 9, 2011 Share Posted February 9, 2011 It seems that the reload buttons don't work yet.Also, console feedback shows "ALL resources reloaded"Would be nice if they each had their own message. Link to comment Share on other sites More sharing options...
Robin Posted February 9, 2011 Author Share Posted February 9, 2011 They worked when I made them. Haven't even used them since. xD Link to comment Share on other sites More sharing options...
Helladen Posted February 9, 2011 Share Posted February 9, 2011 @Shadowwulfâ„¢:> It seems that the reload buttons don't work yet.> Also, console feedback shows "ALL resources reloaded"> Would be nice if they each had their own message.They should work. It loads the data then sends it to all players online. Link to comment Share on other sites More sharing options...
Jeff Posted February 9, 2011 Share Posted February 9, 2011 @Robin:> Pretty much bugger all. I made it so all dropped items are flagged to a single user (or in the case of killing an npc/player, your party) and cannot be seen or interacted with by anyone else till a 30 second timer is finished. Once that happens anyone can freely see and interact with the item for a further 60 seconds at which point the item despawns.> > This means you can't have people stealing your drops and, in the case of parties, you can share the loot around with your friends.> > This was something I quickly added in right after I released 1.5.0, however. I've done absolutely nothing else since that day.That sounds awesome. Can't wait until that comes out (Actually I can.) Link to comment Share on other sites More sharing options...
Guest Posted February 9, 2011 Share Posted February 9, 2011 Speaking of reloading, why was the 'Reload Accounts' removed? Link to comment Share on other sites More sharing options...
Robin Posted February 9, 2011 Author Share Posted February 9, 2011 It was never there. >_> Link to comment Share on other sites More sharing options...
Guest Posted February 9, 2011 Share Posted February 9, 2011 Wasn't it? Does seem like it was there once O.o Link to comment Share on other sites More sharing options...
Robin Posted February 9, 2011 Author Share Posted February 9, 2011 I never programmed one. I added a reload button to all entity UDTs but never players. Link to comment Share on other sites More sharing options...
pankaka Posted February 9, 2011 Share Posted February 9, 2011 Robin is there a way you could add "NPC" death animations. A simple animation to be shown after the npc gets killed.Or can anyone lend a hand? Link to comment Share on other sites More sharing options...
Guest Posted February 9, 2011 Share Posted February 9, 2011 Alright, do you think there would be any use for it anyways? Link to comment Share on other sites More sharing options...
Robin Posted February 9, 2011 Author Share Posted February 9, 2011 @Sekaru:> Alright, do you think there would be any use for it anyways?Why would there be? Players aren't stored in memory. They're read from the HDD every time you log in. Link to comment Share on other sites More sharing options...
Guest Posted February 9, 2011 Share Posted February 9, 2011 Ah, didn't know. Link to comment Share on other sites More sharing options...
cpunerd96 Posted February 10, 2011 Share Posted February 10, 2011 @pankaka:> Robin is there a way you could add "NPC" death animations. A simple animation to be shown after the npc gets killed.> Or can anyone lend a hand?That would be awesome. Although I think that would mean that the graphics would have to be updated to fit. Unless the death animation will be a separate file. Link to comment Share on other sites More sharing options...
Ryo Posted February 10, 2011 Share Posted February 10, 2011 code it yourself that's too specific –' Link to comment Share on other sites More sharing options...
pankaka Posted February 10, 2011 Share Posted February 10, 2011 You can do that.You know the engine really well, right?Since Robin can't give us any tips or at least something.I mean he didn't create the engine and doesn't know it in and out.Sarcasm ends here.Idiot. Link to comment Share on other sites More sharing options...
MarkMorris Posted February 10, 2011 Share Posted February 10, 2011 your server is running through the player routines like spells ect everyloop, make the timers for each one seperate then if we need to check the spell set a byte then run the routine. Saves alot of CPU also after i done this to my server players said it made a great difference online. VBGore does something similar but its outdated code. Hard to explain but ask for an example on MSN ill show you. I spent a week improving server looping ect, even only looped though the npcs for the max amount of npcs on the map at one time rather then loop through max_map_npcs even if theres 1 npc it will try and loop 25? no point right?Was going to add make a player high index but you've done it :) like this source mate, got a be the most well thought out source by far. Keep it up. Link to comment Share on other sites More sharing options...
mrmiguu Posted February 10, 2011 Share Posted February 10, 2011 @Shadowwulfâ„¢:> the engine simple cuts the sprite into 12 even sections and removes the background color. you could have an npc take up the whole screen…. not a good practice though.> > Side note: if you sprite is say 96x96 for example, the bottom middle 32x32 is still the only collision detected sector.> > OOO <--<< arrow misses> OOO <--<< arrow misses> OXO <--<< arrow hitsSolution: - **Collision-box for players/NPCs based on the size of their sprite.** Link to comment Share on other sites More sharing options...
Tvirus06 Posted February 10, 2011 Share Posted February 10, 2011 Cant, Wait for 1.6.0 lol. Link to comment Share on other sites More sharing options...
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