Robin Posted February 16, 2011 Author Share Posted February 16, 2011 @MarkMorris:> -snip-I don't need you explaining how my packet system work, thanks. If you don't like how I handle it then simply change it yourself. Link to comment Share on other sites More sharing options...
Helladen Posted February 16, 2011 Share Posted February 16, 2011 @Rainbow:> I don't need you explaining how my packet system work, thanks. If you don't like how I handle it then simply change it yourself.I was wondering why you were using longs for everything, so are integers a waste to do entirely then? Link to comment Share on other sites More sharing options...
Robin Posted February 16, 2011 Author Share Posted February 16, 2011 @Helladen:> I was wondering why you were using longs for everything, so are integers a waste to do entirely then?It's always more fun if you make up an answer yourself!In this case… mhhh... how about: "Because Jupiter is aligned with Venus in the third partition"? Link to comment Share on other sites More sharing options...
crzyone9584 Posted February 16, 2011 Share Posted February 16, 2011 That answer makes since robin. Best answer I've seen given in a long time…BTW - nice job. I've been meesing around with 2.0 for a while now. I like it alot. Link to comment Share on other sites More sharing options...
cpunerd96 Posted February 16, 2011 Share Posted February 16, 2011 @Rainbow:> I don't need you explaining how my packet system work, thanks. If you don't like how I handle it then simply change it yourself.Jeez, Robin. He was just making a suggestion. Link to comment Share on other sites More sharing options...
mrmiguu Posted February 16, 2011 Share Posted February 16, 2011 @cpunerd96:> Jeez, Robin. He was just making a suggestion.With words like "I dont like the way" and "This is how my game does it"? I don't think so. Those are commanding words. He was being far too assertive to be suggestive. Link to comment Share on other sites More sharing options...
DshWinchester Posted February 16, 2011 Share Posted February 16, 2011 @Rainbow:> Stop posting shit, then.> > Yes, hundreds.> > Just because it's incomplete in your eyes doesn't mean it's incomplete. If you think your game needs projectiles then **go add them.**> > It's open-source for a reason.badass ponieI forgot the "quote" thingthe msg was to vitin ;D Link to comment Share on other sites More sharing options...
MarkMorris Posted February 16, 2011 Share Posted February 16, 2011 @MrMiguu:> With words like "I dont like the way" and "This is how my game does it"? I don't think so. Those are commanding words. He was being far too assertive to be suggestive.No it was sugessions but also at the same time I would like to know why he uses longs. I checked my my packets compare to his even his mapdata everything is a long most of mine are bytes. So before the packet is written im already saving over a two thirds of data, this is before its written to the main buffer which is also a long.When I said that this is how I do it cause it is only stating a fact. That's not commanding lol. I think if I was being commanding Robin would have alot more to say then what he did. Link to comment Share on other sites More sharing options...
mrmiguu Posted February 16, 2011 Share Posted February 16, 2011 @Morris I couldn't exactly find the right adjectives to use. My apologies. Link to comment Share on other sites More sharing options...
MarkMorris Posted February 16, 2011 Share Posted February 16, 2011 @MrMiguu:> @Morris I couldn't exactly find the right adjectives to use. My apologies.:). No need, i just genuinly wanted to find out why he used longs for all his packets.I think the main reason being its 32-Bit and its faster. 16-Bit and 8-Bit are slower and less used on win32 functions. Most functions use 32-bit as there faster. But increasing the packet size by lots i dont see the increase to much. Link to comment Share on other sites More sharing options...
MarkMorris Posted February 16, 2011 Share Posted February 16, 2011 From the looks of the source 100 players online index 1 to 40 leave still loops 100 players o.O Link to comment Share on other sites More sharing options...
shadowwulf Posted February 16, 2011 Share Posted February 16, 2011 Most loops are running 1 to HighIndex.If index 1,2,3,6,7,8,23 are in use, it will loop 23 times. Link to comment Share on other sites More sharing options...
MarkMorris Posted February 16, 2011 Share Posted February 16, 2011 Why do it like this? Store the players index into an array, only loop for the total amount of players online.MS4 done this time ago, ok it didnt work to well as he removed all the checks for isplaying, also its poor to change the array live in a loop cause lots of errors but if you make sure loops are finsihed and update at end of loop its fine. for it to loop 100 times for 10 players online is weak Link to comment Share on other sites More sharing options...
Helladen Posted February 16, 2011 Share Posted February 16, 2011 @MarkMorris:> Why do it like this? Store the players index into an array, only loop for the total amount of players online.> > MS4 done this time ago, ok it didnt work to well as he removed all the checks for isplaying, also its poor to change the array live in a loop cause lots of errors but if you make sure loops are finsihed and update at end of loop its fine. for it to loop 100 times for 10 players online is weakIt might just be easier to work with is all. I personally have rewrote all constants in the source and optimized the packets except the headers. It just annoys me having so many long constants. Even though these type of programs were designed to be ran on programs in 1998, if you try doing this in a more recent type of engine such as .NET, it's going to be a huge memory sink. Link to comment Share on other sites More sharing options...
mrmiguu Posted February 17, 2011 Share Posted February 17, 2011 There should be a way to only loop twice if player's #1 and #100 are online at the same time. Link to comment Share on other sites More sharing options...
Robin Posted February 17, 2011 Author Share Posted February 17, 2011 There is. Simply use a pointer array. I use them for a lot of things. Link to comment Share on other sites More sharing options...
mrmiguu Posted February 17, 2011 Share Posted February 17, 2011 Any examples in the source of you using them? Link to comment Share on other sites More sharing options...
thezeus Posted February 17, 2011 Share Posted February 17, 2011 I noticed the mention of guilds has been removed in the to-do and isnt in the notes. Have you decided to leave this to us to add? That isn't a problem, but was interested in knowing. Link to comment Share on other sites More sharing options...
McCull96 Posted February 18, 2011 Share Posted February 18, 2011 @thezeus:> I noticed the mention of guilds has been removed in the to-do and isnt in the notes. Have you decided to leave this to us to add? That isn't a problem, but was interested in knowing.Since there are so many ways to make guild systems he left it up to us Link to comment Share on other sites More sharing options...
ceriux Posted February 18, 2011 Share Posted February 18, 2011 i wasnt sure were to post this so i think the best place would be here. so anyways, eclipse seem's to becoming a great engine, i remember when a lot of people would laugh at the word of a game built on similar engines, now it's really starting to look like something professional. but one thing bothers me. how come there are no attack animations? i think there should be an attack animation for melee (1h and 2h) , ranged, and of course magic. i'm not saying that i wouldnt attempt to put it in myself, but i really feel that it would contribute to eclipse's professional feel and quality. anyways, just a suggestion. Link to comment Share on other sites More sharing options...
Guest Posted February 18, 2011 Share Posted February 18, 2011 There are. Set an animation to an item. Link to comment Share on other sites More sharing options...
ceriux Posted February 18, 2011 Share Posted February 18, 2011 so the player sprite will follow the animation that the weapon plays?he wont just use a walk animation? ( as long as i'v made that animation? ) Link to comment Share on other sites More sharing options...
Robin Posted February 18, 2011 Author Share Posted February 18, 2011 Having character sprites use multiple animations requires you having a character spritesheet with multiple animations. The stock RMXP work I ship with Origins doesn't have it and most other generic sets which are popular don't either.It's a very personal system you can easily add for yourself. Link to comment Share on other sites More sharing options...
ceriux Posted February 18, 2011 Share Posted February 18, 2011 right, if you dont add it, i probably will myself. however… if i made a graphic set that was to par with your expectations would you package it with EO? Link to comment Share on other sites More sharing options...
evilbunnie Posted February 19, 2011 Share Posted February 19, 2011 I love the red dwarf midi :D 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