Joyce Posted June 9, 2010 Share Posted June 9, 2010 Main reason I stopped using EE related engines was because it was a huge mess of hacky fixes, poorly programmed features and everything was all over the place in 20+ forms and way too many modules and seperate subs that led to other subs leading to other subs etc. etc. etc. while it could easily have been done in far less.That, and I liked my own version better. ;D Link to comment Share on other sites More sharing options...
Ertzel Posted June 9, 2010 Share Posted June 9, 2010 Wouldn't be better if the resource system was changed so the "health" on the tree/rock w/e you are using could be made more random. Right now its always going to give the resource on the same hit each time since its not random at all and that kindda makes it more boring.I think it would be better if you gave a minimum and maximum chance and then the resource can be found in random chances instead of always the same.If you think this wouldn't be better though Robin ill just code it in for my game, I just think it would work better that way for a lot of people. Link to comment Share on other sites More sharing options...
Joyce Posted June 9, 2010 Share Posted June 9, 2010 I was thinking of simply removing the entire damage display from the resource system and just make it seem like some trees just require more hits then others. ;D Link to comment Share on other sites More sharing options...
Robin Posted June 9, 2010 Author Share Posted June 9, 2010 @Ertzel:> Wouldn't be better if the resource system was changed so the "health" on the tree/rock w/e you are using could be made more random. Right now its always going to give the resource on the same hit each time since its not random at all and that kindda makes it more boring.> > I think it would be better if you gave a minimum and maximum chance and then the resource can be found in random chances instead of always the same.> > If you think this wouldn't be better though Robin ill just code it in for my game, I just think it would work better that way for a lot of people.That's going to be linked into the new combat system. Weapon damage will be randomised. Link to comment Share on other sites More sharing options...
Ertzel Posted June 9, 2010 Share Posted June 9, 2010 Oh ok, good to know :DThx for the quick response.Deff going to be using Origins when I restart my game again, I just lost all of my old scripts/source codes when my comp virused out but now Origins will give me a chance to restart that and learn more of the Origins coding well I wait for the next release before I start adding in the codes Link to comment Share on other sites More sharing options...
Joyce Posted June 9, 2010 Share Posted June 9, 2010 Robin, is it just me or does the screen create edges on the tile edges when you make the display area larger and the rendered amount of tiles as well? If so, is this fixable by changing some DX properties or am I just a complete retard that can't do anything right? ;DEDIT : Also, changing the amount of tiles rendered cancels out the fix which doesn't make the themes switch on Vista/7\. And yes I fail at Direct X. :embarrassed: Link to comment Share on other sites More sharing options...
Draken Posted June 9, 2010 Share Posted June 9, 2010 BUG Foundcant have more then 10 npcs created, give RTE 9 subscript out of range.Or maybe its when you edit more then 5 npcs at a time before you save ??? working now odd lol Link to comment Share on other sites More sharing options...
shadowwulf Posted June 9, 2010 Share Posted June 9, 2010 individual or on a map?I had 3 npc types filled on a map with no issues. Link to comment Share on other sites More sharing options...
Draken Posted June 9, 2010 Share Posted June 9, 2010 using npc editor, i kept getting RTE 9, did it around 15 times killing server everytime i saved.seems to be working now though so /shrug could been lag from my net Link to comment Share on other sites More sharing options...
balliztik1 Posted June 9, 2010 Share Posted June 9, 2010 If possible, run it in debug mode with VB6, Draken. I've also not seen anything like that. Link to comment Share on other sites More sharing options...
Robin Posted June 10, 2010 Author Share Posted June 10, 2010 ![](http://i38.photobucket.com/albums/e112/Kite_Minase/originsrelease.png) Link to comment Share on other sites More sharing options...
Dark Crusade Posted June 10, 2010 Share Posted June 10, 2010 Bahaha! Love it! Link to comment Share on other sites More sharing options...
Joyce Posted June 10, 2010 Share Posted June 10, 2010 He's got a pretty high feeling of himself, considering it's all woman that are apparently at his house.. ;D Link to comment Share on other sites More sharing options...
Robin Posted June 10, 2010 Author Share Posted June 10, 2010 @YamYam:> He's got a pretty high feeling of himself, considering it's all woman that are apparently at his house.. ;DWhy would I want a load of women appearing at my house..? ;x Link to comment Share on other sites More sharing options...
Joyce Posted June 10, 2010 Share Posted June 10, 2010 Cause I'll join them? ;D Link to comment Share on other sites More sharing options...
shadowwulf Posted June 10, 2010 Share Posted June 10, 2010 I have a strong feeling that the next epic release is upon us… why you ask? Because last night I made a ridiculous amount of progress and usually that is followed by a new release so that I have to do it ALLL over again.... jerk... Link to comment Share on other sites More sharing options...
Joyce Posted June 10, 2010 Share Posted June 10, 2010 That's why you should make stuff easily accessible or just port over the changes Robin made rather then starting over.. For example writing down exactly what you changed and where. :P Link to comment Share on other sites More sharing options...
balliztik1 Posted June 10, 2010 Share Posted June 10, 2010 That's what I do. Any edits I've done with EO thus far have been self contained, so all I need to do is import the module, then paste over a few lines. Makes it much easier to share, too. Link to comment Share on other sites More sharing options...
shadowwulf Posted June 10, 2010 Share Posted June 10, 2010 This isnt my first rodeo…I keep all my own stuff in their own mod files.Each mod file has a commented descriptive area.Each sub has comments as to where to call it or replace code.So my action oriented character development... i could give you the mod and you would be able to add it with no knowledge of how it works. Link to comment Share on other sites More sharing options...
Ertzel Posted June 10, 2010 Share Posted June 10, 2010 Im just making codes now, saving them in Word files on my computer, then putting them into the current version of EO testing it, if it works I take it back out and keep it waiting, if it doesn't work, then I test it out in EO and once its working I just the fix to the word file. That way once a version of EO is out that I want to start my game with I can just open up the word files and put em in right away. Link to comment Share on other sites More sharing options...
Magdreamer Posted June 10, 2010 Share Posted June 10, 2010 Robin is an ugly chick in that manga. Link to comment Share on other sites More sharing options...
Lavos Posted June 12, 2010 Share Posted June 12, 2010 I take a sneak peak on the source code of EO and all the pressure just went away from EE2.7!Good job on this release! now I think im going to convert and port from EE to EO because It feels much cleaner to code on. =) Link to comment Share on other sites More sharing options...
Anna Comnena Posted June 12, 2010 Share Posted June 12, 2010 @Lavis:> I take a sneak peak on the source code of EO and all the pressure just went away from EE2.7!> Good job on this release! now I think im going to convert and port from EE to EO because It feels much cleaner to code on. =)It IS much cleaner, that's the point of EO. :azn:The only downsize is by that very nature, it won't have many of the features in other versions (but buggy unstable features don't help anyone). Link to comment Share on other sites More sharing options...
Robin Posted June 12, 2010 Author Share Posted June 12, 2010 Pretty much.1.1.0 is pretty much ready for release. I've had bugger all time to work on it for about two weeks now. The last thing I did was add player-to-player trading. Busy schedule means I barely have any time. Tomorrow (Sunday) is my one free day so I'll hopefully be able to iron out any remaining bugs, quickly go through and repair all the stuff you lot have reported as being broken (You've all saved me a lot of time by reporting it, so thank you everyone.) and do some small tests.I'd be able to release it tonight if I wanted, but I'm gonna relax for a couple of hours, play L4D with a few mates then I'm going out around 8pm to do some weight training and get some beers down me.Watch this space tomorrow though, I'm sure you'll all be very happy with the alterations done.Peace. Link to comment Share on other sites More sharing options...
azkanan Posted June 12, 2010 Share Posted June 12, 2010 You know, every one of those bitches be men with long hair. Like me.*_,* … Link to comment Share on other sites More sharing options...
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