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Project Vertigo Origins [ 1.1.4 – FINAL ] (2D Side-Scrolling ORPG Engine)


mrmiguu
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**UPDATE:**

I've figured out the glitch that's been making players desync and spin nonstop when they jump and attack (e.g. spam new packets added with PV, as opposed to vanilla EO 2.0). Here's a quick fix for those of you who are deep into developing your games with the current version of the engine:

1. Find the following line of code in your server's source:

> If TempPlayer(Index).DataPackets > **25** Then

2. Change the **25** to the new number, **30**

3. Your final product should look exactly like this:

> If TempPlayer(Index).DataPackets > **30** Then

Let me know if any of you can replicate the glitch even after this fix. I took my admin status off and, with 25, I was able to glitch-out fairly quickly. With 30, I had no luck.
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> Thats just increasing the strain on the server, not fixing it.

The strain has to increase with the introduction of new packets (animations, separate movement and inertia). If it doesn't, the maximum activity emitted by any player at any given time can stall their packet sending. There're so many instances where multiple packets can be spammed (players spazzing out because they're bored, an intense maneuver, etc.). Allowing for more leeway is necessary for a more action-oriented engine like PVO, isn't it? If I'm wrong, correct me.

**_EDIT:_**

I've frantically tested the data packet limit's threshold. **I got to 40** by being as spastic as I (or anyone human) could. I recommend changing what is now **30** to the new **40**.
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Alright, smartass. I've been developing this mod for over the span of +3 years. I think I'd know if was just patching something as opposed to fixing it. The packets are as thin as they'll ever get; literally, I'm sending flags back 'n forth. This engine (not sure if you've ever used it or not) is much faster-paced than EO 2.0\. That calls for a natural increase of server stress and data handling. Increasing the datapacket limit per player on an engine where there's more natural overhead is necessary (I'm repeating myself).
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> Just curious, any plans on adding the event system by chance, or any other features?

I might rework the engine to the event system version, but how stable is that version? I wasn't too crazy how the map freaked-out when it was loading (the tiles were caught being rendered). I don't plan on adding any more features. When players drop items in the air or monsters do, I don't consider that a bug. It's part of the engine's personality.
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The item dropping in the air actually is kindof cool, because a Mega Man like sidescroller would absolutely benefit from something in it's style.

I'm very glad you continued this MrMiguu, really. The Event system is good, not buggy as far as it's been seen thanks to JC Denton's development process. I wouldn't add all the commands, considering some aren't too suited, but it's worth trying indeed. Anyway, glad to see this revived, perhaps DirectX8 is a possibility in the future? Or projectiles? My personal love would be able to boot this up and create something similar to Mega Man.
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Transfer the current event system onto your existing platform. There is a tut by Sotvotkong about it,adding Event system 2.3 into 2.0, but, since this is 2D you might want to grab our own copy just to be sure you get everything covered. Regardless, it's easier. But if you did that you would have to explore writing the DX8 class from 3.0 into your build yourself and it's features, but that's assuming you would explore that.
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Please Anybody !!!! HELP ME !!! ![:(](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/sad.png)

Please Somebody put the Quest System to Project Vertigo… ![:(](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/sad.png)

I already Try 6times But Always not working and its make my Head wanna BLOW !!!! ![:(](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/sad.png)

Please dont Ask what is the Error i get, Because the error is to Many !!! ![:(](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/sad.png)

I HOPE YOU GUYS CAN...THANK YOU ! ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)
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This is pretty much the only thing I saw:

> Please ![:(](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/sad.png)Anybody !!!! HELP ME !!! ![:(](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/sad.png)
>
> Please Somebody put the Quest ![:(](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/sad.png)System to Project Vertigo… ![:(](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/sad.png)
>
> I already Try 6times But Alwa ![:(](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/sad.png)ys not working and its make my Head wanna BLOW !!!! ![:(](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/sad.png)
>
> Please dont Ask what is the Error i get, Because th ![:(](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/sad.png)e erroris toMany !!! ![:(](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/sad.png)
>
> I HOPE YOU GUYS CA ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)N…THANK YOU ! ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)

I'm sorry, but that's not my job. Just take a break. We all get frustrated. If you learn to successfully do it by yourself, you'll be happy with what you can do on your own.
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Yeah, sorry for being a bit smug earlier. Programming can get very frustrating when you're working with someone else's base.

> BTW Mr.Migu are you still working on Lostica Online?

I plan on using PVO as a base. So, that's a 'yes'.

**EDIT:**

I've fixed an RTE (_rte:6_) that would pop up if you would relog into the game with another account/character. I wasn't allowing the player's _.inerting_ variable to reset in similar instances when its close-cousin _.moving_ would reset appropriately. Just one more to go before the next revision release. Let me know if you guys find any bugs/errors. I appreciate you looking out for them.
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  • 4 weeks later...
Yeah, I apologize for that. It's the latest bug. It's another one of those that can be fixed by refreshing your character's sprite or relogging in. There's also another one accompanying it, but it's kind of obscure. It'll RTE you, but after once, it doesn't happen again.

It's when you log out and log back in with a new account.
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