santa-clause Posted April 10, 2013 Share Posted April 10, 2013 I don't see it either ![:(](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/sad.png)I'll take a look at my buggy tutorial and then see if i see any difference ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)Almost fixed it only one last tweak left ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png)Then it normally works ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png)Ok change the mapproperty ok button to:```Private Sub cmdOk_Click()Dim i As LongDim sTemp As LongDim x As Long, x2 As LongDim y As Long, y2 As LongDim tempArr() As TileRecDim TempArr2() As AutotileRec' If debug mode, handle error then exit outIf Options.Debug = 1 Then On Error GoTo errorhandlerIf Not IsNumeric(txtMaxX.text) Then txtMaxX.text = Map.MaxXIf Val(txtMaxX.text) < MAX_MAPX Then txtMaxX.text = MAX_MAPXIf Val(txtMaxX.text) > MAX_BYTE Then txtMaxX.text = MAX_BYTEIf Not IsNumeric(txtMaxY.text) Then txtMaxY.text = Map.MaxYIf Val(txtMaxY.text) < MAX_MAPY Then txtMaxY.text = MAX_MAPYIf Val(txtMaxY.text) > MAX_BYTE Then txtMaxY.text = MAX_BYTEWith Map .Name = Trim$(txtName.text) If lstMusic.ListIndex >= 0 Then .Music = lstMusic.List(lstMusic.ListIndex) Else .Music = vbNullString End If .Up = Val(txtUp.text) .Down = Val(txtDown.text) .Left = Val(txtLeft.text) .Right = Val(txtRight.text) .Moral = cmbMoral.ListIndex .BootMap = Val(txtBootMap.text) .BootX = Val(txtBootX.text) .BootY = Val(txtBootY.text) ' set the data before changing it tempArr = Map.Tile TempArr2 = Autotile x2 = Map.MaxX y2 = Map.MaxY ' change the data .MaxX = Val(txtMaxX.text) .MaxY = Val(txtMaxY.text) ReDim Map.Tile(0 To .MaxX, 0 To .MaxY) ReDim Autotile(0 To .MaxX, 0 To .MaxY) If x2 > .MaxX Then x2 = .MaxX If y2 > .MaxY Then y2 = .MaxY For x = 0 To x2 For y = 0 To y2 .Tile(x, y) = tempArr(x, y) Autotile(x, y) = TempArr2(x, y) Next Next ClearTempTileEnd WithCall UpdateDrawMapNameUnload frmEditor_MapProperties' Error handlerExit Suberrorhandler:HandleError "cmdOk_Click", "frmEditor_MapProperties", Err.Number, Err.Description, Err.Source, Err.HelpContextErr.ClearExit SubEnd Sub```Now you see something whit mask 1 when you use autotile but only one problem left it doesn't load an autotile it just renderes normal ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)But its a start without this fix you'll get nowhereElse look at my tutorial its not complete but the things i wrote are 100% correct ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png) (only you have to change it a little for the edits of pvo and you ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png)[http://www.touchofde…e__hl__autotile](http://www.touchofdeathforums.com/community/index.php?/topic/127195-eo-20autotile-properly-cached-and-ripped-from-csde/page__hl__autotile)I really can't find more bugs i'll get some sleep i need it ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)I also didn't sleep much yesterday ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png) Link to comment Share on other sites More sharing options...
Zopto Posted April 10, 2013 Author Share Posted April 10, 2013 same thing to v2 it reinder mask1 but it wont autotile(it autotile but wont make positions for tilsets like you said) it so for now we can use mask1 whiteout autotiles….. if you got some news about code pm me to we dont spam this topic alot .... Link to comment Share on other sites More sharing options...
Zopto Posted April 10, 2013 Author Share Posted April 10, 2013 **Fix for Mask1 tile**>! Go client side find:>! ```Public Sub cacheRenderState(ByVal x As Long, ByVal y As Long, ByVal layerNum As Long)```>! chage all sub to>! ```>! Public Sub cacheRenderState(ByVal x As Long, ByVal y As Long, ByVal layerNum As Long)>! Dim quarterNum As Long>! ' exit out early>! If x < 0 Or x > Map.MaxX Or y < 0 Or y > Map.MaxY Then Exit Sub>! With Map.tile(x, y)>! ' check if the tile can be rendered>! If .layer(layerNum).Tileset <= 0 Or .layer(layerNum).Tileset > NumTileSets Then>! Autotile(x, y).layer(layerNum).renderState = RenderStateNone>! Exit Sub>! End If>! ' check if it's a key - hide mask if key is closed>! If layerNum = MapLayer.Mask Then>! If .Type = TILE_TYPE_KEY Then>! If TempTile(x, y).DoorOpen = NO Then>! Autotile(x, y).layer(layerNum).renderState = RenderStateNone>! Exit Sub>! Else>! Autotile(x, y).layer(layerNum).renderState = RenderStateNormal>! Exit Sub>! End If>! End If>! End If>! ' check if it needs to be rendered as an autotile>! If .Autotile(layerNum) = AutoTypeNone Or .Autotile(layerNum) = AutoTypeFake Then>! ' default to... default>! Autotile(x, y).layer(layerNum).renderState = RenderStateNormal>! Else>! Autotile(x, y).layer(layerNum).renderState = RenderStateAutotile>! ' cache tileset positioning>! For quarterNum = 1 To 4>! Autotile(x, y).layer(layerNum).srcX(quarterNum) = (Map.tile(x, y).layer(layerNum).x * 32) + Autotile(x, y).layer(layerNum).QuarterTile(quarterNum).x>! Autotile(x, y).layer(layerNum).srcY(quarterNum) = (Map.tile(x, y).layer(layerNum).y * 32) + Autotile(x, y).layer(layerNum).QuarterTile(quarterNum).y>! Next>! End If>! End With>! End Sub>! ```>! Now find>! ```Public Sub BltMapTile(ByVal x As Long, ByVal y As Long)```>! and below>! ``` For i = MapLayer.Ground To MapLayer.Mask2```add>! ``` If Autotile(x, y).layer(i).renderState = RenderStateNormal Then```So now is fixed!!! for all users of v1 and v2**Fix for Overflow 6 (****inertia )**>! **ok so find**>! **Client side**>! **Find**>! XOffset As Integer>! YOffset As Integer>! inerting As Byte>! **And chage all 3x to**>! XOffset As Long>! YOffset As Long>! inerting As Long>! that should fix overflow try it**Event bug for v4 and v5 (fix)**>! chage all:>! ```Public Sub CheckAttack()```>! to>! ```Public Sub CheckAttack()>! Dim Buffer As clsBuffer>! Dim attackspeed As Long, X As Long, Y As Long, i As Long>! ' If debug mode, handle error then exit out>! If Options.Debug = 1 Then On Error GoTo errorhandler>! If ControlDown Then>! If InEvent = True Then Exit Sub>! If SpellBuffer > 0 Then Exit Sub ' currently casting a spell, can't attack>! If StunDuration > 0 Then Exit Sub ' stunned, can't attack>! ' speed from weapon>! If GetPlayerEquipment(MyIndex, Weapon) > 0 Then>! attackspeed = Item(GetPlayerEquipment(MyIndex, Weapon)).Speed>! Else>! attackspeed = 1000>! End If>! If Player(MyIndex).AttackTimer + attackspeed < GetTickCount Then>! If Player(MyIndex).Attacking = 0 Then>! With Player(MyIndex)>! .Attacking = 1>! .AttackTimer = GetTickCount>! SendAttack>! End With>! If GetPlayerEquipment(MyIndex, Weapon) > 0 Then>! If Item(GetPlayerEquipment(MyIndex, Weapon)).projectile.Pic > 0 Then>! ' projectile>! Set Buffer = New clsBuffer>! Buffer.WriteLong CProjecTileAttack>! SendData Buffer.ToArray()>! Set Buffer = Nothing>! End If>! End If>! Set Buffer = New clsBuffer>! Buffer.WriteLong CAttack>! SendData Buffer.ToArray()>! Set Buffer = Nothing>! End If>! End If>! Select Case Player(MyIndex).Dir>! Case DIR_UP>! X = GetPlayerX(MyIndex)>! Y = GetPlayerY(MyIndex) - 1>! Case DIR_DOWN>! X = GetPlayerX(MyIndex)>! Y = GetPlayerY(MyIndex) + 1>! Case DIR_LEFT>! X = GetPlayerX(MyIndex) - 1>! Y = GetPlayerY(MyIndex)>! Case DIR_RIGHT>! X = GetPlayerX(MyIndex) + 1>! Y = GetPlayerY(MyIndex)>! End Select>! If GetTickCount > Player(MyIndex).EventTimer Then>! For i = 1 To Map.CurrentEvents>! If Map.MapEvents(i).Visible = 1 Then>! If Map.MapEvents(i).X = X And Map.MapEvents(i).Y = Y Then>! Set Buffer = New clsBuffer>! Buffer.WriteLong CEvent>! Buffer.WriteLong i>! SendData Buffer.ToArray()>! Set Buffer = Nothing>! Player(MyIndex).EventTimer = GetTickCount + 200>! End If>! End If>! Next>! End If>! End If>! ' Error handler>! Exit Sub>! errorhandler:>! HandleError "CheckAttack", "modGameLogic", Err.Number, Err.Description, Err.Source, Err.HelpContext>! Err.Clear>! Exit Sub>! End Sub```**Weather and npc Walk fix(Just v 6):**>! **Client Side:**>! Find:>! Public Sub LoadMap(ByVal MapNum As Long)>! then find:>! Get #f, , Map.Background>! below that ADD:>! Get #f, , Map.Weather Link to comment Share on other sites More sharing options...
Bloo Posted April 10, 2013 Share Posted April 10, 2013 Are you Jesus?This is the most fantastic edit I have ever used in my life. Can you also make a converter that will convert the images of EO into the PA engine? :-D Thank you for this release man Link to comment Share on other sites More sharing options...
Zopto Posted April 10, 2013 Author Share Posted April 10, 2013 > Are you Jesus?> > This is the most fantastic edit I have ever used in my life. Can you also make a converter that will convert the images of EO into the PA engine? :-D Thank you for this release manty! xDD about converter i am not shure….. Link to comment Share on other sites More sharing options...
Wortel Angels Posted April 10, 2013 Share Posted April 10, 2013 o.O Where are my credits xDNice that you release it now hahaI think much will be happy about it Link to comment Share on other sites More sharing options...
Zopto Posted April 10, 2013 Author Share Posted April 10, 2013 > o.O Where are my credits xD> > Nice that you release it now haha> > I think much will be happy about itall credits are in chage logand tnx xD Link to comment Share on other sites More sharing options...
Zetasis Posted April 11, 2013 Share Posted April 11, 2013 Hmm. This looks like a cool edit but I really don't think an autotile system is necessary. Are you planning on adding any other features and if so what? Link to comment Share on other sites More sharing options...
Zopto Posted April 11, 2013 Author Share Posted April 11, 2013 **UpDate: PA v3****Chage Log:**>! Autotiles works fine now :DD>! Mask x1 Rendering autotiles fix!**(me)**>! some autotiles fixes **(SantaClaus)**>! [EO] Memory Leak-free Text Rendering **(Lighting)**>! Exp Rate**..**>! Npc Spells..>! add questlog gui>! add maskAnim>! Add FringeAnim layer **Download Link:**>! **PA v3**>! [http://www.sendspace.com/file/3gpfhf](http://www.sendspace.com/file/3gpfhf) **[Zetasis](http://www.touchofdeathforums.com/community/index.php?/user/46690-zetasis/)**Are you planning on adding any other features and if so what?Yes my goal is to make engeine that is easy for use and to all ppl can make nice orpg whit vb6 or not…you can see list on **Features** Link to comment Share on other sites More sharing options...
Zetasis Posted April 11, 2013 Share Posted April 11, 2013 Oh wow, nice additions. It would be nice to see projectile weapons and shooting npc's. Link to comment Share on other sites More sharing options...
Zopto Posted April 11, 2013 Author Share Posted April 11, 2013 > Oh wow, nice additions. It would be nice to see projectile weapons and shooting npc's.eheh tnx xPProjectiles nice idea for playersbut i am not shure for npc and projectals if npc shoot projectile player cant escape…but i will see Link to comment Share on other sites More sharing options...
Daneta Posted April 11, 2013 Share Posted April 11, 2013 some of the gui buttons don't work and u cant close the gui and the menu if u cant connect to the server the news dissapers please fix Link to comment Share on other sites More sharing options...
Zopto Posted April 11, 2013 Author Share Posted April 11, 2013 about buttons i dont see any problem all buttons work in v3 O.o just i didnt make it whit imgButton i add pictures inside of client…about news here is fix not big problem**Client side:****Find :**```Call MsgBox("Sorry, the server seems to be down. Please try to reconnect in a few minutes or visit " & GAME_WEBSITE, vbOKOnly, Options.Game_Name)```**Above IT add**```frmMenu.picMain.Visible = True```compile client and now News will show… Link to comment Share on other sites More sharing options...
Wortel Angels Posted April 11, 2013 Share Posted April 11, 2013 > all credits are in chage log> > and tnx xDYay xD thanks haha Link to comment Share on other sites More sharing options...
Daneta Posted April 11, 2013 Share Posted April 11, 2013 buttons quest, skill and option still don't work for me and u cant move or close the inventory or other things please fix Link to comment Share on other sites More sharing options...
Zopto Posted April 11, 2013 Author Share Posted April 11, 2013 all buttons work fine…click two times to one button to close a frst window....(use v3)you cant move thing caous i didnt add movable gui... Link to comment Share on other sites More sharing options...
Wortel Angels Posted April 11, 2013 Share Posted April 11, 2013 Every button works on PA just the X to close dont work and its not moveable> buttons quest, skill and option still don't work for me and u cant move or close the inventory or other things please fixNo idea what you did wrong ? Changed something and sended them back behind the pic screen ??? Link to comment Share on other sites More sharing options...
Zopto Posted April 11, 2013 Author Share Posted April 11, 2013 > Every button works on PA just the X to close dont work and its not moveable> > No idea what you did wrong ? Changed something and sended them back behind the pic screen ???Moveable gui will be add in some other updateUpdate finished Projectiles (work perfect,block for arrows add on platform also)working on other staff now Link to comment Share on other sites More sharing options...
Bloo Posted April 11, 2013 Share Posted April 11, 2013 Argh, someone make an Image Splitter or converter for this! :[ Link to comment Share on other sites More sharing options...
Zopto Posted April 11, 2013 Author Share Posted April 11, 2013 froggy you can edite your character whit paint it is simple xDDto make a orpg it need a time.. Link to comment Share on other sites More sharing options...
Bloo Posted April 11, 2013 Share Posted April 11, 2013 > froggy you can edite your character whit paint it is simple xDDThe time it'd take to edit all 402… qq Link to comment Share on other sites More sharing options...
Daneta Posted April 11, 2013 Share Posted April 11, 2013 idk but it dont work for me why Link to comment Share on other sites More sharing options...
Zetasis Posted April 12, 2013 Share Posted April 12, 2013 > Update finished Projectiles (work perfect,block for arrows add on platform also)> > working on other staff nowDid you add this for just players or npc's as well? Link to comment Share on other sites More sharing options...
Zopto Posted April 12, 2013 Author Share Posted April 12, 2013 Just for players ..and for npc i add spells Link to comment Share on other sites More sharing options...
santa-clause Posted April 12, 2013 Share Posted April 12, 2013 Zopto i found a little bug :the bug is if you register a new user and your spawn point is on a high place for example 10 blocks from the ground then the game crashes (overflow error a math error to be exact ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png)). I've made lots of screenshots handy for you ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png). Maybe you will get this working (i hope so) if you just place some blocks or platforms then it's fixed just the falling down inertia is overflowing on register if you just let it crash and restart it and login then you just normally fall down kinda weird but please fix it (i hope i gave enough information and i also hope you understand what i meanAnyway my screenshots are in attachmentsAnd btw tnx for fixing mask1 bug Zopto ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png) Link to comment Share on other sites More sharing options...
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