Mohenjo Daro Posted November 19, 2016 Author Share Posted November 19, 2016 Eclipse Renewal is supposed to have a lot of options for developers rather than features they can't get rid of, this way you don't need to actually know how to program (it's still recommended that you do).As more suggestions are made, I'll add them to this post so they are more easily found.********Suggested Features:**- Anti cheat- Auto move player when click on map- Better NPC AI + Mechanics for bosses- Character creator (Races, hair, skin etc)- Choose what stat determines damage for spells and weapons- Choose if a projectile goes straight or at the target- Controller support- Items to be optionally animated in inventory and whilst equip.- Mounts- Party queuing for dungeons/bosses/quests- Player shops/markets- PVP queuing (join a Que when full everyone's is teleported)- Randomised dungeons- Randomized items based on pre-decided possible stats- Spell/weapon progress/unlock new spells as you use one more- Talent system*****Planned Features:**- Active effects (of spells and items) shown on the screen- Buffs/debuff + icons w/ hover over- Chest editor- Chest map attribute (multiple chest types)- Class editor- Clan/guild wars (warring clans don't get PK title when killing other clan)- Delete/reset map and other things in the editor- Display the weather in the editor so you know what it will look like- Get tileset from tile (like an eye dropper tool)- Instance maps- Map property to stop logout- More weather options- Option to hide the GUI- Option to move the GUI (have a server option to lock the GUI)- Pets that are useful (I.E have their own backpack)- Preview when placing tiles- Seamless maps- Server settable inventory, equipment, etc.- Skills editor- Weather affecting range (either having a modifier or set/max range). This will affect NPC range, and player draw range of other players/NPCs)*****Added Features (From this thread):**- Adjustable screen size- Can't warp mappers who have the editor open- Change-able GUI- Favorite tilesets- Real crafting with crafting menus- Server option to allow for resizeable screens- Server option to set the client size- Server option to allow fullscreen (stretched and not)*****Not Planned Features (Reason will be given after the feature):**- 8 dir movement (too many if statements for my liking)- Turned based combat (too many if statements for my liking)******Please don't suggest things that have already been suggested (like the post instead) or post sarcastic suggestions. Link to comment Share on other sites More sharing options...
Guest Posted November 19, 2016 Share Posted November 19, 2016 - Options for Screensize- Bigger Map Options ( camera should follow the player )- New gui …I ll update this post whenever I find a new suggestion Link to comment Share on other sites More sharing options...
Processinho Posted November 19, 2016 Share Posted November 19, 2016 - Buff & Debuff? Link to comment Share on other sites More sharing options...
BeNjO Posted November 19, 2016 Share Posted November 19, 2016 Adding click to move takes about 2 mins..Buffs/debuff + icons w/ hover overReal crafting with crafting menusMountsBetter NPC AI + Mechanics for bossesRandomised dungeonsAnti cheatParty queuing for dungeons/bosses/questsPVP queuing (join a Que when full everyone's is teleported)Pets that are useful (I.E have their own backpack)Items to be optionally animated in inventory and whilst equip. Link to comment Share on other sites More sharing options...
SolidLink Posted November 19, 2016 Share Posted November 19, 2016 controller supportTalent systemCharacter creator (Races, hair, skin etc) Link to comment Share on other sites More sharing options...
Lavos Posted November 19, 2016 Share Posted November 19, 2016 -Get rid of the GDI crap for the game menus and render everything in DX8-Switch to DX9-swap out FMOD to FMODex Link to comment Share on other sites More sharing options...
Guest Posted November 19, 2016 Share Posted November 19, 2016 @'Lavos':> -Get rid of the GDI crap for the game menus and render everything in DX8> -Switch to DX9> -swap out FMOD to FMODexFor what it's worth, it'll be upgraded to DX11 when it's converted to .NET Link to comment Share on other sites More sharing options...
Mohenjo Daro Posted November 19, 2016 Author Share Posted November 19, 2016 That makes me feel better XD I've debated on switching to dx9 for awhile but didn't want to change all the code since I had other things to do. As for the FMOD to FMODex, from what I googled, you have to pay for FMODex? If so then no. The GDI might be do-able but we'll see if it'll fit in this update or if it has to wait for another one (time frame and all). Link to comment Share on other sites More sharing options...
Lavos Posted November 20, 2016 Share Posted November 20, 2016 @'Mohenjo:> That makes me feel better XD I've debated on switching to dx9 for awhile but didn't want to change all the code since I had other things to do. As for the FMOD to FMODex, from what I googled, you have to pay for FMODex? If so then no. The GDI might be do-able but we'll see if it'll fit in this update or if it has to wait for another one (time frame and all).I've made a wrapper for it, use it if you think you can replace the old FMOD.Download:Â [CLICK HERE](http://www.mediafire.com/file/91ttx254r1g8o5w/FMOD-EX.rar) Link to comment Share on other sites More sharing options...
Mohenjo Daro Posted November 20, 2016 Author Share Posted November 20, 2016 Alright, I'll give it a look Link to comment Share on other sites More sharing options...
DeathKnight Posted November 22, 2016 Share Posted November 22, 2016 One thing I can think of that every game needs in some form is instanced maps. Link to comment Share on other sites More sharing options...
Giukko Posted March 3, 2018 Share Posted March 3, 2018 @mohenjo-daro Add shadow also please :) Link to comment Share on other sites More sharing options...
Mohenjo Daro Posted March 3, 2018 Author Share Posted March 3, 2018 @giukko Already added in 1.9 (I'll probably end up changing lighting and shadows in a later update) https://www.eclipseorigins.com/topic/86342/er-1-9-0-upcoming Link to comment Share on other sites More sharing options...
Giukko Posted March 3, 2018 Share Posted March 3, 2018 @mohenjo-daro said in [Eclipse Renewal Suggestions](/post/701395):> I’ll probably end up changing lighting and shadows in a later updateGreat!! Thanks :)I tryed add shadows and client works well, but when I'm saving updates at the map the server crash. Any suggestion? Here is the code which Visual Basic highlight in debug: CopyMemory ByVal VarPtr(Resource(ResourceNum)), ByVal VarPtr(ResourceData(0)), ResourceSizeCould you help me to fix this? Link to comment Share on other sites More sharing options...
Mohenjo Daro Posted March 3, 2018 Author Share Posted March 3, 2018 The shadows in that image shouldn't have anything to do with the server. It should be 100% client side. All shadow code AE and ER 1.9 use does is takes the sprite, changes the color to black, makes it transparent, and renders it (it does some fancy rotation and resizing stuff).The only error you should get is a DX8 error.However, you could have each NPC and resource be assigned a shadow, but that would need to be saved and all NPC and resource files deleted. This isn't that good of a method to use. Link to comment Share on other sites More sharing options...
Giukko Posted March 3, 2018 Share Posted March 3, 2018 Ah ok, because I simply searched on Andur Engine all pieces of code and pasted on ER in the right position eheh Link to comment Share on other sites More sharing options...
Mohenjo Daro Posted March 3, 2018 Author Share Posted March 3, 2018 @giukko Here's hte code if you want to give it a test that badly lolBefore```RenderTexture Tex_Character(Sprite), X, Y, rec.Left, rec.Top, rec.Right - rec.Left, rec.Bottom - rec.Top, rec.Right - rec.Left, rec.Bottom - rec.Top, D3DColorRGBA(255, 255, 255, 255)```Add```Call DrawShadow(X, Y, Sprite, rec)```***Then Add```Public Sub DrawShadow(ByVal X As Long, ByVal Y As Long, ByVal Sprite As Long, rec As RECT) Dim degrees As Long, heightPercent As Double, widthPercent As Double, yOffset As Double, xOffset As Double Dim Height As Long, tempHeight As Long, tempWidth As Long, Width As Long Dim maxHeight As Long, minHeightPercent As Long, maxHeightPercent As Long Dim maxWidth As Long, minWidthPercent As Long, maxWidthPercent As Long Dim rad As Double ' tempVal = tempVal + 1' If tempVal = 90 * 5 + 1 Then tempVal = 0 ' Constants to Get Out of the Way Height = rec.Bottom - rec.Top Width = rec.Right - rec.Left ' Set Variables degrees = 45 ' tempVal * 0.2 ' 45 ' Change this value to change the rotation rad = degrees * DegreeToRad ' Height Stretching minHeightPercent = 60 ' Change this value to make the shadow be shorter at noon/0 degree rotation maxHeightPercent = 300 ' Change this value to make the shadow be taller at sundown/90 degree rotation maxHeight = Height * (minHeightPercent * 0.01) ' num * .001 is the percent of the height heightPercent = Cos(rad) If heightPercent = 0 Then heightPercent = maxHeightPercent Else xOffset = Sin(rad) * ((Height - maxHeight) * 0.5) heightPercent = (((maxHeight / heightPercent) - xOffset) / Height) * 100 End If If heightPercent < minHeightPercent Then heightPercent = minHeightPercent If heightPercent > maxHeightPercent Then heightPercent = maxHeightPercent ' Width Stretching minWidthPercent = 70 ' Change this value to make the shadow be thicker at noon/0 degree rotation maxWidthPercent = 100 ' Change this value to make the shadow be thinner at sundown/90 degree rotation maxWidth = Width * (minWidthPercent * 0.01) ' num * .001 is the percent of the height widthPercent = Sin(rad) If widthPercent = 0 Then widthPercent = maxWidthPercent Else yOffset = 0 ' Sin(rad) * ((width - maxWidth) * 0.5) widthPercent = (((maxWidth / widthPercent) - yOffset) / Width) * 100 End If If widthPercent < minWidthPercent Then widthPercent = minWidthPercent If widthPercent > maxWidthPercent Then widthPercent = maxWidthPercent ' Set Size tempHeight = Height * (1 - (heightPercent * 0.01)) tempWidth = Width * (1 - (widthPercent * 0.01)) ' X and Y Offsets Based on Rotation yOffset = (Cos(rad) * ((Height - tempHeight) * 0.5)) - ((Height - tempHeight) * 0.5) + (Sin(rad) * ((Width - tempWidth) * 0.2)) xOffset = Sin(rad) * ((Height - tempHeight) * 0.5) RenderTexture Tex_Character(Sprite), X + (tempWidth * 0.5) + xOffset, Y + tempHeight - yOffset, rec.Left, rec.Top, Width - tempWidth, Height - tempHeight, Width, Height, D3DColorRGBA(0, 0, 0, 100), degrees End Sub```And add this to modConstants```' GraphicsPublic Const Pi As Double = 3.14159265358979Public Const DegreeToRad As Double = Pi / 180 ' 0.0174533``` Link to comment Share on other sites More sharing options...
Giukko Posted March 3, 2018 Share Posted March 3, 2018 @mohenjo-daro Eheh great Mohenjo I try now! :))) Thanks!!!! Link to comment Share on other sites More sharing options...
Giukko Posted March 3, 2018 Share Posted March 3, 2018 Doesnt works, the game start, I see shadows and character can moves, but when I put something from the map editor and I save, the server crash :( Dont know Link to comment Share on other sites More sharing options...
Giukko Posted March 3, 2018 Share Posted March 3, 2018 Note: I done this from a fresh source code following your instructions and placing also this required piece of code in costants: * ' GraphicsPublic Const Pi As Double = 3.14159265358979Public Const DegreeToRad As Double = Pi / 180 ' 0.0174533 Link to comment Share on other sites More sharing options...
Mohenjo Daro Posted March 3, 2018 Author Share Posted March 3, 2018 @giukko Woops, forgot that part. And it sounds like you're having an old issue that I (thought I) fixed in the last hot fix Link to comment Share on other sites More sharing options...
Giukko Posted March 3, 2018 Share Posted March 3, 2018 Hehe, my gosh, I would like to start making a world soon with ER or AE but there are many bugs :) Anyway I really appreciate your work, but I'm still stopped waiting for some new major fix ;) Thanks a lot, really ;) Link to comment Share on other sites More sharing options...
Giukko Posted March 3, 2018 Share Posted March 3, 2018 IT WORKS!!!! It was my fault, because I forget to delete from server a variable shadow. Now as you wrote me, with that code it works and save the map!!!!! Thank you!!!!! :) Link to comment Share on other sites More sharing options...
Suky Posted August 15, 2018 Share Posted August 15, 2018 RvR system (races vs races) like wow or Knight Online, where you can choose your race and can make PVP with another Race (too a event where you can invade a town of enemy race, etc) sorry my bad eng Link to comment Share on other sites More sharing options...
Mohenjo Daro Posted August 16, 2018 Author Share Posted August 16, 2018 @suky I've been thinking about races, factions, and classes. I'll probably end up having races be part of the faction system, and make classes use factions, that should allow races (and the other features) without requiring them if users don't want them. Link to comment Share on other sites More sharing options...
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