Shasokais Posted December 3, 2012 Author Share Posted December 3, 2012 Guys, please help.I found a code only for DX7, but I need to DX8[http://www.touchofdeathforums.com/community/index.php?/topic/117047-eochat-drawn-to-screen/page__hl__%2Bdraw+%2Bscreen](http://www.touchofdeathforums.com/community/index.php?/topic/117047-eochat-drawn-to-screen/page__hl__%2Bdraw+%2Bscreen) (need something like this) Link to comment Share on other sites More sharing options...
WiseRock Posted December 3, 2012 Share Posted December 3, 2012 You could try using EA or EM with this feature added in already but i hope you find what your looking for Link to comment Share on other sites More sharing options...
Shasokais Posted December 3, 2012 Author Share Posted December 3, 2012 Well, I'll see thx)________________I tried to do, but did not work (( Link to comment Share on other sites More sharing options...
Ertzel Posted December 3, 2012 Share Posted December 3, 2012 Replace:```Call DrawText(TexthDC, Camera.left + 10, (Camera.Bottom - 20) - (i * 20), Chat(i).text, Chat(i).Colour)```with:```RenderText Font_Default, Chat(i).text, Camera.left + 10, (Camera.Bottom - 20) - (i * 20), Chat(i).text, Chat(i).Colour``` Link to comment Share on other sites More sharing options...
Shasokais Posted December 4, 2012 Author Share Posted December 4, 2012 unrecoverable DX8 Error((( Link to comment Share on other sites More sharing options...
Shasokais Posted December 4, 2012 Author Share Posted December 4, 2012 As I understood it was necessary to insert DrawChat here, right?(I instert it above BFPS)```Public Sub Render_Graphics()Dim x As LongDim y As LongDim i As LongDim rec As RECTDim rec_pos As RECT, srcRect As D3DRECT' If debug mode, handle error then exit outOn Error GoTo errorhandler'Check for device lost.If Direct3D_Device.TestCooperativeLevel = D3DERR_DEVICELOST Or Direct3D_Device.TestCooperativeLevel = D3DERR_DEVICENOTRESET Then HandleDeviceLost: Exit Sub' don't renderIf frmMain.WindowState = vbMinimized Then Exit SubIf GettingMap Then Exit Sub' update the viewpointUpdateCameraDirect3D_Device.Clear 0, ByVal 0, D3DCLEAR_TARGET, D3DColorARGB(0, 0, 0, 0), 1#, 0 Direct3D_Device.BeginScene ' blit lower tiles If NumTileSets > 0 Then For x = TileView.Left To TileView.Right For y = TileView.Top To TileView.Bottom If IsValidMapPoint(x, y) Then Call DrawMapTile(x, y) End If Next Next End If ' render the decals For i = 1 To MAX_BYTE Call DrawBlood(i) Next ' Blit out the items If numitems > 0 Then For i = 1 To MAX_MAP_ITEMS If MapItem(i).num > 0 Then Call DrawItem(i) End If Next End If If Map.CurrentEvents > 0 Then For i = 1 To Map.CurrentEvents If Map.MapEvents(i).Position = 0 Then DrawEvent i End If Next End If ' draw animations If NumAnimations > 0 Then For i = 1 To MAX_BYTE If AnimInstance(i).Used(0) Then DrawAnimation i, 0 End If Next End If ' Y-based render. Renders Players, Npcs and Resources based on Y-axis. For y = 0 To Map.MaxY If NumCharacters > 0 Then If Map.CurrentEvents > 0 Then For i = 1 To Map.CurrentEvents If Map.MapEvents(i).Position = 1 Then If y = Map.MapEvents(i).y Then DrawEvent i End If End If Next End If ' Players For i = 1 To Player_HighIndex If IsPlaying(i) And GetPlayerMap(i) = GetPlayerMap(MyIndex) Then If Player(i).y = y Then Call DrawPlayer(i) End If End If Next ' Npcs For i = 1 To Npc_HighIndex If MapNpc(i).y = y Then Call DrawNpc(i) End If Next End If ' Resources If NumResources > 0 Then If Resources_Init Then If Resource_Index > 0 Then For i = 1 To Resource_Index If MapResource(i).y = y Then Call DrawMapResource(i) End If Next End If End If End If Next ' animations If NumAnimations > 0 Then For i = 1 To MAX_BYTE If AnimInstance(i).Used(1) Then DrawAnimation i, 1 End If Next End If ' blit out upper tiles If NumTileSets > 0 Then For x = TileView.Left To TileView.Right For y = TileView.Top To TileView.Bottom If IsValidMapPoint(x, y) Then Call DrawMapFringeTile(x, y) End If Next Next End If If Map.CurrentEvents > 0 Then For i = 1 To Map.CurrentEvents If Map.MapEvents(i).Position = 2 Then DrawEvent i End If Next End If DrawWeather DrawFog DrawTint ' blit out a square at mouse cursor If InMapEditor Then If frmEditor_Map.optBlock.value = True Then For x = TileView.Left To TileView.Right For y = TileView.Top To TileView.Bottom If IsValidMapPoint(x, y) Then Call DrawDirection(x, y) End If Next Next End If Call DrawTileOutline End If ' Render the bars DrawBars ' Draw the target icon If myTarget > 0 Then If myTargetType = TARGET_TYPE_PLAYER Then DrawTarget (Player(myTarget).x * 32) + Player(myTarget).xOffset, (Player(myTarget).y * 32) + Player(myTarget).yOffset ElseIf myTargetType = TARGET_TYPE_NPC Then DrawTarget (MapNpc(myTarget).x * 32) + MapNpc(myTarget).xOffset, (MapNpc(myTarget).y * 32) + MapNpc(myTarget).yOffset End If End If ' Draw the hover icon For i = 1 To Player_HighIndex If IsPlaying(i) Then If Player(i).Map = Player(MyIndex).Map Then If CurX = Player(i).x And CurY = Player(i).y Then If myTargetType = TARGET_TYPE_PLAYER And myTarget = i Then ' dont render lol Else DrawHover TARGET_TYPE_PLAYER, i, (Player(i).x * 32) + Player(i).xOffset, (Player(i).y * 32) + Player(i).yOffset End If End If End If End If Next For i = 1 To Npc_HighIndex If MapNpc(i).num > 0 Then If CurX = MapNpc(i).x And CurY = MapNpc(i).y Then If myTargetType = TARGET_TYPE_NPC And myTarget = i Then ' dont render lol Else DrawHover TARGET_TYPE_NPC, i, (MapNpc(i).x * 32) + MapNpc(i).xOffset, (MapNpc(i).y * 32) + MapNpc(i).yOffset End If End If End If Next If DrawThunder > 0 Then RenderTexture Tex_White, 0, 0, 0, 0, frmMain.picScreen.ScaleWidth, frmMain.picScreen.ScaleHeight, 32, 32, D3DColorRGBA(255, 255, 255, 160): DrawThunder = DrawThunder - 1 ' Get rec With rec .Top = Camera.Top .Bottom = .Top + ScreenY .Left = Camera.Left .Right = .Left + ScreenX End With ' rec_pos With rec_pos .Bottom = ScreenY .Right = ScreenX End With With srcRect .x1 = 0 .x2 = frmMain.picScreen.ScaleWidth .y1 = 0 .y2 = frmMain.picScreen.ScaleHeight End With 'Evilbunnie's drawnChat System DrawChat If BFPS Then RenderText Font_Default, "FPS: " & CStr(GameFPS), 2, 39, Yellow, 0 End If ' draw cursor, player X and Y locations If BLoc Then RenderText Font_Default, Trim$("cur x: " & CurX & " y: " & CurY), 2, 1, Yellow, 0 RenderText Font_Default, Trim$("loc x: " & GetPlayerX(MyIndex) & " y: " & GetPlayerY(MyIndex)), 2, 15, Yellow, 0 RenderText Font_Default, Trim$(" (map #" & GetPlayerMap(MyIndex) & ")"), 2, 27, Yellow, 0 End If ' draw player names For i = 1 To Player_HighIndex If IsPlaying(i) And GetPlayerMap(i) = GetPlayerMap(MyIndex) Then Call DrawPlayerName(i) End If Next For i = 1 To Map.CurrentEvents If Map.MapEvents(i).Visible = 1 Then If Map.MapEvents(i).ShowName = 1 Then DrawEventName (i) End If End If Next ' draw npc names For i = 1 To Npc_HighIndex If MapNpc(i).num > 0 Then Call DrawNpcName(i) End If Next ' draw the messages For i = 1 To MAX_BYTE If chatBubble(i).active Then DrawChatBubble i End If Next For i = 1 To Action_HighIndex Call DrawActionMsg(i) Next i ' Draw map name RenderText Font_Default, Map.name, DrawMapNameX, DrawMapNameY, DrawMapNameColor, 0 If InMapEditor And frmEditor_Map.optEvent.value = True Then DrawEvents If InMapEditor Then Call DrawMapAttributes If FadeAmount > 0 Then RenderTexture Tex_Fade, 0, 0, 0, 0, frmMain.picScreen.ScaleWidth, frmMain.picScreen.ScaleHeight, 32, 32, D3DColorRGBA(255, 255, 255, FadeAmount) If FlashTimer > GetTickCount Then RenderTexture Tex_White, 0, 0, 0, 0, frmMain.picScreen.ScaleWidth, frmMain.picScreen.ScaleHeight, 32, 32, -1 Direct3D_Device.EndSceneIf Direct3D_Device.TestCooperativeLevel = D3DERR_DEVICELOST Or Direct3D_Device.TestCooperativeLevel = D3DERR_DEVICENOTRESET Then HandleDeviceLost Exit SubElse If InShop = False And InBank = False Then Direct3D_Device.Present srcRect, ByVal 0, 0, ByVal 0 DrawGDIEnd If' Error handlerExit Suberrorhandler:If Direct3D_Device.TestCooperativeLevel = D3DERR_DEVICELOST Or Direct3D_Device.TestCooperativeLevel = D3DERR_DEVICENOTRESET Then HandleDeviceLost Exit SubElse If Options.Debug = 1 Then HandleError "Render_Graphics", "modGraphics", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear End If MsgBox "Unrecoverable DX8 error." DestroyGameEnd IfEnd Sub``` Link to comment Share on other sites More sharing options...
damian666 Posted April 15, 2013 Share Posted April 15, 2013 its due to the color, i changed```RenderText Font_Default, Chat(i).text, Camera.Left + 10, (Camera.Bottom - 20) - (i * 20), Chat(i).Colour```to```RenderText Font_Default, Chat(i).text, Camera.Left + 10, (Camera.Bottom - 20) - (i * 20), White```and it works. Link to comment Share on other sites More sharing options...
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