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Miracle Reborn v0.1.0beta (before this was Eclipse Reborn)


tslusny
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> @Deathbeam, not knocking you bud, but why not finish Eclipse Advanced?

I don't want to sound _too_ cynical, but maybe it's because the realisation that EA is a very clunky thing has hit home, and it's easier to edit a new version rather than fix problems..

But, what do I know? ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)
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↑ Ignore… But thx for posting, so i wont doublepost

**New version**

v0.0.2 -> v0.0.3

- MapNpc multiple adding fix

- Admin Panel - total overhaul

- CS:DE GlobalX and GlobalY fix - Now you can make your frmMain resizeable and everything will be working perfectly

- Fix for loading and rendering of Options.Debug

- Map Name drawing under hotbar with color based on current map moral

- Fix for drawing Map Attributes when in map editor

ToDo:

- Finish DoT and HoT for new spell system (Now it is changing only HP, not MP)

- Replace Conversations by Event System and fix NPC Dialogue clicking
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Loving the new version, I mite actually use this to make my game, have been just waiting around working on sprites/the graphics end of things until an eclipse engine came out with what I needed and then just modify that to my needs, this seems really well done I like the new admin panel.

I was wondering if you where going to add in the collapse-able chat much you have in EA, it's a nicer sleek look.

~cheers on the good work, keep it up can't wait to see where this one goes.
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Adiff, the UI is RENDERED. the form work is not even used anymore. Keeping it on there is just pointless and serves no purpose. (Not to mention, pictureboxes can not be transparent, so the UI would never look like this to begin with). If you want an easy to move and access interface you'll need to stick with EO2.3/3.0
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**New version**

In this version FPS is increased (maybe, if i do not made wrong calculations).

v0.0.3 -> v0.0.4

- NPC Dialogue clicking fix

- Tutorial Dialogue clicking fix

- Removed inTutorial and replaced by new value in Enum GuiType

- Made separated sub for rendering Chat

- Added blood back to engine

- Added blood fading-out

- Added Rendering into timer

- Added calculation for drawing fps to not show CPS, but real FPS (idk if i calculated it right)

- Changed FPS lock from 32 to 64

- Edited MenuLoop and GameLoop a bit

- Moved some things from modDirectX8 to modRendering

- Fixed sub DrawSpellDesc and sub DrawItemDesc

ToDo:

- Finish DoT and HoT for new spell system (Now it is changing only HP, not MP)
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> In this version FPS is increased (maybe, if i do not made wrong calculations).

If you're going to make a claim like that, why the hell don't you make sure your calculations are correct before you release it?

Instead of saying, "I think it's better.. Might not be though", why don't you actually look and see if it is better? Test it, and then state it; don't just try to claim and hope it's improved. Your "maybe" is just a get out clause so that when people tell you that FPS isn't improved, you can just say "well I did say maybe…".

Forgive me if this seems OTT, but this half-hearted* approach is just ridiculous. If something is worth doing, it's worth doing it properly. Don't be so vague and uncommitted to your claims.

*arsed
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> If you're going to make a claim like that, why the hell don't you make sure your calculations are correct before you release it?
>
> Instead of saying, "I think it's better.. Might not be though", why don't you actually look and see if it is better? Test it, and then state it; don't just try to claim and hope it's improved. Your "maybe" is just a get out clause so that when people tell you that FPS isn't improved, you can just say "well I did say maybe…".
>
> Forgive me if this seems OTT, but this half-hearted* approach is just ridiculous. If something is worth doing, it's worth doing it properly. Don't be so vague and uncommitted to your claims.
>
> *arsed

I tested it and FPS really incresed. But… I put rendering into timer (every 15ms) and then i divided final FPS result by 1500\. But idk if it is right.
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**New version**

v0.0.4 -> v0.0.5

- Made FMOD class and removed modSound and modFMOD

- Made DirectX8 class and removed modDirectX8

- Removed unused source files (modDirectDraw7, modDirectSound, modDirectMusic and frmDrop)

- Client side CMSG_COUNT to SMSG_COUNT fix

- Replaced Conversations by Events

- Added check for minimizing to system tray or not to Server

- Added Options.Logs and Options.Tray

- Added MOTD editor to Server

ToDo:

- Finish DoT and HoT for new spell system (Now it is changing only HP, not MP)

- Sort things in modText and move text engine to clsDirectX8

- Finish Fogs, Weather and Map Tinting

- Add change Fog, Weather, Map Tint, Play Sound, Stop Sound, Play BGM, Stop BGM and Spawn NPC to Event system
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The idea of spells going on with usage actually makes good sense, just add a slider to tell how many uses it needs. It gives people an incentive to use that spell instead of just let everything get advanced for you, you can choose your specialization even on a small scale.
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**New version**

v0.0.5 -> v0.0.6

- Changed MainMenu interface

- Added drawing of ping and FPS permanently under hotbar

- Added drawing of Map name under GUI Bars

- Removed sub resetButtons, becouse it was never used and it was just adding error reports to errors.txt

- Fixed CurX and CurY when frmMain is resized

- Added basic Account viewer to server

- Fixed Sub DeleteName in server

- Fixed ban system

- Re-added High_Indexing (added check for enabling/disabling to server)

- Fixed Options.Logs to be used and removed ServerLogs boolean

- Added button for saving MOTD to server

- Fixed Trade interface to match GUI

- Fixed SpellDesc texture

- Now TileOutline is drawed only when Layers is selectd in map editor

- Fixed 32x32 grid checkbox to be not showed above picAttributes

- Fixed Event Map Attribute

- Replaced scrollbox for spawning items by textbox

- Fixed minor bug with hiding admin menu with Insert (picAdmin was not hided)

- Replaced Health scrollbox in Resource Editor by textbox
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