minipimp Posted October 29, 2012 Share Posted October 29, 2012 Sorry , I was at work all day. I deleted the quests/accounts and it seems to work now. If I get it again ill post a screeny or the line. Link to comment Share on other sites More sharing options...
Ertzel Posted October 29, 2012 Author Share Posted October 29, 2012 Ya, I tend to make quests/items and close out of the server/client before it properly saves everything and sometimes it seems I upload version of a client with different data then the server lol. I think in the last download the admin character has a quest already completed and a NPC is setup with a quest, but that quest is not saved in the server so it was causing problems.Death said he is going to look into adding a different more stable version of a pet system to EM so I removed Naill's version as it wasn't the greatest for now. I also added in the Screenshot fix I re-coded so you can now take in-game screenshots using the PrintScreen keyboard key and they are stored as .jpg's client side in a ScreenShots folder labeled by the map name and a number indicating the amount of screenshots of that map you have. Link to comment Share on other sites More sharing options...
minipimp Posted October 29, 2012 Share Posted October 29, 2012 Whenever I created the quest , after I deleted the accounts and quest folders it gave me this RTE 9. Link to comment Share on other sites More sharing options...
minipimp Posted October 30, 2012 Share Posted October 30, 2012 Server side, if you dont have a weapon equipped and you attack anywhere, it will error to this line.```If Not Item(GetPlayerEquipment(attacker, weapon)).CombatTypeReq = 5 Then ' Check for Polearm```in mod combat. Link to comment Share on other sites More sharing options...
Ertzel Posted October 30, 2012 Author Share Posted October 30, 2012 Ya, I fixed that for the next version. I added a isPolearm boolean to the sub. To fix it on your own, add:``` Dim isPolearm As Boolean```to the top and add this:``` If GetPlayerEquipment(attacker, weapon) > 0 Then If Item(GetPlayerEquipment(attacker, weapon)).CombatTypeReq = 5 Then isPolearm = True Else isPolearm = False Else isPolearm = False End If```above that check and replace the line with:```If Not isPolearm Then ' Check for Polearm```Also I think the current version doesn't unequal your shield if your put on a two handed weapon or unequal your two handed weapon if you put on a shield. If that bug is in the current version it's fixed in the next. I also added a unarmed skill which levels up as you kill things if you have no weapon on and don't use a spell. The unarmed skill is the first combat skill now and they go up to 9 instead of 8.In the next version will have a new version of the mini-map. It will still look the same ingame but now the map tiles stationary events are cached into memory when you join maps or change maps and have their own drawing sub. I also added a grey tile for resources to appear on the min-imap.The change to the mini-map should help reduce some of the lag I've been told it causes. Link to comment Share on other sites More sharing options...
evilbunnie Posted October 30, 2012 Share Posted October 30, 2012 Looks solid, thick, tight. Can't wait to see progress. Link to comment Share on other sites More sharing options...
minipimp Posted October 30, 2012 Share Posted October 30, 2012 Thanks . ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png) Other than that I would just say that the combat level Req, doesnt work . It will still allow you to equip the item even if your level is under the req. Link to comment Share on other sites More sharing options...
Ertzel Posted October 30, 2012 Author Share Posted October 30, 2012 lols, somehow I completely forgot to put the code for checking your level and the item level when equipping lol.Below:``` ' access requirement If Not GetPlayerAccess(index) >= Item(itemnum).AccessReq Then PlayerMsg index, "You do not meet the access requirement to equip this item.", BrightRed Exit Sub End If```Add:``` ' skill level requirement If Not GetPlayerCombatLevel(index, Item(itemnum).CombatTypeReq) >= Item(itemnum).CombatLvlReq Then PlayerMsg index, "You do not meet the skill level requirement to equip this item.", BrightRed Exit Sub End If If GetPlayerEquipment(index, weapon) > 0 Then tempItem = GetPlayerEquipment(index, weapon) End If``` Link to comment Share on other sites More sharing options...
Ertzel Posted October 31, 2012 Author Share Posted October 31, 2012 Little Update.Tonight I added NPC spells and multiple drops to EM. Doing some final testing on them and I should have the next version download in a couple of days, Link to comment Share on other sites More sharing options...
minipimp Posted October 31, 2012 Share Posted October 31, 2012 Sounds good mate ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png) Link to comment Share on other sites More sharing options...
iSnow Posted October 31, 2012 Share Posted October 31, 2012 Is the code to render still in place but commented? It should be possible to comment out or reinsert the code to restore the menu, but I like this so far. Link to comment Share on other sites More sharing options...
Ertzel Posted October 31, 2012 Author Share Posted October 31, 2012 In the current download, the 90% of the menu code is still in the source just commented out so it is very easy to add back in. I removed all of that code from the next version though as I am sticking to no menu. If people want to add it back in they can look at another version of Eclipse with it and add it back in on their own, its very easy to do.What I'm working on now, I don't know if I'll be able to actually do and get it working correctly, but I am trying to implement bags/crates/extra storage for inventories and banks. So you could have an item that holds a certain amount of items to increase your inventory or bank storage. You could then place items into these containers and take items out just like you do with your inventory and view them on screen the same as your inventory.When I was making ZE over a year ago with an old version of EO, I had this system in and working perfectly but I didn't code it for the game and have never tried it, so I don't know if I will end up getting it working but I think I know how to do it and will try. Link to comment Share on other sites More sharing options...
Thor7 Posted November 1, 2012 Share Posted November 1, 2012 Bags/creates/extra storage is a mint idea. Love the way ur getting ur ideas from AE ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png) use to love that game! Link to comment Share on other sites More sharing options...
ramoneknot Posted November 1, 2012 Share Posted November 1, 2012 quest system has a bug you create it and when you relog the quest disappear from quest editor Link to comment Share on other sites More sharing options...
Ertzel Posted November 1, 2012 Author Share Posted November 1, 2012 Okay, good to know that wasn't just me being spazzy. I was wondering if the actual system wasn't saving or I was just ducking something up on my end. I'll look into the system and how Deathbeam implemented it into EM and try to fix that for the next version. When I tried to add it the first time, saving worked fine it was just the dialog part that was bugged to shit….I think the next version of EM will be the last though. Once I fix quests and maybe add containers I'll probably stop development on EM and go back to just releasing tutorials. Link to comment Share on other sites More sharing options...
minipimp Posted November 1, 2012 Share Posted November 1, 2012 All I want to ask is if your stopping EM, in the next release if I find a bug then would you help fix it if I show you the error code and what not? Because I am using your engine for my game as of last version, and I just want to know if I find something that gives me an error im not screwed like all of my other versions of my games Ive worked on in the past. Im asking if you would help, is all for bugs. Link to comment Share on other sites More sharing options...
Ertzel Posted November 1, 2012 Author Share Posted November 1, 2012 I'll continue giving support for EM related questions/bugs. I just wont be releasing any versions with new features/systems in them. If there are any major bugs related to EM though I'll release fixes for them either as downloads or show the code for the fix if its something simple. Link to comment Share on other sites More sharing options...
Zopto Posted November 1, 2012 Share Posted November 1, 2012 > I'll continue giving support for EM related questions/bugs. I just wont be releasing any versions with new features/systems in them. If there are any major bugs related to EM though I'll release fixes for them either as downloads or show the code for the fix if its something simple.Good Job anyway ! Link to comment Share on other sites More sharing options...
tslusny Posted November 2, 2012 Share Posted November 2, 2012 > Okay, good to know that wasn't just me being spazzy. I was wondering if the actual system wasn't saving or I was just ducking something up on my end. I'll look into the system and how Deathbeam implemented it into EM and try to fix that for the next version. When I tried to add it the first time, saving worked fine it was just the dialog part that was bugged to shit….> > I think the next version of EM will be the last though. Once I fix quests and maybe add containers I'll probably stop development on EM and go back to just releasing tutorials.You stopping EM, i stopping EA ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png) Every1 is getting lazy now ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png) Link to comment Share on other sites More sharing options...
Vus Posted November 2, 2012 Share Posted November 2, 2012 Heh, so rob's version wont have any opponent versions? Good for him ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png) Link to comment Share on other sites More sharing options...
tslusny Posted November 2, 2012 Share Posted November 2, 2012 > Heh, so rob's version wont have any opponent versions? Good for him ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png)There is still ER, and EA have great features XD EA is bassically graphicall overhaul and ER is epicly stable and fast for now. Link to comment Share on other sites More sharing options...
Growlith1223 Posted November 2, 2012 Share Posted November 2, 2012 yea until you create it as an abimination like you did with EA ._. Link to comment Share on other sites More sharing options...
Ertzel Posted November 2, 2012 Author Share Posted November 2, 2012 > You stopping EM, i stopping EA ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png) Every1 is getting lazy now ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)Nothing to do with being lazy. I will still continue to code new systems/features and work on bug fixes. I will just only be releasing tutorials for them like I already do and not adding them to this engine anymore. Link to comment Share on other sites More sharing options...
iraasta Posted November 3, 2012 Share Posted November 3, 2012 How about projectile system? Are you going to add this in future? Link to comment Share on other sites More sharing options...
Ertzel Posted November 3, 2012 Author Share Posted November 3, 2012 Have no plans on it. The next/last version of EM will have the fixes/changes I've made so far and hopefully my container system but nothing else major. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now