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[ENGINE] Eclipse Advanced v3.0.21


tslusny
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> Great job Deathbeam ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png). Is possible use .gif format in background?

No only jpg

> Is there a master list of current bugs we can refer to, so we're not repeating the same things as each other?

Bugs in my version are same as in Eclipse Nightly except bugs what i fixed and what are displayed in main post
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This is not

**3 frame movement csde like mate ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)**

its not working with this sprite when in csde it worked.

![](http://i.imgur.com/1UbM0.png)

I cant also Delete the map without running into errors:\
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> I'm still trying to figure out how to change the size of the game screen, not the main form as on Deathbeams post on the second page.

The game screen is the frmMain size (in the code). To change the game screen's size (resolution), follow these steps:

In modGeneral, find:

```
frmMain.Width = 12090

frmMain.Height = 9420
```

That is measured in twips, which you can convert to/from pixels [here](http://www.unitconversion.org/typography/pixels-x-to-twips-conversion.html). Change that value.

Also make sure you change the screen size in modGraphics:

```
ScreenWidth = 960

ScreenHeight = 720
```
Change this the value you want in pixels. I don't know if it's strictly needed, but I guess it helps to not have conflicting sizes in the code.
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> This is not
>
> **3 frame movement csde like mate ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)**
>
> its not working with this sprite when in csde it worked.
>
> ![](http://i.imgur.com/1UbM0.png)
>
> I cant also Delete the map without running into errors:\

This sprite is 4framed CS:DE sprites have 4framed graphics with 3framed movement they have empty space at right, you must use originall rmvx sprites
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thous worked perfectly in csde. ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png) where in the code the game choose the width and height to cut from?

Have you manage to delete the maps with out running into errors?
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> This sprite is 4framed CS:DE sprites have 4framed graphics with 3framed movement they have empty space at right, you must use originall rmvx sprites

I think I understand what you're saying, but I'm not 100% sure so I'm sure that a lot of people won't understand what you mean.

Maybe a few images to explain it? ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)
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> thous worked perfectly in csde. ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png) where in the code the game choose the width and height to cut from?
>
> Have you manage to delete the maps with out running into errors?

just search for

```
.width / 4
```

idk ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)
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> delete all map files client side

Still same error ![:(](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/sad.png)

EDIT: Found problem - delete files from both, server AND client, and dont login with the same account that was provided with the engine (aaa), somehow its bugged. Works properly now.
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Great edit. ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png)

Any plans on adding locked classes?

Also one bug what already existed in eo 2.0 is bound to happen in this engine more often.

When you're in the map editor, and walk out the map it will ask whether you want to save the map. When you press yes the map will get messed up (it will look like the map you walk to, and when you press no your changes will be lost)

When you're editing in the event system and typing tekst you're walking while you use the letters w, a, s or d. It's making the error occur quite often.

I personally don't mind adding blocked attributes at the borders of the map as I'm not planning to make huge maps. But for people making big maps it may be usefull if warping to another map is blocked while in the map editor.
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> Great edit. ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png)
>
> Any plans on adding locked classes?
>
> Also one bug what already existed in eo 2.0 is bound to happen in this engine more often.
>
> When you're in the map editor, and walk out the map it will ask whether you want to save the map. When you press yes the map will get messed up (it will look like the map you walk to, and when you press no your changes will be lost)
>
> When you're editing in the event system and typing tekst you're walking while you use the letters w, a, s or d. It's making the error occur quite often.
>
> I personally don't mind adding blocked attributes at the borders of the map as I'm not planning to make huge maps. But for people making big maps it may be usefull if warping to another map is blocked while in the map editor.

Locked classes are already available….?
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I dont think Fmod is done correctly, becuause when I used CS:DE i had no problems. Now my computer crsashes at random when turning sounds off.
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> I dont think Fmod is done correctly, becuause when I used CS:DE i had no problems. Now my computer crsashes at random when turning sounds off.

I have Eclipse Dawn source, i can rip FMOD from there and see what happens ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)
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This really could do with optimisation. No offence to Deathbeam, but a lot of his coding seems to be very slow.. Prospekt for example uses ridiculous amounts of memory for what it is, and this engine feels quite sluggish.

Server-side things are fine; I get about the same CPS as with the default EO. However, client-side stuff could do with work to better optimise it.

Can I suggest that for the next release, instead of just piling more and more things into the client you focus on bug-fixes and performance improvements?

This engine seems to have changed from what it was at the beginning. It started off as a simple GUI enhancement and a few other pieces. Now it just has lots and lots of things all chucked together; it almost feels like it's one of those "grab every tutorial and put it into one" engines, which is moving away from EO's simplicity and adaptability. I realise that this _isn't_ one of those sorts, however to me it is beginning to feel like it. Maybe it's just the excessive RAM usage that does it..

Just to clarify, I think this is a really good custom engine which really improves on the default EO and is going (roughly) in the right direction, it just needs to not get bogged down in adding lots of extra features that only two people want.

Optimisation is, I feel, the most-needed improvement for the next update.

**_TL;DR - Less unneeded features, more bug-fixing and performance improvements._**
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> This really could do with optimisation. No offence to Deathbeam, but a lot of his coding seems to be very slow.. Prospekt for example uses ridiculous amounts of memory for what it is, and this engine feels quite sluggish.
>
> Server-side things are fine; I get about the same CPS as with the default EO. However, client-side stuff could do with work to better optimise it.
>
> Can I suggest that for the next release, instead of just piling more and more things into the client you focus on bug-fixes and performance improvements?
>
> This engine seems to have changed from what it was at the beginning. It started off as a simple GUI enhancement and a few other pieces. Now it just has lots and lots of things all chucked together; it almost feels like it's one of those "grab every tutorial and put it into one" engines, which is moving away from EO's simplicity and adaptability. I realise that this _isn't_ one of those sorts, however to me it is beginning to feel like it. Maybe it's just the excessive RAM usage that does it..
>
> Just to clarify, I think this is a really good custom engine which really improves on the default EO and is going (roughly) in the right direction, it just needs to not get bogged down in adding lots of extra features that only two people want.
>
> Optimisation is, I feel, the most-needed improvement for the next update.
>
> **_TL;DR - Less unneeded features, more bug-fixing and performance improvements._**

Highter RAM usage is becouse alot more textures are cached into memory, for example, i added that new animation rendering, and for that i must removed old animation, what was really low quality, and replace them with HQ RMVX animations, what are alot bigger, so when they are cached into memory, memory usage will rise ofcourse. And i think i wasted caching for buttons, becouse i cached every button state to memory. If there is 20 buttons, it will be cached 60 textures, becouse of button states like 1, 1_c, 1_h. CS:DE do not have this problem, becouse there is textures loaded only when needed, but this leads to many crashes and automation errors, becouse textures are not unloading properly.

And for too many features, i added only some basic visual things with childish math, what are not consuming almost any memory and cpu usage, so think it is not problem.
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