Mirage Source

Free ORPG making software.
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 Forum: Tutorials   Topic: Client Swear Filter With Replaces

Posted: Tue Sep 23, 2008 2:47 am 

Replies: 1847
Views: 72904


This is based on William's tutorial. I found it a little unoptimized. So I did a little modification to it, and I also added in a replacing system. . First, in mod Globals, go add the following : Public SwearArray() as string Public ReplaceSwearArray() as string . Now, go to sub Main. At the top, de...

 Forum: Tutorials   Topic: [FEATURE] Lock Movement on Tab

Posted: Mon Sep 22, 2008 9:24 pm 

Replies: 1615
Views: 68129


Kind of an off/on-topic note: Public Const VK_CONTROL As Long = &H11 how do you get the &H11? Just make it up? Nah, &H11 is the hexadecimal value for that Key ;) I found this snippet of code awhile ago: ' Used so we can actually use the tab key ingame For i = 0 To Controls.Count - 1 Con...

 Forum: Related Products   Topic: Kolosos

 Post subject: Re: Kolosos
Posted: Mon Sep 22, 2008 9:22 pm 

Replies: 354
Views: 93199


Nah, sorry guys, this one's closed source :wink: Can I have the source? :D I want to see your way of initialising Dx8... DFA's and mine differ... want to see if yours is similar to either. XD I'm not giving out the source xD And I'm pretty sure I used the same way as you since I used the tuts on er...

 Forum: Mirage Source 4 (Visual Basic 6)   Topic: Level cap?

 Post subject: Re: Level cap?
Posted: Mon Sep 22, 2008 2:04 pm 

Replies: 7
Views: 5697


It could potentially be a bug, because if you have a freakish user who goes beyond the level data set in your server (I think it's a Long or Integer... which would be absolutely crazy to reach a level to overflow the server >.<). It'd be easy enough to put something in the level check sub like... I...

 Forum: Related Products   Topic: Kolosos

 Post subject: Re: Kolosos
Posted: Mon Sep 22, 2008 12:43 pm 

Replies: 354
Views: 93199


Nah, sorry guys, this one's closed source :wink:

 Forum: Tutorials   Topic: [FEATURE] Lock Movement on Tab

Posted: Mon Sep 22, 2008 6:09 am 

Replies: 1615
Views: 68129


Sorry about that, updated it now :D

 Forum: Tutorials   Topic: [FEATURE] Lock Movement on Tab

Posted: Mon Sep 22, 2008 5:15 am 

Replies: 1615
Views: 68129


Alright, so this is a pretty simple feature. It's basically like a Caps Lock, except instead of Caps, you run :P Difficulty : 1 / 5 ModGlobals In modGlobals, look for ' Game direction vars And in that little section, add : Public IsUserTabbed As Boolean . In modConstants, look for : Public Const VK_...

 Forum: Related Products   Topic: Kolosos

 Post subject: Re: Kolosos
Posted: Sun Sep 21, 2008 2:10 pm 

Replies: 354
Views: 93199


You spelt amount wrong. Everywhere xD Aha, thanks Robin xD Never spell that one right for some reason xD Update: -Classes are pretty much hardcoded client side since all the client really needs is the Class Names, so I removed pretty the new char classes and the send classes packet :) -NPC stats ar...

 Forum: Related Products   Topic: Kolosos

 Post subject: Re: Kolosos
Posted: Sun Sep 21, 2008 3:30 am 

Replies: 354
Views: 93199


Today I didn't really work on Kolosos much as I didn't have time. I'm hoping to finish the stat system in the next hour or two if I can, and I am considering removing durability/item breaking. However, I want to keep this cause it's good to keep the economy from getting too crappy since people have ...

 Forum: General   Topic: clsSocket verrs System

 Post subject: Re: clsSocket verrs System
Posted: Sat Sep 20, 2008 5:35 pm 

Replies: 24
Views: 6618


Out of Memory typically means out of system memory A.K.A. you're using too much Ram. Like I said, your server has a memory leak. Don't worry, you can turn off some things in CodeSMART and you can also make it so it only leaves a suggestion (in a comment) on what the problem is and how to fix it. EDI...

 Forum: General   Topic: clsSocket verrs System

 Post subject: Re: clsSocket verrs System
Posted: Sat Sep 20, 2008 1:11 pm 

Replies: 24
Views: 6618


Hum, I guess I need to do this.. *boring* Aha yeah, it's definitely boring looking for memory leaks. I just checked out CodeSMART and it does give you some memory leaks, so you can try that if you want, might save you lots of time :wink: Plus it optimizes most of your code anyways, which is always ...

 Forum: General   Topic: clsSocket verrs System

 Post subject: Re: clsSocket verrs System
Posted: Sat Sep 20, 2008 1:04 pm 

Replies: 24
Views: 6618


You have a memory leak somewhere. Memory leaks can be caused by loads of things, so you might want to check your source for any obvious ones. One possible memory leak which I just found out the other day is exiting a sub/function while you are still in a with statement, for example : With Map x=.x y...

 Forum: Resources   Topic: Some useful links...

 Post subject: Some useful links...
Posted: Sat Sep 20, 2008 5:15 am 

Replies: 13
Views: 4243


These are some useful links I've found throughout the previous year. Personally, I find many of these useful, so I hope they can help you guys too. - http://www.gamedev.net/ - A website with tons of articles on many things related to gaming and programming. Has many neat articles on AI and other use...

 Forum: General   Topic: Quest Issue

 Post subject: Re: Quest Issue
Posted: Sat Sep 20, 2008 2:57 am 

Replies: 22
Views: 7888


I have been working on a quest system since yesturday, and I have it pretty much working, though I happen to have found a error with my system. When I tried to run my game, I found my issue... I got a syntax error, no numbers or error type just syntax, It highlights the packet part of sub sendsaven...

 Forum: Related Products   Topic: Kolosos

 Post subject: Re: Kolosos
Posted: Sat Sep 20, 2008 2:38 am 

Replies: 354
Views: 93199


Thanks for the nice comments guys :D I'm still working on the stat system theree, am hoping to be totally done it by tonight/tomorrow night, well, the base anyways, that way I can just add the spell stats :D I really need to find some gfx though, so if, by any chance, there's a gfx artist looking fo...

 Forum: Related Products   Topic: Kolosos

 Post subject: Re: Kolosos
Posted: Fri Sep 19, 2008 5:50 pm 

Replies: 354
Views: 93199


Update : -Two handed weapons. -Started remaking stat system to be accommodate the system I want to implant in the game. Basically, I want the player to have about 10 stats, some Base ones which will affect others, and for skills to be considered stats as this is where Mages will make their spells s...

 Forum: Related Products   Topic: Kolosos

 Post subject: Re: Kolosos
Posted: Fri Sep 19, 2008 4:10 am 

Replies: 354
Views: 93199


Update -Finished more stuff on the guild system. Guild/Rank now show up in your description. -Redid the death system. How it works is basically, every level you get a Rescue. Now what a rescue is, next time you die, it prevents you from losing exp/items/whatever will happen when you die, and basica...

 Forum: Related Products   Topic: Kolosos

 Post subject: Re: Kolosos
Posted: Thu Sep 18, 2008 12:54 pm 

Replies: 354
Views: 93199


Wow, very impressive that you kept it a secret ;) Why no screenshots? Please share some spicy pics. Thanks :D And well, I don't think screenshots would give it justice really. Like not in a cocky way or anything, just cause I havent changed from the base Mirage graphics yet xD But I'll take a scree...

 Forum: Related Products   Topic: Kolosos

 Post subject: Re: Kolosos
Posted: Thu Sep 18, 2008 12:38 pm 

Replies: 354
Views: 93199


Update :
    -Redone player spawning system when dieing/logging in. Spawn points will be located throughout the lands for you to spawn at. Just stepping on one will set this one as your spawn point
    -Added player Genders

 Forum: Related Products   Topic: Kolosos

 Post subject: Re: Kolosos
Posted: Thu Sep 18, 2008 12:43 am 

Replies: 354
Views: 93199


You've certainly come a long way since your comic section necro spree. <3 Thanks :D <3 Update : -Finished remaking the experience system, now with full roll-over and the amount of experience you get from a monster is affected by your level to prevent exp farming for lower levels killing higher leve...

 Forum: Related Products   Topic: Kolosos

 Post subject: Re: Kolosos
Posted: Wed Sep 17, 2008 4:40 am 

Replies: 354
Views: 93199


Update : -Added in the chat channel system. Works perfect :) Has support for admin-only channels and guild-only channels. So I removed the original broadcasting/global/admin messaging :) Also each channel has a color, and channels can be joined and left. Planned are an Info channel, a Gossip/Chat c...

 Forum: Related Products   Topic: Kolosos

 Post subject: Re: Kolosos
Posted: Tue Sep 16, 2008 3:17 am 

Replies: 354
Views: 93199


Stomach Pulser wrote:
well done. actually completed a good bit.

Yeah, been workin on Kolosos for a year or so, on and off, had a long period where I didn't work on it at all but now I'm back :D

What I really need now is a graphic artist, that'd be lovely xD I mean I love RMXP but I know most people don't :P

 Forum: Related Products   Topic: Kolosos

 Post subject: Kolosos
Posted: Tue Sep 16, 2008 3:06 am 

Replies: 354
Views: 93199


Hey everyone :) Well, thought it was time I'd share abit of info on my secret project, Kolosos :D Now there won't be any screenshots or even a URL to be honest, because I don't have any graphics yet (will probably end up using RMXP unless I can find someone to make some <3) and I haven't made a webs...

 Forum: Tutorials   Topic: [Feature] Display Sprite on Character Creation

Posted: Mon Sep 15, 2008 8:27 pm 

Replies: 1689
Views: 142946


Love the way you did this :) Awesome idea to actually teach the tutorial instead of doing it straight copy & paste. Good job :)

 Forum: Resources   Topic: Bit Packet Encryption

 Post subject: Re: Bit Packet Encryption
Posted: Wed Sep 10, 2008 3:28 am 

Replies: 17
Views: 6981


I understand that it should start at 0, I was just saying I didn't know what the default base value was if you don't give one. Because you can do "Option Base 0" or "Option Base 1" to set / change the default... Unless specified as otherwise, the base of an array is always 0, th...
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