Mirage Source

Free ORPG making software.
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 Forum: Resources   Topic: Bit Packet Encryption

 Post subject: Re: Bit Packet Encryption
Posted: Mon Sep 08, 2008 8:38 pm 

Replies: 17
Views: 6980


Nice ;) You've got "Public BitTable(7) as byte". If you don't use a base without using the Option Base what happens? Well, using 7 without a base starts it at 0, thus making it 0-7, which is 8 values ;) Plus raising 2 to the 0 is 1 and raising 2 to the 1 is two, so they have to go from 0-...

 Forum: Resources   Topic: Load Surfaces To Video/System Memory Based on GFX Card

Posted: Sat Sep 06, 2008 5:28 am 

Replies: 15
Views: 4810


Edited tutorial on September 6th 2008 :
-Modified it to work with MSE 3.50 (current version)
-Fixed a typo which would cause a RTE

 Forum: General   Topic: Access Level

 Post subject: Re: Access Level
Posted: Thu Sep 04, 2008 10:41 pm 

Replies: 23
Views: 8818


Erm, sorry to necro post, but you definitely shouldn't be doing it the way Anthony said, as all you are doing is checking client side if the player's access is Administrator. This is very insecure and can easily be exploited by using a memory editor. Make sure to send the data over to the server and...

 Forum: Resources   Topic: Bit Packet Encryption

 Post subject: Re: Bit Packet Encryption
Posted: Thu Sep 04, 2008 10:34 pm 

Replies: 17
Views: 6980


Dave wrote:
Code:
(2 ^ bytLocation)


Raising to the power of something can be very slow. Most sources that do this often will use a lookup table with the values predefined. Might consider that...


Ah, good idea :) I'll modify the tut with a lookup table :) Thanks :)

 Forum: Resources   Topic: Sliding Map Transition

 Post subject: Re: Sliding Map Transition
Posted: Thu Sep 04, 2008 10:30 pm 

Replies: 89
Views: 43783


Ah, alright :D Thanks :) So it's just like a version patching system? Alright thanks a lot :) Always wondered what it was .

 Forum: Resources   Topic: Bit Packet Encryption

 Post subject: Bit Packet Encryption
Posted: Thu Sep 04, 2008 10:28 pm 

Replies: 17
Views: 6980


Alright, so this is a basic, easy method of encrypting. What this does is just toggles a few pre-set bits in each character. This can be a useful method to replace XOR because XOR encryption does have some problems such as encrypting a character with the same one. Nowadays, security is important in ...

 Forum: Resources   Topic: Another Alternative To GetTickCount

Posted: Thu Sep 04, 2008 10:04 pm 

Replies: 14
Views: 4683


Now, as you may or all know, Mirage frequently uses the GetTickCount API. Now GetTickCount is a very useful API command, however there are much better ways of doing internal timing. The problem with GetTickCount is that it is often off a few milliseconds and actually has (on a typical system) about ...

 Forum: Resources   Topic: Sliding Map Transition

 Post subject: Re: Sliding Map Transition
Posted: Thu Sep 04, 2008 9:45 pm 

Replies: 89
Views: 43783


Removed. Acruno, learn to explain stuff. Rofl, feel bad for the kid XD Two times in a row now on the same tutorial :lol: PS : On a slightly off-topic, could someone explain to me SVN? Never really understood it xD Is it just like a patching system and it patches your code and what not or is it just...

 Forum: Resources   Topic: Remove the need for BltPlayerTop

Posted: Sat Aug 30, 2008 11:59 pm 

Replies: 15
Views: 5656


It already handles the NPC as well. Look at the code xD I've been meaning to do something like this for ages. I originally had it as: For y = max_mapy to 0 step - 1 Thinking that it should render from bottom to top. Silly mistake tbh xD :O True xD Hadn't realized that :P Although, it's probably the...

 Forum: Related Products   Topic: Fallen Online (Finally an update...)

Posted: Sat Aug 30, 2008 11:58 pm 

Replies: 39
Views: 19699


Well Im having some really crazy issues, I purged my HDD and it gives me errors on the install now.. Im gonna have to show it to my teacher lol And yea, I have Items and stuff based on Zodiac signs, And also, At certain levels Depending on your level, you warp to a certain map for a bonus quest. Al...

 Forum: Resources   Topic: Remove the need for BltPlayerTop

Posted: Sat Aug 30, 2008 11:55 pm 

Replies: 15
Views: 5656


Aha, such a quick fix, good optimization too, since it saves you the extra MAX_PLAYERS loop :D You can do this with BltNPCtop also, but you can't have both fixes, coz what if, for example, the NPC's top had to go over the player's bottom. All in all, a good optimization though :D Saves at least one ...

 Forum: Related Products   Topic: Fallen Online (Finally an update...)

Posted: Sat Aug 30, 2008 3:24 am 

Replies: 39
Views: 19699


I really like that Zodiac Sign system, find it a really creative idea. I think you should make it more involved in the game though, not just a starting item and stats. Maybe like different areas/events for different zodiac signs or something along those lines? And what is the card system? Elaborate ...

 Forum: Resources   Topic: Load Surfaces To Video/System Memory Based on GFX Card

Posted: Fri Aug 29, 2008 3:52 am 

Replies: 15
Views: 4810


GIAKEN wrote:
Little typo:

Code:
FileSize = FileLen(FilePath) / 1024 / 1204


Ah, thanks for that :) Fixed in the main post :)

 Forum: Resources   Topic: Load Surfaces To Video/System Memory Based on GFX Card

Posted: Fri Aug 29, 2008 3:25 am 

Replies: 15
Views: 4810


Alright, so every now and then I'll go through posts and see a post that says something along the lines of : "The best option would be to get the specs of the graphic card, and load surfaces based on that, since video memory is faster." So one day, I finally decided to look into and, and f...

 Forum: General   Topic: DirectX8 Font Outline

 Post subject: Re: DirectX8 Font Outline
Posted: Fri Aug 22, 2008 2:27 am 

Replies: 19
Views: 5099


GIAKEN wrote:
Use the API.


The one the current MS uses? I don't think so :S Might as well stick all to DirectX 8 functions , I've heard that GDI functions don't go too good with DX functions, and the point of converting to DX 8 is for optimization and better rendering features, so that would ruin the point no?

 Forum: General   Topic: DirectX8 Font Outline

 Post subject: DirectX8 Font Outline
Posted: Thu Aug 21, 2008 5:09 am 

Replies: 19
Views: 5099


So I've succeeded in converting my source to DirectX 8 :D Now I am trying to figure out how to outline a font. I am currently using the DrawText method included in the d3dx8 object. Any pointers? :D This is my sub I use for drawing text. I know, pretty shabby, but it's what I am using for now : Publ...

 Forum: Resources   Topic: Optimize Your Packets!

 Post subject: Re: Optimize Your Packets!
Posted: Wed Mar 26, 2008 1:18 am 

Replies: 68
Views: 41477


Well,I seem to have found where the bug is coming from. It seems that whenever it gets to the MapData packet (in SendMap from server side), it processes the packet and all that, but it prefixes it with the wrong packet length, and that is what is causing the bug. Does anyone know what could possibly...

 Forum: Resources   Topic: Optimize Your Packets!

 Post subject: Re: Optimize Your Packets!
Posted: Sun Mar 23, 2008 7:34 pm 

Replies: 68
Views: 41477


Alright :) So I converted my packets succesfully from Client to Server, without any problems, using a slightly modified version of modBuffer. Now, I converted all the packets from Server sent to client to byte arrays, and it seems to be having alot of problems. The packets are all done good, I check...

 Forum: General   Topic: DirectX 8

 Post subject: Re: DirectX 8
Posted: Mon Oct 08, 2007 2:54 pm 

Replies: 36
Views: 14876


The thing is DX8 is not exactly the nicest of things to use, hence alot of games having dx7, dx9 and OpenGL options, DX8 just got missed out really xP Well, the thing is. DX8 is much much more powerful then DX7, and I don't personally beleive that a simple ORPG would need DX9, so DX8 seems to be th...

 Forum: General   Topic: DirectX 8

 Post subject: Re: DirectX 8
Posted: Mon Oct 08, 2007 3:12 am 

Replies: 36
Views: 14876


I do :P I just only got notification on reply now. And nope, I never figured this one out, so I just decided to do byte arrays for now :P

But thanks for all your help Spodi :)

 Forum: General   Topic: DirectX 8

 Post subject: Re: DirectX 8
Posted: Thu Sep 20, 2007 12:18 pm 

Replies: 36
Views: 14876


Robin wrote:
Try using 128x128 textures instead.

I can't see the picture (at school), but the textures stretched horribly when I used something smaller than that.


Ah, tried that, and still the same effect. I think I'm just going to drop the conversion for now xD Attept it again later.

 Forum: Resources   Topic: Bit Manipulation

 Post subject: Bit Manipulation
Posted: Thu Sep 20, 2007 2:01 am 

Replies: 12
Views: 5212


This is an idea that I had gotten a while ago from Dave's tutorial for bitfields, however I cannot find it anymore and I find it definitely useful, as it can save loads of bandwith overtime, so I decided that I should remake it, however, give Dave all credit for this one :). What it is is basically,...

 Forum: General   Topic: DirectX 8

 Post subject: Re: DirectX 8
Posted: Wed Sep 19, 2007 2:32 am 

Replies: 36
Views: 14876


Tried doing that, with all the surfaces and everything, and still nothing :(

 Forum: General   Topic: DirectX 8

 Post subject: Re: DirectX 8
Posted: Wed Sep 19, 2007 2:14 am 

Replies: 36
Views: 14876


From my experience (which isn't much in converting), if you have any instance of DX7's DirectDraw, DirectX8's Direct3D doesn't function right. At least if D3D and Draw are set to the same object. This may not help at all, but it's what I've experienced. Hmm, well I removed all the Dim`s for the obj...

 Forum: General   Topic: DirectX 8

 Post subject: DirectX 8
Posted: Wed Sep 19, 2007 1:48 am 

Replies: 36
Views: 14876


Alright, so for the past few days I've been working on getting DirectX 8 into my game to replace DirectX 7, and I've come upon a few issues, and with the great help of Spodi, fixed those, but now we are truly stumped. Basically, this is what is happening : http://img112.imageshack.us/img112/7158/bug...
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