Author |
Message |
Forum: Resources Topic: Bit Packet Encryption |
JokeofWeek |
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 |
JokeofWeek |
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 |
JokeofWeek |
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 |
JokeofWeek |
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 |
JokeofWeek |
Posted: Thu Sep 04, 2008 10:30 pm
|
|
Replies: 89 Views: 43783
|
Ah, alright 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 |
JokeofWeek |
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 |
JokeofWeek |
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 |
JokeofWeek |
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 |
JokeofWeek |
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...) |
JokeofWeek |
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 |
JokeofWeek |
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...) |
JokeofWeek |
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 |
JokeofWeek |
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 |
JokeofWeek |
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 |
JokeofWeek |
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 |
JokeofWeek |
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! |
JokeofWeek |
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! |
JokeofWeek |
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 |
JokeofWeek |
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 |
JokeofWeek |
Posted: Mon Oct 08, 2007 3:12 am
|
|
Replies: 36 Views: 14876
|
I do 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
But thanks for all your help Spodi |
|
|
Forum: General Topic: DirectX 8 |
JokeofWeek |
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 |
JokeofWeek |
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 |
JokeofWeek |
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 |
JokeofWeek |
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 |
JokeofWeek |
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... |
|
|
Sort by: |