Mirage Source

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 Forum: Cerberus Engine   Topic: Cerberus Version2 Source release

Posted: Mon Dec 08, 2008 4:02 pm 

Replies: 31
Views: 25060


Ah, yes, I've seen that picture somewhere before, lol. It happens because the backbuffer isn't cleared before the next frame gets blitted to it. The quick fix is popping this little bit of code into Sub GameLoop in both the dev and game clients. With rec .Top = 0 .Bottom = (MAX_MAPY + 1) * PIC_Y .Le...

 Forum: Cerberus Engine   Topic: Cerberus Version2 Source release

Posted: Sun Dec 07, 2008 12:22 am 

Replies: 31
Views: 25060


I haven't had any experience running my source on a Vista based PC, so my suggestions are based on what I know of existing errors of this type on XP systems. My first suggestion would be to alter all the lines in Sub InitSurfaces in the Dev and Game clients from .ddsCaps.lCaps = DDSCAPS_OFFSCREENPLA...

 Forum: Cerberus Engine   Topic: Run-time error 13

 Post subject: Re: Run-time error 13
Posted: Mon Oct 27, 2008 3:02 am 

Replies: 4
Views: 3418


DFA wrote:
DLL isnt registered

dammit, you guys are too quick for me :lol:

am i right in thinking the error is something to do with the socket library not being referenced to the project?? I'm not sure.

 Forum: Show Off   Topic: Working on a GUI

 Post subject: Re: Working on a GUI
Posted: Mon Oct 27, 2008 2:53 am 

Replies: 283
Views: 33386


prefered the box at the top of the GUI in the first one (all the way across),
the icons look better (bottom right) now there's less of them, still can't decide if they aren't a shade too bright to blend in perfectly tho.

 Forum: General   Topic: Loading Editor

 Post subject: Re: Loading Editor
Posted: Mon Oct 27, 2008 2:42 am 

Replies: 19
Views: 6180


I find it handy to add a zero list item before trying to populate the rest of it, try something like
Code:
frmIndex.lstIndex.AddItem "None", 0

also helps when referencing the ListIndex, saves messing about with +1 and all that. :)

 Forum: Show Off   Topic: Working on a GUI

 Post subject: Re: Working on a GUI
Posted: Sat Oct 25, 2008 4:46 pm 

Replies: 283
Views: 33386


Simple, concise, unobtrusive.
All in all very effective, I like it.

 Forum: Cerberus Engine   Topic: Support

 Post subject: Re: Support
Posted: Sun Sep 21, 2008 2:44 pm 

Replies: 5
Views: 4704


Thanks for the catch Anthony, as Perfekt kindly pointed out, I haven't been about for a while. RL is a bit hectic right now and I have to concentrate on making a living, lol. You never know though, winter time puts pay to alot of outdoor work, so maybe I will get back into my coding soon. Just out o...

 Forum: Cerberus Engine   Topic: Game Screen

 Post subject: Re: Game Screen
Posted: Fri Jul 18, 2008 9:25 am 

Replies: 3
Views: 4353


No problem, I'm glad that didn't put you off, best of luck with your game, any more problems just gimme a shout. :)

The 'Kill' and 'Fetch' type quests work okay, you'll have to add more quest types yourself.

 Forum: Cerberus Engine   Topic: Game Screen

 Post subject: Re: Game Screen
Posted: Thu Jul 17, 2008 6:37 pm 

Replies: 3
Views: 4353


Putting the gamescreen back to the size of mirage is pretty simple; change the MAX_MAPX and Y values, delete the maps folder and let the server write some new maps (well maybe not quite that simple but easy enough). The thing is, I moved most of the forms in mirage over to picboxes and put them on t...

 Forum: Cerberus Engine   Topic: Problem with Emoticons in Chat

Posted: Mon Jul 14, 2008 7:01 pm 

Replies: 3
Views: 4010


The part your missing Poyzin is the array of images the .count method is expecting to find. ref: 4. On frmIcon, make an INDEXED image (as many as you want for emoticons), named imgIcon. Basically copy and paste imgIcon onto frmIcon as many times as you have emoticons, the first time you c+p the imag...

 Forum: Cerberus Engine   Topic: Cerberus Version2 Question

Posted: Sun Jul 13, 2008 9:57 pm 

Replies: 3
Views: 4079


Could a mod move this to my forum please, thnxs. Poyzin, the quickest way to do this is changing frmTClients BorderStyle property to 2-Sizable and set the ControlBox property to True. This puts a window back around the gamescreen and puts the minimize/maximize/close controls back. There are also Min...

 Forum: Mirage Source 3.x.x, MSx   Topic: Question on decrypting player password

Posted: Mon Jul 07, 2008 7:25 pm 

Replies: 2
Views: 5331


Diamond, extra thanks for the links. 8)

 Forum: Mirage Source 3.x.x, MSx   Topic: Question on decrypting player password

Posted: Mon Jul 07, 2008 1:44 pm 

Replies: 2
Views: 5331


I'm putting together a small PHP and MySQL based template engine to allow players to access certain functions and reports in the game without having to start up the game client (maybe they're at work or on a system that won't let them install software). Could anyone give me a few pointers on how to ...

 Forum: Cerberus Engine   Topic: Cerberus Version2 Source release

Posted: Sun Jun 29, 2008 4:10 pm 

Replies: 31
Views: 25060


Lol, looks like your not clearing your buffers properly.

I just added the optimized surfaces tutorial to Cerberus, 32FPS before the tutorial - an amazing 39FPS after. :lol:

 Forum: Related Products   Topic: Opening chronicle - feedback please

Posted: Fri Jun 27, 2008 1:32 pm 

Replies: 18
Views: 7902


The title was a last minute addition, probably not the best choice. I took a look at ATITD, wow that's massive! Same sort of structure I'm getting together for my game but way, way bigger. I suppose what I was looking for in the way of criticism was; Does the piece flow well from beginning to end? O...

 Forum: Related Products   Topic: Opening chronicle - feedback please

Posted: Thu Jun 26, 2008 9:37 pm 

Replies: 18
Views: 7902


So far I've got ideas for one more, it concentrates on the province of Thallingorn and relates to recent events to bring new players up to speed. Chances are, once the game is up and running it will only be relevant for about a month or so, new players gaining status in the gameworld will cause all ...

 Forum: Related Products   Topic: Opening chronicle - feedback please

Posted: Thu Jun 26, 2008 1:11 am 

Replies: 18
Views: 7902


This is the second draught for the historical chronicals relating to my gameworld. This first chronicle covers the setting of the main characters, associated storyline and gives general ideas about the provinces and population. I'm pretty happy with the way it turned out, but then, I suppose the fin...

 Forum: General   Topic: Quest help (from m:rpge)

Posted: Tue Jun 17, 2008 9:20 pm 

Replies: 18
Views: 6058


No answer just yet I'm afraid, just a couple more questions. Is the ByRef passing neccesary further on in the code? surely just using Player(index).Char(Player(index).CharNum).Level etc would work okay, I'm not really familiar with m:RPGe code. And, not so much a question, more of a suggestion on ho...

 Forum: General   Topic: Quest help (from m:rpge)

Posted: Tue Jun 17, 2008 10:05 am 

Replies: 18
Views: 6058


Can't really see anything wrong with it. I take it that you can start/finish a quest just by clicking on an NPC? If MapNpc(GetPlayerMap(index), i).X = X And MapNpc(GetPlayerMap(index), i).y = y Then Are the X's supposed to be upper case, this might cause a problem, but most likely you would have bee...

 Forum: Show Off   Topic: My World Map

 Post subject: Re: My World Map
Posted: Mon Jun 16, 2008 11:04 pm 

Replies: 28
Views: 14474


Nice map, I'd use it in a game. :)

The small range of mountains in the north of the Bloodpine province would make a good single mountain, it's got that pointy sort of 'mountain' look about it.

 Forum: Resources   Topic: Pushbocks Tutorial

 Post subject: Re: Pushbocks Tutorial
Posted: Fri Mar 07, 2008 8:23 pm 

Replies: 20
Views: 9770


I stripped the code from cerberus, made up the tutorial and then dropped it into a fresh MSE1 to test it. PushBlocks Tutorial Package The way I recommend you add pushblocks to the game is: go to the map editor place a Mask Layer tile where you want the block click the Attributes option click the Pus...

 Forum: Resources   Topic: Pushbocks Tutorial

 Post subject: Re: Pushbocks Tutorial
Posted: Thu Mar 06, 2008 11:28 am 

Replies: 20
Views: 9770


I had to modify my original code so that this tutorial works with MSE1, I haven't added optimized surfaces to any of my projects yet so didn't know about the possible problem, thanks for the warning Joost.

 Forum: Resources   Topic: Pushbocks Tutorial

 Post subject: Pushbocks Tutorial
Posted: Wed Mar 05, 2008 1:26 pm 

Replies: 20
Views: 9770


Pushable Blocks (originally requested of me by Gameboy) ********************************************************** Difficulty (1/5 for copy and paste) - (3/5 to understand it!) Client side code changes First of all we'll set up the variables we are going to use to handle our pushblocks. It's based ...

 Forum: Cerberus Engine   Topic: Cerberus Version2 Source release

Posted: Tue Mar 04, 2008 12:40 pm 

Replies: 31
Views: 25060


Sorry stream, I mentioned in the initial post that I won't be supporting this version of the source. Try changing the TileRec values back to integers, there may be more to it to fix the problem but if you've got a good working knowledge of VB6/MSE1 you should be able to work it out. Those push block...

 Forum: Cerberus Engine   Topic: Cerberus Version2 Source release

Posted: Sun Mar 02, 2008 3:23 am 

Replies: 31
Views: 25060


franqetesh, I've got a half made tutorial for the blocks, just the code changes at the mo, if I get a chance to tidy it up I'll post it. Stream, I worked out it was a bad idea to change the Tilerec variable types to Byte, don't think I changed them back. dioxsirramza, lol, errmm, right click. Matt, ...
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