Mirage Source

Free ORPG making software.
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PostPosted: Fri Oct 03, 2008 1:25 pm 
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Oh shit... Sorry :/
You don't have wrong, it's me ^^'


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PostPosted: Fri Oct 03, 2008 6:40 pm 
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3 extra?

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PostPosted: Fri Oct 03, 2008 6:55 pm 
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BigRed's idea for using 3 buffers to draw to.


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PostPosted: Fri Oct 03, 2008 7:00 pm 
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prerendering the different layers is the way to go. It's also what we're doing ;)

Some games double-buffer, but that's in a multithreading environment. We are not multithreading, so a single buffer is fine for us. I've never heard of anyone doing tripple buffering

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PostPosted: Sat Oct 04, 2008 7:09 am 
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whut?

Are we talking about dirty rectangles?

Quote:
A method of updating only the changed parts of the screen. The screen is divided up into rectangles and only rectangles that have changes are makred "dirty" and then are redrawn to clean them up. Increases drawing speed as less is drawn.


I've always said this would be a good thing for Mirage.

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PostPosted: Sat Oct 04, 2008 2:33 pm 
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Except for in Mirage :P

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PostPosted: Sat Oct 04, 2008 5:03 pm 
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The slowest portion is really recalculating and looping through everything in each frame, the drawing is fairly fast.


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PostPosted: Tue Oct 07, 2008 11:24 pm 
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Um with this update will all my code still work. If not im not upgrading cause my friend is giving me pets


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PostPosted: Thu Oct 09, 2008 6:46 pm 
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One thing I did on my source was to blt the entire map, then blttoDC on a picturebox, and save as a bitmap, then load IT as the surface.

That way you jsut blt the whole map at once. The drawing probably isn't any faster, but I figured eliminating all the tile loops was a good idea.


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PostPosted: Fri Oct 10, 2008 8:09 am 
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Anybody taken a look at the CanAttackPlayer function? ;)

There's currently a problem where if the person is on the map anywhere with you it will display a message if you try to attack, even if they aren't beside you. Here's what I did to fix it:

Code:
Function CanAttackPlayer(ByVal Attacker As Long, ByVal Victim As Long) As Boolean

    ' Check attack timer
    If GetTickCount < TempPlayer(Attacker).AttackTimer + 1000 Then
        Exit Function
    End If
       
    ' Check for subscript out of range
    If Not IsPlaying(Victim) Then
        Exit Function
    End If

    ' Make sure they are on the same map
    If Not GetPlayerMap(Attacker) = GetPlayerMap(Victim) Then
        Exit Function
    End If
       
    ' Make sure we dont attack the player if they are switching maps
    If TempPlayer(Victim).GettingMap = YES Then
        Exit Function
    End If
 
    ' Check if map is attackable
    If Not Map(GetPlayerMap(Attacker)).Moral = MAP_MORAL_NONE Or GetPlayerPK(Victim) = NO Then
        Call PlayerMsg(Attacker, "This is a safe zone!", BrightRed)
        Exit Function
    End If
   
    ' Check if at same coordinates
    Select Case GetPlayerDir(Attacker)
        Case DIR_UP
            If (GetPlayerY(Victim) + 1 = GetPlayerY(Attacker)) And (GetPlayerX(Victim) = GetPlayerX(Attacker)) Then CanAttackPlayer = True Else Exit Function
        Case DIR_DOWN
            If (GetPlayerY(Victim) - 1 = GetPlayerY(Attacker)) And (GetPlayerX(Victim) = GetPlayerX(Attacker)) Then CanAttackPlayer = True Else Exit Function
        Case DIR_LEFT
            If (GetPlayerY(Victim) = GetPlayerY(Attacker)) And (GetPlayerX(Victim) + 1 = GetPlayerX(Attacker)) Then CanAttackPlayer = True Else Exit Function
        Case DIR_RIGHT
            If (GetPlayerY(Victim) = GetPlayerY(Attacker)) And (GetPlayerX(Victim) - 1 = GetPlayerX(Attacker)) Then CanAttackPlayer = True Else Exit Function
        Case Else
            Exit Function
    End Select
   
    ' Make sure they have more then 0 hp
    If GetPlayerVital(Victim, Vitals.HP) <= 0 Then
        Exit Function
    End If

    ' Check to make sure that they dont have access
    If GetPlayerAccess(Attacker) > ADMIN_MONITOR Then
        Call PlayerMsg(Attacker, "You cannot attack any player for thou art an admin!", BrightBlue)
        Exit Function
    End If

    ' Check to make sure the victim isn't an admin
    If GetPlayerAccess(Victim) > ADMIN_MONITOR Then
        Call PlayerMsg(Attacker, "You cannot attack " & GetPlayerName(Victim) & "!", BrightRed)
        Exit Function
    End If

    ' Make sure attacker is high enough level
    If GetPlayerLevel(Attacker) < 10 Then
        Call PlayerMsg(Attacker, "You are below level 10, you cannot attack another player yet!", BrightRed)
        Exit Function
    End If
   
    ' Make sure victim is high enough level
    If GetPlayerLevel(Victim) < 10 Then
        Call PlayerMsg(Attacker, GetPlayerName(Victim) & " is below level 10, you cannot attack this player yet!", BrightRed)
        Exit Function
    End If
 
End Function

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PostPosted: Fri Oct 10, 2008 8:39 pm 
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Christ you guys have gotten a lot done. I'm downloading now :)

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PostPosted: Tue Oct 21, 2008 7:07 am 
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Any info on 3.59....?

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PostPosted: Tue Oct 21, 2008 2:21 pm 
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Am I suppose to be working on it?

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PostPosted: Tue Oct 21, 2008 9:51 pm 
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Alright I got some work done on MS 3.59. Me and Nean tested it out too so I know what I've done works so far.

Code:
+++++++++++++
++ MS 3.59 ++
+++++++++++++
*This release was done by Giaken*

--------
|Client|
--------
- /setaccess fixed (Giaken)
- /motd fixed (Giaken)
- Added better UBound and IsNumeric checks for all of the commands (Giaken)
- Whispering is fixed now (Giaken)

--------
|Server|
--------
- DestroyBanList now deletes the file properly instead (Giaken)
- Deleted some redundant code (Giaken)
- There is now a MAX_LEVELS constant, which controls the highest level the player can get (Giaken)
- Experience now rolls over instead of being set to 0 (Giaken)
- CanAttackPlayer now works right...mega ROFL at how it was done before (Giaken)
- Items are now properly refreshed when the map sends (Giaken)
- Kicking and banning is fixed now. Before you could kick/ban the same access as you. (Giaken)


Anything else?

EDIT: Just updated. Also I would like to say that the CanAttackPlayer function made me ROFL so hard.

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PostPosted: Mon Nov 03, 2008 9:34 pm 
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I've been looking around through the source, I've found no bugs. What now?

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GIAKEN wrote:
Since I'm into men, not women

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PostPosted: Tue Nov 04, 2008 4:10 pm 
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Need to clear target on changing map
Fix CastSpell sub in server (uses old CanAttackPlayer ways and allows the person to attack themselves)
Change AlertMsg to change their window properly

I forgot the other bugs I found on my game...but there were quite a bit.

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PostPosted: Tue Nov 04, 2008 4:12 pm 
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What about a refresh command?

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GIAKEN wrote:
Since I'm into men, not women

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I can't take these huge penises anymore! All that's left is shame! And blood


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PostPosted: Wed Nov 05, 2008 6:47 pm 
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I'm having 2 bugs (atleast in 3.59)
First is that the NPC's are not always showing up, they are there cus they won't let you move, just that you don't see them
Second is that I can't use the maximum of 5 npc's (it says something that there can't be open spaces between slots, while there aren't any open spaces) I can use the first 4 though.


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PostPosted: Wed Nov 05, 2008 6:54 pm 
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Yeah that second sentence was a bug I also noticed.

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PostPosted: Thu Nov 06, 2008 2:15 pm 
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DFA wrote:
Last update: Nov. 16, 2008
Typo. :)

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PostPosted: Thu Nov 06, 2008 6:58 pm 
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Looking good, DFA.


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PostPosted: Thu Nov 06, 2008 9:07 pm 
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DFA wrote:
Last update: Nov. 16, 2008

kool you went into the future to update mirage O.o

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PostPosted: Fri Nov 07, 2008 4:14 am 
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doomteam1 wrote:
DFA wrote:
Last update: Nov. 16, 2008

kool you went into the future to update mirage O.o


That is one dedicated son of a bitch. :D

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Since I'm into men, not women

GIAKEN wrote:
I can't take these huge penises anymore! All that's left is shame! And blood


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PostPosted: Fri Nov 07, 2008 6:04 pm 
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DFA wrote:
make sure you don't use NPCs without names...i tried out the 5 npc thing, it looks fine.


All 5 of 'm got names.


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PostPosted: Fri Nov 07, 2008 7:12 pm 
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Nean wrote:
doomteam1 wrote:
kool you went into the future to update mirage O.o


That is one dedicated son of a bitch. :D

yep
i just wish he went into the past to update rather then the future
cause then i would have already had this version XD

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║║║║║║║║╚═╗
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