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 Post subject: MS4
PostPosted: Mon May 11, 2009 6:47 pm 
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http://web.miragesource.com/downloads/MS3_79.rar

After we verify there are no errors, I will do a full write up on how to use the byte arrays.

References I used:
Verrigan's Byte Array Source
JokeofWeek


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 Post subject: Re: MS4
PostPosted: Mon May 11, 2009 9:42 pm 
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Opening spell editor gives you a good ol' RTE 9 I believe.

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 Post subject: Re: MS4
PostPosted: Thu May 14, 2009 12:10 am 
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Tomorrow I'll finally be uploading an update to MS4. It will have a fix to the NPC AI, the spell editor and a few other small things.

If you can think of anything else, please post it.


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 Post subject: Re: MS4
PostPosted: Thu May 14, 2009 12:52 am 
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Will the packets ever be changed? From a string to perhaps byte arrays or something on that line? Or will it remain the same.


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 Post subject: Re: MS4
PostPosted: Thu May 14, 2009 1:54 am 
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I can do a byte array version. I did my own system that seems to work pretty well.


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 Post subject: Re: MS4
PostPosted: Thu May 14, 2009 2:41 am 
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I'd love that.. If you have the time or feel like doing it, that would be cool.


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 Post subject: Re: MS4
PostPosted: Fri May 15, 2009 12:18 am 
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Does everyone think byte arrays would be good for the base MS? If so I'll push back this release and add the byte arrays.


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 Post subject: Re: MS4
PostPosted: Fri May 15, 2009 12:34 am 
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Of course, why not? :)

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 Post subject: Re: MS4
PostPosted: Fri May 15, 2009 12:57 am 
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It would be good but you should add send byte, send int, send double, etc functions, along with corresponding read functions.

(I assume you would be doing this, but I am just making sure)

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 Post subject: Re: MS4
PostPosted: Fri May 15, 2009 1:00 am 
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Yeah, I wrote a class that incorporates that all.


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 Post subject: Re: MS4
PostPosted: Fri May 15, 2009 2:11 pm 
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I got the base system in for byte arrays, now the fun time of converting every single packet.


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 Post subject: Re: MS4
PostPosted: Fri May 15, 2009 5:29 pm 
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Dugor wrote:
I got the base system in for byte arrays, now the fun time of converting every single packet.


zomg Can't wait! :p

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 Post subject: Re: MS4
PostPosted: Fri May 15, 2009 11:59 pm 
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So is this going to be put in? I thought it was a good thing to have at the time ;)


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 Post subject: Re: MS4
PostPosted: Wed May 20, 2009 2:05 pm 
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Update time!

I have to finish a few packets. When those are complete I will be sending out the source to a few people to test.

Once I'm sure everything is working, I'll post the download. The download will probably be ready by Friday.


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 Post subject: Re: MS4
PostPosted: Wed May 20, 2009 2:42 pm 
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May I ask who are the testers?


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 Post subject: Re: MS4
PostPosted: Tue May 26, 2009 5:09 am 
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Friday has come and gonnnneeee


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 Post subject: Re: MS4
PostPosted: Tue May 26, 2009 5:19 pm 
James wrote:
Friday has come and gonnnneeee


Indeed it has.


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 Post subject: Re: MS4
PostPosted: Tue May 26, 2009 6:24 pm 
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Excuse time!

I wasn't home all weekend. Then last night my laptop wouldn't boot, no laptop = no new ms4. I'm hoping to get the laptop running tonight, or at least get the files off.


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 Post subject: Re: MS4
PostPosted: Wed May 27, 2009 6:26 pm 
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Dugor wrote:
Excuse time!

I wasn't home all weekend. Then last night my laptop wouldn't boot, no laptop = no new ms4. I'm hoping to get the laptop running tonight, or at least get the files off.


Lies. Fascist lies!

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Why aren't maps and shit loaded up in a dynamic array?
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 Post subject: Re: MS4
PostPosted: Fri May 29, 2009 1:24 am 
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I know this is really friggin' simple to do, but would changing all of the Position X and Y values on stuff like Players, Tiles, and MapItems, ETC to Point types work any better?

Example
Code:
Private Type PlayerRec
*
*
*
    ' Position
    Map As Integer
    x As Byte
    y As Byte
    Dir As Byte
End Type


To
Code:
Private Type PlayerRec
*
*
*
    ' Position
    Map As Integer
    Pos as Point
    Dir As Byte
End Type


Albiet this might work better if all of the types were put into a class.


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 Post subject: Re: MS4
PostPosted: Fri May 29, 2009 7:37 pm 
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chaning points just seams like an unneeded change. Maybe it will have slightly better speed (though it will probably be slower), but it will just make coding more frustrating when you try to use .x and it doesn't work.

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GIAKEN wrote:
I think what I see is this happening:

Labmonkey gets mod, everybody loves him, people find out his code sucks, he gets demoted, then banned, then he makes an engine called Chaos Engine.


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 Post subject: Re: MS4
PostPosted: Fri May 29, 2009 7:41 pm 
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If it ain't broken(or really ugly), don't fix it.


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 Post subject: Re: MS4
PostPosted: Fri May 29, 2009 7:43 pm 
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If you can optimize it then do so.

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 Post subject: Re: MS4
PostPosted: Fri May 29, 2009 8:10 pm 
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eh, i was just wondering, i was thinking that if it was faster (if), than if MS's types ever got changed into classes, then it might work better.

but i know what you mean labmonkey about it being a pain as of right now.


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 Post subject: Re: MS4
PostPosted: Mon Jun 01, 2009 7:34 pm 
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http://web.miragesource.com/downloads/MS3_79.rar

Ok, I had to redo everything because I lost the files on my laptop. So everyone test this and make sure there are no errors. If you do find anything, please let me know.

After we verify there are no errors, I will do a full write up on how to use the byte arrays.

References I used:
Verrigan's Byte Array Source
JokeofWeek -


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