Mirage Source

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 Post subject: Re: MirageSource.Net
PostPosted: Wed Apr 22, 2009 2:45 pm 
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I got a chance to work on the networking last night. I had to start fresh, learning System.Net.Sockets is fun!

The networking is going to be multi threaded now.


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 Post subject: Re: MirageSource.Net
PostPosted: Fri Apr 24, 2009 8:01 am 
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Dugor wrote:
I got a chance to work on the networking last night. I had to start fresh, learning System.Net.Sockets is fun!

The networking is going to be multi threaded now.


Win.

This project here is the entire future of MS.


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 Post subject: Re: MirageSource.Net
PostPosted: Fri Apr 24, 2009 6:52 pm 
Fox wrote:
Dugor wrote:
I got a chance to work on the networking last night. I had to start fresh, learning System.Net.Sockets is fun!

The networking is going to be multi threaded now.


Win.

This project here is the entire future of MS.


That's what me and Jacob were thinking about when I started working on it. That, and I really just don't wanna look at VB6 anymore.


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 Post subject: Re: MirageSource.Net
PostPosted: Tue Apr 28, 2009 12:25 am 
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Just got a big update, sent it to Matt. There's a lot of small things that will need to go over to make sure it's 100%. I got the vb6 client connecting to the vb.net server.

I will be working on MS4 for a bit now.


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 Post subject: Re: MirageSource.Net
PostPosted: Tue Apr 28, 2009 1:45 am 
As Dugor said, the basic networking is done. We're just ironing out the defects. For example, trying to edit an npc shuts the client down. Lol. Trying to edit a spell throws an error, client side. Nothing to do with the server though.

Everything we were able to test, works fine though. Anything pertaining to spells and npcs though, obviously do not as of right now.

It's looking good though. Everyone be sure to thank Dugor for his hard work.


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 Post subject: Re: MirageSource.Net
PostPosted: Tue Apr 28, 2009 2:28 am 
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Thank you Dugor, for your hard work.

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 Post subject: Re: MirageSource.Net
PostPosted: Tue Apr 28, 2009 3:03 am 
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Awesome! I hope it's easy to understand, and well coded.

Great job!


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 Post subject: Re: MirageSource.Net
PostPosted: Tue Apr 28, 2009 3:13 am 
The only thing in the server that is different than the current VB6 version, is the networking.


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 Post subject: Re: MirageSource.Net
PostPosted: Tue Apr 28, 2009 3:57 am 
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Ah ic I wasn't sure if it was completely recoded or what :D. Well congrats on getting it working then. From vb.net there's very easy painless conversion tools to C#.

threading > doevents
although cross threading errors are annoying
doevents dumbs things down, taking power and flexibility away with it


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 Post subject: Re: MirageSource.Net
PostPosted: Tue Apr 28, 2009 4:37 am 
Each player has a thread of his own.


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 Post subject: Re: MirageSource.Net
PostPosted: Wed Apr 29, 2009 3:33 am 
I've fixed the npc editor issue. Killing npcs, spawning them, editting them, watching them walk around, targetting them, gaining exp from the kill, etc, all works.

Now to fix the spell editor issue. I think I might know the problem with it as well. Should be an easy fix. :D


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 Post subject: Re: MirageSource.Net
PostPosted: Wed Apr 29, 2009 4:55 pm 
Spells fully work. Seems the only thing left to do with the MS.Net server is for Jacob to clean up the networking code a bit. I don't see anything wrong with it other than the disconnecting and reconnecting issue, but I guess he knows a lot more than I do about it, so I'll leave that entirely up to his judgment. After he's finished with it and we're both satisfied with how it is, I will put up the test server and you guys can have fun trying to break it. :D

Once we're sure there are no bugs, we will release the source.


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 Post subject: Re: MirageSource.Net
PostPosted: Sat May 02, 2009 9:18 pm 
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I'm new here, but I've tried creating an engine myself in VB.net something like Eclipse or Mirage Source and failed, I have basically everything set up besides Direct X, honestly I can almost code anything else besides Direct X or Open GL, I hope this is a success because I am on being the first individual to download this engine as it is multi-threaded, an integrated TCP library(System.Net.Sockets.TCPListener and System.Net.Sockets.TCPClient).

If you guys need anything from me ask me, I am not using the player array, instead I'm using a string based class for the users.

If You want to take a look at my code just ask me as I will now be a part of this community mainly due to the fact that eclipse has banished me :(.

EDIT: well I'm just going to upload my source code of the way i set it up:



I've basically did a lot of copying and pasting around the web modified it up a little bit and got it working somewhat ;).

My Opinion:
VB.net >+ VB6

Link To Download Client and Server:

http://suiradx.com/dsg/4ms/


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 Post subject: Re: MirageSource.Net
PostPosted: Thu May 07, 2009 6:20 pm 
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I will now be a part of this community mainly due to the fact that eclipse has banished me :(.


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 Post subject: Re: MirageSource.Net
PostPosted: Thu May 07, 2009 9:40 pm 
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I did a lot of coding in vb.net today, in some ways it reminds me of my kiddie days and is oh so basic, but in others it is a bit of a mare.

Its when they leave out certain aspects of OOP that are genuinely useful and include bits that buttfuck you sideways.

Meh. I'm quite fond of .net, but the free spirited cross-platform Java championing warrior inside me can't accept the point of a framework that isn't cross platform. They added a layer of interpretation to mimic Java, and seemingly forgot the point. Sure it standardised the libraries of Microsofts >9000 languages, but if you are going to build a ground-up platform, don't only support it on one-fucking-OS you actual bunch of mervins.

Erm, anyway.

How is it coming together? Any particular problem areas? Jacob is a much more experienced .net coder than moi but I'm happy to help anyhow should you need a different perspective on something.


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 Post subject: Re: MirageSource.Net
PostPosted: Thu May 07, 2009 9:43 pm 
Neither of us have touched the project in awhile. Other things are going on which trump it. I don't know when I'll have time to focus on it and I can't speak for Jacob.


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 Post subject: Re: MirageSource.Net
PostPosted: Thu May 07, 2009 10:00 pm 
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May I take a look at the source please? Not for any real purpose other than general interest~


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 Post subject: Re: MirageSource.Net
PostPosted: Thu May 07, 2009 10:50 pm 
Ask Jacob. He's gotta put the last touch on the server source, with the networking.


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 Post subject: Re: MirageSource.Net
PostPosted: Fri May 08, 2009 12:35 pm 
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I have the networking done with my engine lol, I'm not using player array, I really would love to take a look at the direct draw, direct x, open gl, or w/e your using. I honestly suck when it comes to this stuff, other then that I can do the networking side, its not that hard.


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 Post subject: Re: MirageSource.Net
PostPosted: Fri May 08, 2009 3:21 pm 
rydinophor wrote:
I have the networking done with my engine lol, I'm not using player array, I really would love to take a look at the direct draw, direct x, open gl, or w/e your using. I honestly suck when it comes to this stuff, other then that I can do the networking side, its not that hard.


We haven't done the client side yet.

As it stands, it's gonna be a very long time before the client gets released. It's not top priority. It's very, very far down on the list.


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 Post subject: Re: MirageSource.Net
PostPosted: Fri May 08, 2009 10:21 pm 
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i converted modGlobals/Constants to .net in abuot 5 minutes. if you guys go a team even if it may be small, why does it take so long?

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 Post subject: Re: MirageSource.Net
PostPosted: Fri May 08, 2009 10:23 pm 
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ExoShox wrote:
i converted modGlobals/Constants to .net in abuot 5 minutes. if you guys go a team even if it may be small, why does it take so long?


Oh please, copy and pasting across a list of variables is hardly 'converting'.

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 Post subject: Re: MirageSource.Net
PostPosted: Fri May 08, 2009 10:44 pm 
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The roadblock is still me. There's a few tiny networking things I have to finish.


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 Post subject: Re: MirageSource.Net
PostPosted: Sat May 09, 2009 1:33 am 
Dugor wrote:
The roadblock is still me. There's a few tiny networking things I have to finish.


For the server side.

I haven't done shit for the client side, other than convert a few forms. I've lost interest in it atm. I've hit a "don't wanna program at all" snag.


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 Post subject: Re: MirageSource.Net
PostPosted: Sat May 09, 2009 6:04 pm 
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Robin wrote:
ExoShox wrote:
i converted modGlobals/Constants to .net in abuot 5 minutes. if you guys go a team even if it may be small, why does it take so long?


Oh please, copy and pasting across a list of variables is hardly 'converting'.


dam you. youre the only one who figured out that all i did is c+p i did the GUI of the server and then my computer froze. what a waste of an hour.

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