Mirage Source

Free ORPG making software.
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 Post subject: Re: Feature-Rich Version
PostPosted: Mon Apr 13, 2009 1:54 am 
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Ok I uploaded the new version. It was a bit rushed, but hopefully everything is in there.

http://www.box.net/shared/4zxzj84z84

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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: Feature-Rich Version
PostPosted: Mon Apr 13, 2009 2:15 am 
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darnit! i just downloaded the last one lol.

Very nicely done with the visual inventory! very impressive (well to me anyways :roll: )

I'll have to download it tomorrow and check out this one.

BTW, any chance of you doing visual spells and shops? or will i have to figure out how to do that :P


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 Post subject: Re: Feature-Rich Version
PostPosted: Mon Apr 13, 2009 2:44 am 
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Thank you labmonkey.

I do have a question though on mapping, i cant seem to add "trees" for example with the background of a "tree" tile transparent on the map.
none of the options worked when trying to add it. lol another example is trying to add a sign and on the little sign tile the background is blue,
but when i try using "mask" fringe" etc..etc.. it adds the entire tile, not as it is supposed to, without adding the background.

is this normal? unfinished? or am i doing something wrong. lol.


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 Post subject: Re: Feature-Rich Version
PostPosted: Mon Apr 13, 2009 5:59 am 
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The transparency is set based on the most top,left pixel on the tileset. I'd say to try opening up paint, and refill all the black (or whatever the most common background color is) with something like bright green or something.

Not positive that this is the problem, but it could be.

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 Post subject: Re: Feature-Rich Version
PostPosted: Mon Apr 13, 2009 6:11 am 
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@Rian, i tried it with light green, black, dark green, red, and the default blue, all the same results.
also i tried adding a tile set from breeze revolution and got spamming in the chat box with

Code:
Error rendering graphics: The provided rectangle was invalid.


and it would not stop until i logged out of the game or changed the tile set back to the default one on the map editor.
im a bit confused :)




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 Post subject: Re: Feature-Rich Version
PostPosted: Mon Apr 13, 2009 11:26 am 
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It may be a problem with the dynamic tilesheet size. It was kind of rushed, as I had to go right after I made this release. When I get back later today I will redo that, and also write a tutorial for it.

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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: Feature-Rich Version
PostPosted: Mon Apr 13, 2009 11:43 am 
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Labmonkey wrote:
It may be a problem with the dynamic tilesheet size. It was kind of rushed, as I had to go right after I made this release. When I get back later today I will redo that, and also write a tutorial for it.



Alright sounds good, but why write a tutorial for it if your just going to fix it?


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 Post subject: Re: Feature-Rich Version
PostPosted: Mon Apr 13, 2009 2:00 pm 
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Jared wrote:
Labmonkey wrote:
It may be a problem with the dynamic tilesheet size. It was kind of rushed, as I had to go right after I made this release. When I get back later today I will redo that, and also write a tutorial for it.



Alright sounds good, but why write a tutorial for it if your just going to fix it?


For those who use regular MS4, perhaps?

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 Post subject: Re: Feature-Rich Version
PostPosted: Mon Apr 13, 2009 10:31 pm 
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http://www.box.net/shared/4zxzj84z84

This version has Robin's dynamic sprite sizes and a much better version of my dynamic width code. Remember to try the test server at 98.109.137.143

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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.


Last edited by Labmonkey on Tue Apr 14, 2009 1:45 am, edited 1 time in total.

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 Post subject: Re: Feature-Rich Version
PostPosted: Tue Apr 14, 2009 12:34 am 
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Love it labmonkey :)

also i was in the test server with Jeff and it seems every time someone disconnects and your still in the server the client crashes with a run time 9 error.
any ideas on how to fix this?


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 Post subject: Re: Feature-Rich Version
PostPosted: Tue Apr 14, 2009 12:44 am 
Jared wrote:
Love it labmonkey :)

also i was in the test server with Jeff and it seems every time someone disconnects and your still in the server the client crashes with a run time 9 error.
any ideas on how to fix this?


The leftgame sub, server side, you need to add a 0 or w/e to it.


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 Post subject: Re: Feature-Rich Version
PostPosted: Tue Apr 14, 2009 12:48 am 
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please excuse my ignorance but how does Robins dynamic map sizes work? Do you just have to chance MAX_MAPX & Y?

and i saw a slight bug, whenever i made a NPC with the 96x96 size sprite, and i killed it, when it spawned and tried to move right, some of the Sprite was being clipped off.


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 Post subject: Re: Feature-Rich Version
PostPosted: Tue Apr 14, 2009 12:48 am 
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there already is, Matt.


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 Post subject: Re: Feature-Rich Version
PostPosted: Tue Apr 14, 2009 12:49 am 
Jared wrote:
there already is, Matt.


Same amount of 0's as data in every other packet with the same header?


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 Post subject: Re: Feature-Rich Version
PostPosted: Tue Apr 14, 2009 1:48 am 
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Pbcrazy wrote:
please excuse my ignorance but how does Robins dynamic map sizes work? Do you just have to chance MAX_MAPX & Y?

and i saw a slight bug, whenever i made a NPC with the 96x96 size sprite, and i killed it, when it spawned and tried to move right, some of the Sprite was being clipped off.


sorry, I meant dynamic sprite sizes. And I thought I fixed the clipping. strange.

But anyway, robin's dynamic sprite sizes don't work well with fringe and really big sprites. It is only really suggested that you use it for a max of 64 height (2x pic_y if you change it from 32)

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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: Feature-Rich Version
PostPosted: Tue Apr 14, 2009 9:02 am 
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I never release all the parts of a feature in a tutorial.

Dynamic sprites work, but you'll need to add your own handler for off-screen rendering.

Labmonkey, remove all those .obj files. They're temporary files created when compiling.

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Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
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Who are those 4 people?
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 Post subject: Re: Feature-Rich Version
PostPosted: Tue Apr 14, 2009 3:43 pm 
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I posted my clipper code in Robin's topic.

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 Post subject: Re: Feature-Rich Version
PostPosted: Tue Apr 14, 2009 9:05 pm 
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I made a new release. It only has bugfixes though. Remember to try the test server!

http://www.box.net/shared/4zxzj84z84
Test server: 98.109.137.143
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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: Feature-Rich Version
PostPosted: Wed Apr 15, 2009 12:42 am 
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thats what i get when joining your server labmonkey.
also i did a localhost and tried the fringe and it still did not work for me.

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 Post subject: Re: Feature-Rich Version
PostPosted: Wed Apr 15, 2009 12:51 am 
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I thought I already explained this to you. The problem you are having with fringe is because the breeze tileset you are using is not formatted correctly for mirage. You need to make the tile in the upper left corner completely black.

I need some more detail to fix the other problem you are having. Have you changed anything in the engine before connecting to my server (ie, using breeze graphics)?

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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: Feature-Rich Version
PostPosted: Wed Apr 15, 2009 12:53 am 
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lol, it did not work for your default, the latest release i just downloaded and loaded up. i did not add anything. nor did i change anything.
and that screenshot with the error, only occurs when trying to connect to your test server.


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 Post subject: Re: Feature-Rich Version
PostPosted: Wed Apr 15, 2009 12:59 am 
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I duplicated exactly what you did and got no errors. Fringe also worked. Are you sure you know how to use layers?

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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: Feature-Rich Version
PostPosted: Wed Apr 15, 2009 1:01 am 
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Labmonkey wrote:
I duplicated exactly what you did and got no errors. Fringe also worked. Are you sure you know how to use layers?



yes. im pretty sure.


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 Post subject: Re: Feature-Rich Version
PostPosted: Wed Apr 15, 2009 1:03 am 
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Can you please explain click by click what you did.

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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: Feature-Rich Version
PostPosted: Wed Apr 15, 2009 1:08 am 
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Labmonkey wrote:
Can you please explain click by click what you did.



Download the latest release, extracted MS4Features, Open Server, Run Server.exe, Open Client folder, Open Client.exe, Log in as Admin, open Mapeditor, click Grass Using "Ground" and fill, after that, i click a bush that has a blue background, and click Fringe, ive also tried fringe2, Mask & Mask2, and lay it out, am i doing something wrong?


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