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Dark Knite Engine
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Author:  Matt [ Thu Feb 05, 2009 2:10 pm ]
Post subject:  Re: Dark Knite Engine

Proxy wrote:
I browsed through, you have some great features! But DKE isn't open source which turns me off from using it :(


Um. That's not going to get him to release the engine. Besides, it's an engine. The source wouldn't be worth using unless you're going to create a closed source engine, which would be pointless.

Need I point out Konfuze?

Author:  DarkX [ Thu Feb 05, 2009 9:21 pm ]
Post subject:  Re: Dark Knite Engine

There we go, I remember how many Konfuze spawns there were, I think I counted 15 or 16 different versions at one point,
Off the top of my head

Elysium Blue
GreenTail
Deloria if I'm not mistaken
Chaos

Then you get people trying to revive it,

GSD and I think someone else made
Konfuze,
then it became
Elysium
Then Pingu got it
Elysium Diamond
Elysia
And NOW there the reincarnation of Elysium, which should really be Konfuze... confused yet? The more Spawns of one source there are wether there are great improvements from one to the other are all usually the same. DKE still highly resembles MS and is kind of heading in a Konfuze direction, but I personally don't want to go the way of Konfuze... Extinct because of a bunch of branch off's.

I have noticed having many version of MS is fine because everyone does there own thing, but when most of it is already there for you, the interface gets changed and the company that initialy started the source disappears.

Author:  james1992_2006 [ Thu Feb 05, 2009 9:45 pm ]
Post subject:  Re: Dark Knite Engine

totally agreed with matt, and darkx

Author:  GIAKEN [ Fri Feb 06, 2009 1:23 am ]
Post subject:  Re: Dark Knite Engine

Umm...Robin didn't ever work on Elysium. It was ED1-2 pingu > ED3 Giaken > Elysium whatever Monoxide.

Author:  DarkX [ Fri Feb 06, 2009 6:14 pm ]
Post subject:  Re: Dark Knite Engine

I could have aworn Robin worked on one, but I might have gotten Pingu and Robin mixed up.
And ED3 was good release of the source, so I'm not going to complain about that one.
Thank you for the correction
fixing it now.

Author:  james1992_2006 [ Sat Feb 07, 2009 8:57 pm ]
Post subject:  Re: Dark Knite Engine

New Progress list

New features:
paperdoll now working(only armors for now)!
moveable picture boxes
open shop on left click!
forget spell

Removed:
guild creation removed check that wouldn't allow users to make guilds, only admins
set messages for ShopKeepers, and Friendly npc's(use the default cannot attack npc message now)

Bug fixes:
picScreen_MouseDown(called playersearch before the if button = 1, not a major bug, but still afterall a bug)
admin panel(setting your own sprite, setting other players sprites,etc didn't work)

Author:  DarkX [ Wed Feb 11, 2009 5:12 am ]
Post subject:  Re: Dark Knite Engine

ok the new version is here.

I updated the main link

Author:  james1992_2006 [ Thu Feb 12, 2009 12:28 am ]
Post subject:  Re: Dark Knite Engine

New Progress list:

New features:
vis. banks!

Removed:

Bug Fixes:
the thank you for playing msg was sent after call gamedestroy, so it wouldn't display it

Optimizations:

Author:  timster0 [ Thu Feb 12, 2009 1:30 am ]
Post subject:  Re: Dark Knite Engine

Visual Banks will be a nice feature.

Author:  james1992_2006 [ Thu Feb 12, 2009 1:49 am ]
Post subject:  Re: Dark Knite Engine

timster0 wrote:
Visual Banks will be a nice feature.


yea, it defintely is, lol

Author:  james1992_2006 [ Fri Mar 13, 2009 12:53 am ]
Post subject:  Re: Dark Knite Engine

soz for not keep everyone updated, but me, and Korrey been busy lately, so we hadn't got much done untill recently... anyways...

New features:
Vis. banks!
Transparent forms
Requirements to use item(Str, Def, Magi, Speed)

Removed:
Paperdoll(Removed it for the Dynamic sprites, untill we figure out a way to have them both)
MiniMap(Removed it for the Scrolling maps, untill we figure out how to have both)

Bug Fixes:
Open shops on click(re-added items to list everytime you clicked the npc)

also... I believe we mite be getting a new programer... Forte(don't really know the details about it atm, but Korrey was telling me about it)

a new release might come in a couple days so watch out for it! :D

Author:  DarkX [ Sun Mar 15, 2009 6:13 pm ]
Post subject:  Re: Dark Knite Engine

Ok now with our new programer, things are moving again slightly at the same pace.
But so far we have done the following
Item Requirements(Class, Access, level)
and also added spell buff.

And we shall see where our source goes from there. hopefully further up.

Author:  james1992_2006 [ Fri Mar 27, 2009 1:09 am ]
Post subject:  Re: Dark Knite Engine

Well, while waiting for Forte to get on and send me a update(He hasn't logged in msn in like 4 day's) I started working on a few thing's

New features/additions:
Vis. Spells
Full-screen option
New item requirements(Access,Class)
New quest requirement(Class)
Class descriptions
Guild members online list

Bug Fixes:
Spell's didn't save
Charlist.txt didn't save

Author:  james1992_2006 [ Sun Apr 19, 2009 6:11 pm ]
Post subject:  Re: Dark Knite Engine

Well... since Korrey and Forte haven't really helped me with anything in alonggg time, I'm going to release the final release by me in a day or two, and start working on Fallen Online more... It'll come with 3 new features not posted in the previous post visual parties, offline mailbox's, and rendering particle's ;)

Author:  DarkX [ Sat Apr 25, 2009 11:09 pm ]
Post subject:  Re: Dark Knite Engine

Yeah sorry I have not been working on the source lately, I have been at a lack of a decent computer with VB on it.

Author:  Coke [ Sun Apr 26, 2009 12:15 am ]
Post subject:  Re: Dark Knite Engine

DarkX wrote:
There we go, I remember how many Konfuze spawns there were, I think I counted 15 or 16 different versions at one point,
Off the top of my head

Elysium Blue
GreenTail
MRPG:E
Deloria if I'm not mistaken
Bevarias
Chaos

Then you get people trying to revive it,

GSD and I think someone else made
Konfuze,
then it became
Elysium
Then Pingu got it
Elysium Diamond
Elysia
And NOW there the reincarnation of Elysium, which should really be Konfuze... confused yet? The more Spawns of one source there are wether there are great improvements from one to the other are all usually the same. DKE still highly resembles MS and is kind of heading in a Konfuze direction, but I personally don't want to go the way of Konfuze... Extinct because of a bunch of branch off's.

I have noticed having many version of MS is fine because everyone does there own thing, but when most of it is already there for you, the interface gets changed and the company that initialy started the source disappears.


Konfuze went extinct because I killed it, if we had decided that regardless of the source being released we were going to carry on I assure you it would still be a household name xP

Author:  Robin [ Sun Apr 26, 2009 1:16 am ]
Post subject:  Re: Dark Knite Engine

I lol'd at MRPG:E being counted as a Konfuze spawn.

l2history.

Author:  Reece [ Fri May 01, 2009 12:33 pm ]
Post subject:  Re: Dark Knite Engine

Seems like a good project, keep it up!

Author:  james1992_2006 [ Sat May 02, 2009 2:54 am ]
Post subject:  Re: Dark Knite Engine

Reece wrote:
Seems like a good project, keep it up!


Well, I finished the visual parties, and offline mailbox's, but decided against releasing it, and now since I quit... this project is basically dead sorry guy's :( . All though Fallen Online is being developed from this... and the progress is going great! ;)

All though if any one's curious what has been done to Fallen Online, that's currently not in DKE...

Features:
Requirements To Use Item(str, Def, Magi, Speed)
Visual Spells
Fullscreen option
New item requirments(Access,Class)
New Quest requirment(Class)
Guild members online list
Class Descriptions
Particle system
Semi-advanced server menu
.Dll/.Ocx registration program
Visual parties
Offline Mailbox's

OPTIMIZATIONS:
Replaced Trim with Trim$
Replaced ChrW with ChrW$
Replaced Mid with Mid$
Lowered Max_Chars from 10 to 3
Replacd Left with Left$
Replaced Right with Right$
Replaced Mid with Mid$
Visual Banks constantly looped through(only looped through every half a second now)
Replaced all Next(Variable) With just Next
Replaced all """ To vbNullString

Author:  timster0 [ Sat May 02, 2009 6:21 pm ]
Post subject:  Re: Dark Knite Engine

awww, I was looking forward to Visual Parties.

Author:  Doomy [ Sat May 02, 2009 7:08 pm ]
Post subject:  Re: Dark Knite Engine

somehow i contributed to this release that was not released

Author:  DarkX [ Sat May 16, 2009 9:38 pm ]
Post subject:  Re: Dark Knite Engine

Ok since it is just me on the source again, acouple of the things that James added are not in this copy. Though there are some minor updates and (some speed enhances thanks to suggestions from Genesis), here's the current list
Image
This is with 4 players online, 10 npc's on the map and half of the map in animation.
Replaced Trim with Trim$
Replaced Chr with Chr$
Replacd Left with Left$
Replaced Right with Right$
Replaced Mid with Mid$
removed unnessicary code from gameloop (thanks to Gen)

if someone could please test this out for me and see what your FPS is http://www.mid-waytwistedgames.webs.com/client.rar and post your fps, this is on a old copy so the banks and spells aren't on here
There is more to come, I'm just trying to speed the system up to "compare slightly" with MS4.

Author:  timster0 [ Wed May 20, 2009 11:19 pm ]
Post subject:  Re: Dark Knite Engine

Is there any way to use 32x32 Sprites?

Author:  Tony [ Thu May 21, 2009 2:41 am ]
Post subject:  Re: Dark Knite Engine

90 FPS? Is that even capped? Maybe you should look at your CPU.

Author:  DarkX [ Thu May 21, 2009 3:07 am ]
Post subject:  Re: Dark Knite Engine

I have not modded this from the origanal, and I haven't played with it much.

Do While GetTickCount < Tick + 30
TickFPS = Tick + 1000

And my cpu usage reaches 50 % on high only when I have E-O and DK running

And Timster 32x32 is only if you change the sprite size with your .bmp at the moment

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