Mirage Source

Free ORPG making software.
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PostPosted: Sun Feb 17, 2008 1:45 pm 
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The finishing touches have been added to the source release code.

And so culminates the first 2 years of my most favorite hobby to date, I've learnt a huge amount about coding and ORPG production. CerberusV2 has drifted away from what I would call a proper ORPG creation engine but would make a great base for a game project, so I've decided to release it to the masses. Many thanks to everyone at the mirage source forums, I hope this source release goes some way to giving back something for everything I've received, may it provide you with as much fun using and modifying it as it gave me creating it. All I ask in return is that you at least mention me and the rest of the mirage forum members somewhere in the credits. Enjoy.

Download:- Cerberus Version 2 Source

Screenshot:- Game Client Screen - Chat box not shown

The code is being released 'as is' under te GNU General Public License and WILL NOT be supported, the archive links and included documents are all the help your going to get, lol. If you have a good working knowledge of the mirage source code you'll be fine.

A quick rundown of the features I can remember adding:-
    3 part engine - The server, a development client and a game client.
    1024x768 resolution gamescreen - Not scrolling but fairly easy to add.
    Reduced number of forms - Most of the editor and game client forms have been pictureboxed.
    Server side IOCP - Server will only run under Windows XP and above.
    Extended security system - 6 levels of security.
    Resource system - Map resources are coded as separate entities to the Npc's.
    Skill system - Separate spells and skills modules, visual representation.
    Quest system - Allocate quests to Npc's made in the quest editor.
    Pushblocks - Good for mazes etc, stand by a block and push it.
    Experience allocation - Ties in with skills and Npc's, complicated but awesome, check the userguide.
    Menu design application - Bit of a lame duck, this was my first 'from scratch' addition.
    Visual inventory, projectile weapons, amulet and ring slots, additon of Dexterity attribute.
Plus loads of the tutorials from other mirage users submitted in the feature tutorial forum.

Just for your info the package contains;
    Source code for Server, DevClient and GameClient - release 0.3.2.
    Compiled versions of Server, DevClient and GameClient - release 0.3.2.
    User Guide textfile - release 0.3.2.
    Libraryfiles, runtime files and socket library files.
    Dev logs from concept to present day (0.3.2).

Version 3 of the engine is already in active development, although I don't think there will be a release until at least after easter.

My projects based on this source:
Thallingorn - Project is back in alpha development, may emerge first as a forum RPG then progress from there. The fantasy theme is running a little thin so it's not getting much time spent on it.
B.O.R.K - Latest project, using old Atari graphics I found somewhere on the web, a futuristic ORPG with both player maps and vehicle(tanks) maps plus quite a few [hopefully] unique twists. Keep watching......


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PostPosted: Sun Feb 17, 2008 9:43 pm 
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OMFG...I LOVE YOU MAN lol!

That thing of Pushblocks... INCREDIBLE..

You rock, man! :P

This would be VERY nice for my zelda online game.


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PostPosted: Wed Feb 27, 2008 7:03 pm 
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Only can map with 1 tile file??

P.D: i insert a big tiles.bmp, and only can map with the first 10 tiles, whei i try to brush with the bottom tiles, crash me with 6 RTE desbordament :S any idea to fix?


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PostPosted: Fri Feb 29, 2008 11:28 pm 
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all the screen is in balck, i cant do anithing


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PostPosted: Sat Mar 01, 2008 6:40 pm 
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Gg. I like collecting sources. This one is going onto the iPod. xD

I'll skim through it later. May even use it as the base for ToS...

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PostPosted: Sun Mar 02, 2008 3:23 am 
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franqetesh, I've got a half made tutorial for the blocks, just the code changes at the mo, if I get a chance to tidy it up I'll post it.

Stream, I worked out it was a bad idea to change the Tilerec variable types to Byte, don't think I changed them back.

dioxsirramza, lol, errmm, right click.

Matt, hope you find something useful in there.

Thanks for the input. :D


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PostPosted: Sun Mar 02, 2008 3:34 am 
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Those push blocks sound quite interesting actually, I'll have to check this out a bit later.

Bit of bravery releasing the source eh? ^_^


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PostPosted: Mon Mar 03, 2008 3:54 pm 
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no its possible fixed?


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PostPosted: Tue Mar 04, 2008 12:40 pm 
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Sorry stream, I mentioned in the initial post that I won't be supporting this version of the source. Try changing the TileRec values back to integers, there may be more to it to fix the problem but if you've got a good working knowledge of VB6/MSE1 you should be able to work it out.

Fox wrote:
Those push blocks sound quite interesting actually, I'll have to check this out a bit later.

Bit of bravery releasing the source eh? ^_^

Hope you like :)
The engine wasn't heading in the right direction any more, I'm still using it as a base for my two game projects though, still needs a few bugs fixing and fair bit of optimizing to bring it up to speed.
Considering I'm not going to work on it directly anymore source release was the best thing for it.


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PostPosted: Thu Mar 06, 2008 12:45 am 
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I fixed my little error. I am impressed with the way the resource and skill system was set up. The way I planned mine wasn't even this good lol.


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PostPosted: Sat Apr 19, 2008 2:45 pm 
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This post was eaten by Robin!

*munch* *munch* *munch*

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PostPosted: Sun Apr 20, 2008 9:55 am 
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Mozza wrote:
wow, This source is terrible. What the hell have you done to the game loop? It's super laggy, the FPS is unlocked all the time its getting like 22 FPS.


Look at the game screen's size for one.

Anyways, instead of being anal about the source why not just

point out the flaws.

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PostPosted: Sun Apr 20, 2008 10:11 am 
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Cause he doesn't know what hes talking about. He just felt like saying that. He is maczo after all.


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PostPosted: Sun Apr 20, 2008 2:10 pm 
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At least he had the balls to code and release the source.

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PostPosted: Sun Apr 20, 2008 2:11 pm 
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Mozza, you have 4 posts.

You have no right to be so critical.

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Quote:
Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?


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PostPosted: Sat Jun 28, 2008 7:11 pm 
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k wth rofl this is so buggy for me... donnu wth's wrong i had a prob like this before when i added optimized surfaces so maybe its that? http://img235.imageshack.us/img235/3283/lolzvq1.jpg


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PostPosted: Sat Jun 28, 2008 8:27 pm 
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james1992_2006 wrote:
k wth rofl this is so buggy for me... donnu wth's wrong i had a prob like this before when i added optimized surfaces so maybe its that? http://img235.imageshack.us/img235/3283/lolzvq1.jpg


You think?


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PostPosted: Sun Jun 29, 2008 4:10 pm 
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Lol, looks like your not clearing your buffers properly.

I just added the optimized surfaces tutorial to Cerberus, 32FPS before the tutorial - an amazing 39FPS after. :lol:


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PostPosted: Sun Jun 29, 2008 5:27 pm 
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thats all you need man :D

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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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PostPosted: Sun Jun 29, 2008 5:53 pm 
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32fps!?

Bloody hell.

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Quote:
Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?


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PostPosted: Sun Jun 29, 2008 6:15 pm 
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nobody will know the difference...

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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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PostPosted: Sun Jun 29, 2008 6:21 pm 
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Labmonkey, seriously stop talking with this kind of bullshit.

People will notice if they run it on a machine worse than his, and if he adds anything to the loop, ANYTHING, it'll lower even more.

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Quote:
Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?


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PostPosted: Sun Jun 29, 2008 6:30 pm 
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sorry, I just made the assumption that he had a really bad machine. And I thought this was one of those engines where everything you need was in there. Guess not. Whatever.

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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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PostPosted: Sun Jun 29, 2008 6:35 pm 
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Everything you need? xD

Even if he adds something like a bank check, it can effect the FPS.

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Quote:
Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?


Image


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PostPosted: Sun Jun 29, 2008 6:50 pm 
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Speaking of FPS.. I need to check the FPS I get on MR soon actually... I wonder how much it deviates with huge spell animations, damage being blt'd all over the place etc :o


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