Mirage Source

Free ORPG making software.
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 Post subject: Development Log
PostPosted: Fri Dec 22, 2006 8:59 pm 
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Decided Changes
Still Under Consideration
Finished
Need Real Explanation
Ideas with * is taken from Valkorian

    Features
  • Server Side Who's Online Listview*
  • Server Side Kick/Disconnect/Ban*
  • Reload more than classes
  • Sex*
  • External Account Editor program*
  • External 'Guide to Begin' program
  • Shop System
  • Better Music System
  • fMod

    Changes & Addons
  • Cleaned up frmMirage + a few other
  • New GUI's
  • NPC AI
  • Real server loop
  • Removed 'on error resume next'
  • Packet Spoof Check*
  • Chat text now typed into a text box*
  • Remove Chat Box resize
  • Case-sensitive password*
  • DoEvents used less-frequently*
  • Better drop security
  • Option Explicit added to all forms & modules
  • Uses a function for Random numbers
  • Protection against speed hacks
  • MS icon
  • Insert password twice upon account creation
  • Removed 2 timers and put them in the game loop instead.

    Optimizations
  • Optional IOCP/winsock/sox Through dll
  • Surfaces
  • Byte Arrays
  • Binary instead of ini
  • Add $
  • vbNullString instead of ""
  • Packet Buffer
  • Don't regen when full
  • Added Sleep 1 to consume less RAM
  • Changed from Video memory to System memory

    Bug Fixing
  • Removed CheckInput2
  • Spell Level Req
  • Inventory and Spell List Scrolling
  • Correct time on Shutdown Timer
  • NPCs are targeted when standing on top of items*
  • Frozen NPC bug*
  • Equip x2 bug*
  • Ban list destroy bug*
  • Minemize to System Tray
  • Position Modification*
  • Don't load the map twice
  • Prevent Dupeing
  • Music works
  • SubSP Bug
  • Position Modification When Updating a Map
  • Error Message + Server Down
+http://echostorms.net/Mirage/changes.txt

The list will be updated regularly..

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Last edited by William on Thu Feb 15, 2007 2:46 pm, edited 35 times in total.

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 Post subject:
PostPosted: Fri Dec 22, 2006 9:06 pm 
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Cut the custom GFX and New GUIs. that is a 100% waste of time. People always change the GUI anyway and always get there own graphics. Just wasting time...


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 Post subject:
PostPosted: Fri Dec 22, 2006 9:07 pm 
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Yeah the Gui and Gfx seem pointless, and i really wouldn't add iocp, just write a tutorial and give people the choice, just get a copy of Valkoria (however it's spelled) and make that the new Mse, lol.


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 Post subject:
PostPosted: Fri Dec 22, 2006 9:51 pm 
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Custom gfx and new guis will be done. It will only be very basic but the current GUI for MS is not very user friendly. First when I downloaded ms, I saw the guis and thought, ouch.. This seems very limited etc..

And IOCP was in consideration :P So its not decided.

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 Post subject:
PostPosted: Fri Dec 22, 2006 9:53 pm 
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Either or, SC granted the rights for MS to use use the GUI, but people who uses MS cannot use the GUI in their games (during testing or final version). If the GUI were replaced, then there would be nothing to worry about ;)


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 Post subject:
PostPosted: Fri Dec 22, 2006 9:56 pm 
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Yeah, according to the license:

Quote:
As of March 20, 2006, Mirage Source Engine is Public Domain. It is requested, but not required, to place Mirage Source and Shannara Corporation in the credits of your MSE based product.
Please note, the GUI graphics are still copyrighted by Shannara Corporation, and can not be used in your product. This is due to Copyright Laws. The GUI graphics are there for demonstration purpose only. You must replace the GUI graphics before releasing your product.
-Shannara-
CEO, Shannara Corporation

But I still think a fresh new gui would be good.

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 Post subject:
PostPosted: Sat Dec 23, 2006 12:36 am 
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Also:
Byte Packets(If you use constants or enums, it will still be easy to read)
Security (More server checks, the client should only get user responses and display what is happening.
-Fixed Npc AI, such as pathfinding(I can help with this) and possibly some from Kite's advanced npc tut? I don't know whats in that though
-Make things more efficient overall.


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 Post subject:
PostPosted: Sat Dec 23, 2006 12:38 am 
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Byte Packets will probably end up in it. Although I would be glad if I didnt need to do all the work on that part, cause it takes so much time.. Grim ;) I know you like doing it :P

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 Post subject:
PostPosted: Sat Dec 23, 2006 12:43 am 
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William wrote:
Byte Packets will probably end up in it. Although I would be glad if I didnt need to do all the work on that part, cause it takes so much time.. Grim ;) I know you like doing it :P


Ha, I definitely vote for him


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 Post subject:
PostPosted: Sat Dec 23, 2006 1:37 am 
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Stock IOCP = *shakes head*


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 Post subject:
PostPosted: Sat Dec 23, 2006 2:34 am 
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I think MSE development should revolve around optimizations and fixes, and not around new features.

If MSE would work much faster, and do the same things, then it would be an excelent base for everyone to start games off of.

I also think having a relatively "feature-less" base will encourage creativity among the community.

And for the record, I have always said that I would release Valkoria to be used as the new MSE2, however there's some work to be done before I would call it "functional." I had a lot of plans, and they're currently being held up by those damn byte packets! They just never work properly! uuugh

Anyways, if someone would be able to fix those problems, I could continue work on Valk until it was at the point I would consider it "ready"

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 Post subject:
PostPosted: Sat Dec 23, 2006 3:35 am 
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Isn't IOCP only for winXP? Well I don't know cause I have winXP, not sure about other versions of windows. I'm thinking it would result in users having problems.

:: Pando

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 Post subject:
PostPosted: Sat Dec 23, 2006 3:53 am 
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Pretty much Pando, but that only applies server side.


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 Post subject:
PostPosted: Sat Dec 23, 2006 3:54 am 
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Yeah, I think MSE should be all about optimization. There's an easy to follow tut about IOCP somewhere around here.

Surfaces, binary files, etc.

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 Post subject:
PostPosted: Sat Dec 23, 2006 4:17 am 
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IOCP is simple to add in, just that I'm afraid loads of users might have problems with it. I was thinking maybe 2 versions of ms. i.e. Winsock or IOCP. IOCP ( winXP, recommended.) .

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 Post subject:
PostPosted: Sat Dec 23, 2006 4:27 am 
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Maybe a Sox and IOCP. It would be better if we just had an ADT(Abstract Data Type) with the general methods of sending and receiving, then it would be as simple as switching one class.


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PostPosted: Sat Dec 23, 2006 5:44 am 
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Misunderstood wrote:
Maybe a Sox and IOCP. It would be better if we just had an ADT(Abstract Data Type) with the general methods of sending and receiving, then it would be as simple as switching one class.


Mis is correct. Include the communication code in an external DLL "plugin"

That way, if they are foolishly trying to run their server on win 3.1/95/98/ME, they still could by switching the DLL. :D

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 Post subject:
PostPosted: Sat Dec 23, 2006 4:41 pm 
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I'm gonna be more active here with william here, he seems more open to suggestion: I was gonna say SOX to not hinder the server to soley NT/XP users, but you guys thought of it.


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PostPosted: Sat Dec 23, 2006 5:25 pm 
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Dave wrote:
Misunderstood wrote:
Maybe a Sox and IOCP. It would be better if we just had an ADT(Abstract Data Type) with the general methods of sending and receiving, then it would be as simple as switching one class.


Mis is correct. Include the communication code in an external DLL "plugin"

That way, if they are foolishly trying to run their server on win 3.1/95/98/ME, they still could by switching the DLL. :D

It all sounds good. it will make it more optional :)

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PostPosted: Sat Dec 23, 2006 6:28 pm 
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I have a better idea...

Include all the communications for BOTH/all in one DLL, have the DLL enumerate the operating system and start up whatever method is supported.

Have an optional override in the options of the game, so when you call DLL_Init() or whatever, you could pass a optional override like DLL_Init(IOCP) The override names would probably be held in an enumeration in the DLL....

However if you don't pass an override, it boots up, say, IOCP if it's supported, otherwise Sox.

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 Post subject:
PostPosted: Sat Dec 23, 2006 6:30 pm 
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i have IOCP and byte array in my MSE2, im just not sure if it works lol.

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PostPosted: Sat Dec 23, 2006 7:04 pm 
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//deleted for mis \\ by owner

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Last edited by lordgivemick on Sun Dec 24, 2006 12:46 am, edited 1 time in total.

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 Post subject:
PostPosted: Sat Dec 23, 2006 7:35 pm 
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Good idea dave.

Lordgivemick...I don't think you understand, we aren't focused on features for the sake of features, but on security and speed right now. Paperdoll does not improve security and is not even desired for some. You still don't take the time to reread your posts and make them more readable. sertiant? wtf? Don't both answering that...it was rhetorical.


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PostPosted: Sun Dec 24, 2006 12:29 am 
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OK for security make a separate client used for admin and mappers mods only and also have a regular client. on one client it has the admin stuff on the other it just has the stuff players use to play with on the server it has the stuff for both.

:lol: best ideal i have at the moment. two clients and one server.

admin client has all the stuff
player client has only the features to play the game
server has all the stuff.

explanation of what this would do. OK when a player ...tries to hack himself into admin status it would work since he would have to have the admin client in order to do that. the player client you could get red of most of the hacking stuff since it wont be need if you do this.
/\ makes it faster ..SPEED!

so if player tries player file because player needs admin functions to hack himself.

that fixes them from becoming an admin and taking over everything. lol
for the images you could encrypt them or something but it would be better if you had a load picture function and a delete picture function's when they play the game the pictures tiles etc don't end up in there folders because when they exit the game it deletes the pictures and stuff. And you could put a password on the gfx folder to.


//servers\\

allow servers with a certain number code in them to communicate with each other allowing the game to speed up so if one server is slow it uses the other server to keep up. or you could use multi servers at once for even faster loading.

but these are just my ideas and stuff i was going to do with my game.

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 Post subject:
PostPosted: Sun Dec 24, 2006 12:59 am 
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You can simply remove the code from the client on your own. So thats not a good way of increasing security by adding 2 clients.

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