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  #121  
Old 10-10-2010, 05:07 PM
Cosss Cosss is offline
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95% of servers suck because of Deas?

Well I think the new offing system have improved but it could be less sensitive.
Like some times I have to be exactly alligned with a bush to lift it.
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  #122  
Old 10-10-2010, 05:11 PM
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Quote:
Originally Posted by Cosss View Post
95% of servers suck because of Deas?

Well I think the new offing system have improved but it could be less sensitive.
Like some times I have to be exactly alligned with a bush to lift it.
no dude, you totally got that wrong. 95% of the servers suck because you can't turn off effects like lights/smoke/etc with the stuffs on F3.
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  #123  
Old 10-10-2010, 05:17 PM
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It was a joke, gossssssh. But I don't see how hard it is to allow the F3 thing work.
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  #124  
Old 10-10-2010, 07:38 PM
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Quote:
Originally Posted by Deas_Voice View Post
the doors seems sorta sensitive about how you grab them.. sometimes when you grab it, it doesn't open

e: i noticed that smoke etc was on, even thought i disabled them on F3, perhaps you could add that?
PHP Code:
//if u did not know about these, here! :)
lighteffectsenabled boolean
particleeffectsenabled 
boolean
weathereffectsenabled 
boolean 
I do use those checks they should of turned off, I'll look into it.
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  #125  
Old 10-10-2010, 11:37 PM
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how to mine for fish?
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  #126  
Old 10-11-2010, 12:38 AM
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You don't mine for fish. The fish mine for you.
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  #127  
Old 10-11-2010, 02:01 AM
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For the beginning the lights/weather/particles thing should work (up until after the castle) and what about fish?!?

Edit: Ok ALL particle/lights/weather effects should be able to be controlled by checking or unchecking they're appropiate checkbox.
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  #128  
Old 10-11-2010, 07:30 PM
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Ok, been working on a new Baddie System. It's turning out pretty good. I have reduced the lag in hitting the baddie and it dieing tremendously. I will need some people probably tomorrow to test it and tell me if I can improve anything.
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  #129  
Old 10-11-2010, 10:12 PM
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Quote:
Originally Posted by MrOmega View Post
Ok, been working on a new Baddie System. It's turning out pretty good. I have reduced the lag in hitting the baddie and it dieing tremendously. I will need some people probably tomorrow to test it and tell me if I can improve anything.
I will
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  #130  
Old 10-12-2010, 01:20 AM
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looks alot better omega
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  #131  
Old 10-12-2010, 07:28 PM
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Well, when ever you guys are ready, log on and tell me you want to test the baddie system and I'll warp you to the dungeon and I'll give you swords armors and such
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  #132  
Old 10-12-2010, 07:52 PM
Deas_Voice Deas_Voice is offline
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Quote:
Originally Posted by MrOmega View Post
Well, when ever you guys are ready, log on and tell me you want to test the baddie system and I'll warp you to the dungeon and I'll give you swords armors and such
mission affirmative

edit: mission complete
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Last edited by Deas_Voice; 10-12-2010 at 10:37 PM.. Reason: mission complete :)
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  #133  
Old 10-12-2010, 10:13 PM
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  #134  
Old 10-13-2010, 11:24 PM
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UPDATES
  • (re)Created the baddie system, fixing bugs as I go, but seems to be working fairly decent. If you find any bugs or have issues/suggestions, post them or forum pm me.
    • Added a sound when you hit any baddie.
    • Better use of clientside part of baddies.
  • Reduced the amout of CPU taken by the HUD system. ( Was using between 1.3% - 2.2%, now it's using ~0.07 - 0.09%)
  • Worked on the Dungeon some.
  • When your hp now gets down to one third of your overall HP, the BGM music stops and you get a warning sound plus a continuous heartbeat sound until your HP goes back over one third of your overall HP. This can still be turned on/off (like the normal BGM) with the B key.
  • Few updates to the QMenu, when dropping an item it will ask for a confirmation that you want to drop this item. Also now you can cancel the dropping of an item when dragging it by pressing the right mouse button.
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  #135  
Old 10-15-2010, 04:07 AM
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Well, I'm having issues with the baddie system... I would like to collaborate with via forum pm or email to help me think in new ways.
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  #136  
Old 10-16-2010, 05:26 AM
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Overworld map of the first Dungeon no NPC and only the first floor ( 3 floors altogether, will post floor 2 and 3 tomorrow, hopefully)
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  #137  
Old 10-16-2010, 02:14 PM
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Wouldn't be an overworld, but I see what you're saying. Looks neat.
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  #138  
Old 10-16-2010, 02:23 PM
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Kinda is cause being a gmap but how does underworld sound?
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  #139  
Old 10-16-2010, 02:24 PM
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Quote:
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Kinda is cause being a gmap but how does underworld sound?
"Overworld" is specific to the outside world. What you posted is a "dungeon", no more no less.
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  #140  
Old 10-16-2010, 04:24 PM
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'Underworld' is more appropiate cause parts of the dungeon are under the overworld.
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  #141  
Old 10-16-2010, 04:28 PM
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  #142  
Old 10-17-2010, 11:43 PM
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Here are the the second and third floors
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  #143  
Old 10-18-2010, 12:31 AM
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the levels look like they'd be fairly boring, with just baddies to kill.
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  #144  
Old 10-18-2010, 03:41 AM
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These are just the tile maps, no npcs, so it doesn't show the traps or puzzles and what not.
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  #145  
Old 10-18-2010, 03:33 PM
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Varia's Map/compass for dungeons is running sucessfully and very optimally
NPC Code:

0.0784068 % Weapon -system.map-compass @ Mon Oct 18 09:26:42 2010

0.096683599 % Weapon -system.map-compass @ Mon Oct 18 09:27:31 2010
onTimeout: 0.049190652 %

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  #146  
Old 10-18-2010, 03:49 PM
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Not a fan of the baddies having nickname-plates, they tend to ruin any kind of surprise to them.
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  #147  
Old 10-18-2010, 03:53 PM
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Quote:
Originally Posted by fowlplay4 View Post
Not a fan of the baddies having nickname-plates, they tend to ruin any kind of surprise to them.
They normally won't show. I did my water magic 'Soul Searcher' which displays their name and the color is their health. I need to add this feature to players though, as of right now it does show. No worries. ;]

UPDATES
Map & Compass script is completed and working smoothly.
Baddie system slightly improved upon.
Dungeon is nearing completion.
Fixed Bomb issue. Apparently the default Bomb weapon can override any script named Bomb or Bombs.
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  #148  
Old 10-20-2010, 09:11 PM
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Map system reworked on. Smoother over all.

Small Map:
When you get the map it will just show the current level you are in
Shows where you last entered.

Big Map:
Hold M when you find the area map to open
Release M to close
While Holding M you can scroll through the map with the arrow keys.
shows players nick
Color of nick represents health (Red to Yellow to Green, Red being the almost dead, Green being in good health :P)
Displays red arrow over players head to easily find yourself when moving around map.
Displayers Area's Name
Show how many other players are in the current gmap
Shows how many other players are on the server

Both:
When PMed flickers the Players head with the correct PM bubble
Can click on players to open a PM Window
-Will add, it will show unopened chests when you have the compass for the area
When you get the compass it will show you and other players

As for other updates, worked on the dungeon a little bit more, updated some levels so they're not so blah, add a few more 'traps' and a semi-puzzle thing.
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Last edited by MrOmega; 10-21-2010 at 02:30 AM..
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  #149  
Old 10-22-2010, 12:22 AM
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2 more levels and the big boss then the dungeon is done!
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  #150  
Old 10-22-2010, 01:16 AM
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and then what?
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  #151  
Old 10-22-2010, 02:02 AM
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and then what?
Apply for hosted, next step in a PW life ya know. Kinda like learning to drive for teenagers.
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  #152  
Old 10-22-2010, 03:09 PM
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1. hard work
2. more hard work
3. ?????
4. profit.
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Last edited by Deas_Voice; 10-22-2010 at 03:10 PM.. Reason: lol typo, "hand work" xD!
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  #153  
Old 10-22-2010, 03:31 PM
fowlplay4 fowlplay4 is offline
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1. hard work
2. more hard work
3. ?????
4. profit.
nope @ profit
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  #154  
Old 10-22-2010, 03:35 PM
Deas_Voice Deas_Voice is offline
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nope @ profit

abcDeas<-caps x)
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  #155  
Old 10-23-2010, 03:37 AM
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Levels are done! Just have to update the map images with the dungeon map, make the big boss, and make more baddies to go in the dungeon. (Have 3 only right now, probably will make 3 more for this)
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  #156  
Old 10-25-2010, 06:35 AM
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Just the big boss left. Afterwards I'll be contacting TSAdmin for inspection of Varia for Hosted
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Last edited by MrOmega; 10-26-2010 at 04:07 AM..
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  #157  
Old 11-03-2010, 05:56 AM
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The dungeon is complete I'm now going through fixing issues, not knowing how long this will take it may be a few days till I contact TSAdmin, but soon everyone, very soon.
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  #158  
Old 11-03-2010, 06:00 AM
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Will there be dungeons in the dungeon so I can dungeon while I dungeon?
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  #159  
Old 11-03-2010, 06:13 AM
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Actually yes, its a multi-phase dungeon meaning you have to go back when you get an item that will allow you to progress in an area futher ;p
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Old 11-03-2010, 06:33 AM
fowlplay4 fowlplay4 is offline
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Well from what I read I guess we can finally look forward to a good Hosted server experience. Nice work.
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