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  #61  
Old 02-13-2002, 09:08 PM
Kaimetsu Kaimetsu is offline
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Quote:
Originally posted by Frolic_RC2



Well the only way they could is if you allow putNPC (which I wouldn't dare allow)...so client.string should work just as good as long as I don't allow putnpc.
They can directly edit the flags in other ways, I believe. Why else would 2K1 operate a two-string system?
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  #62  
Old 02-13-2002, 09:14 PM
Frolic_RC2 Frolic_RC2 is offline
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Quote:
Originally posted by Kaimetsu


They can directly edit the flags in other ways, I believe. Why else would 2K1 operate a two-string system?

Hmm well I am not going to worry about it until it happens...most people will not be able to figure out how my systems work anyway, and if someone tried to edit there weapons, they would probably be looking very strange...in which case I would get rid of them after I let them explain themselves. Wouldn't be to hard considering each string has about 20 - 30 different pieces of info needed to be precisely set...
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  #63  
Old 02-13-2002, 09:16 PM
Kaimetsu Kaimetsu is offline
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Why does the client need to be able to change them, anyway?
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  #64  
Old 02-13-2002, 09:19 PM
Frolic_RC2 Frolic_RC2 is offline
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Quote:
Originally posted by Kaimetsu
Why does the client need to be able to change them, anyway?
Well, the menu system uses a few keydowns as you could imagine, which can't be done serverside (though if I used the built in save arrays I think it could be done...) and I made the script a little while ago, though very efficient still, I didn't use any functions so its pretty confusing... it works fine for now, and considering how long it took to make I am not willing to rescript it yet.

[edit] Oh yes, client needs to be able to change them for equiping, and all the various item creation methods (blacksmithing for instance). Although now that I think of it it could all be done serverside...
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  #65  
Old 02-13-2002, 09:21 PM
Kaimetsu Kaimetsu is offline
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Quote:
Originally posted by Frolic_RC2
Well, the menu system uses a few keydowns as you could imagine, which can't be done serverside (though if I used the built in save arrays I think it could be done...) and I made the script a little while ago, though very efficient still, I didn't use any functions so its pretty confusing... it works fine for now, and considering how long it took to make I am not willing to rescript it yet.
I don't understand. The menu uses keydowns, okay, but why does that mean that the player has to be able to edit their own item list?
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  #66  
Old 02-13-2002, 09:22 PM
Frolic_RC2 Frolic_RC2 is offline
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Quote:
Originally posted by Kaimetsu


I don't understand. The menu uses keydowns, okay, but why does that mean that the player has to be able to edit their own item list?
Quote:
[edit] Oh yes, client needs to be able to change them for equiping, and all the various item creation methods (blacksmithing for instance). Although now that I think of it it could all be done serverside...
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  #67  
Old 02-13-2002, 09:25 PM
Kaimetsu Kaimetsu is offline
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Yeah, there's never any reason to do this stuff clientside.
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  #68  
Old 02-13-2002, 09:29 PM
Frolic_RC2 Frolic_RC2 is offline
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Quote:
Originally posted by Kaimetsu
Yeah, there's never any reason to do this stuff clientside.
Woah...and now the I look back at my script I haven't actually made anything which sets them clientside (except the if created area, which is currently for testing) so this is very easy to integrate...heh, I forgot that it doesn't adjust any strings when equiping, it just blocks out the name of the weapon you have equiped when viewing the list. Hmm....good thing I haven't made the shop script yet...

Heh, the script monkey has enlightened yet another!
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  #69  
Old 02-13-2002, 10:32 PM
Falcor Falcor is offline
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Quote:
Originally posted by Frolic_RC2


Ah, but can you have a whole inventory in different categories? The way I am doing it is if I need to add another feature or something, I will add it. It is completely senseless to have tons of NPCWs, when you could shorten it so much.
Acually, I could make different catagories really Ez. And it isn't that sences to make lots of unique npcs insteaf of making 4 or 5 really long ones that handle everything. But your way is fine and I hope it works out.
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  #70  
Old 02-14-2002, 05:57 AM
Frolic_RC2 Frolic_RC2 is offline
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Originally posted by Falcor


Acually, I could make different catagories really Ez. And it isn't that sences to make lots of unique npcs insteaf of making 4 or 5 really long ones that handle everything. But your way is fine and I hope it works out.
Well think about it. You have 2 weapons, lets say a spear and a sword. What do they do exactly? The both attack, only with different anis and ranges. (well, in Murasamune its alot more complicated, just being general right here). So instead of having a NPC called "Spear" and another called "Sword", I have a single called -weapons, and using the strings I define the range, power, and all that. I can also add secondaries to it if I wanted...but you get the point. It reduces the lag all in all.
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  #71  
Old 02-15-2002, 12:35 PM
Frolic_RC2 Frolic_RC2 is offline
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Wow, these new bodies make Murasamune feel...well alot more complete. The animation is soooo much better with these new bodies, you can see feeling in the character as he moves, and it just flows. The character has the exact feeling I wanted him to, though it took me a while to come up with (expecially the new equiptment template, the cape...took me a while to figure out a good animation for it, but in the end it was worth the time), and the ganis take long to make, it will be worth it, because the character are alot more important the tiles, and system NPCs even. I am trying to put as much character into the ganis as possible, I want everything to move realisticly, and I want everything to flow. With this, I find the missing puzzle piece to "why I always thought Murasamune was missing something" has been found, and it fits perfectly.

If lucky, I might show the animation of the body with equipment on, and him turning to every direction, stopping at each direction and walking. But, as I said, thats if you are lucky . I got alot more ganis to do, although not nearly as much as you may think, since I have redefined movement and everything. Although, to fill in those, I have about 50 ganis (all in all) most likely for weapons and such, so its still will be hard. I am going to do those as I go along though.

So much I want to say, but everything must wait until release. Release will come sooner then expected, I assure you that. Its coming up fast I'd say, and Murasamune will no doubt be ready when I submit...
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  #72  
Old 02-15-2002, 01:41 PM
Slaktmaster Slaktmaster is offline
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Nice, drop a screenshot.
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  #73  
Old 02-15-2002, 08:20 PM
Shorty2Dope Shorty2Dope is offline
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Quote:
Originally posted by Frolic_RC2
Wow, these new bodies make Murasamune feel...well alot more complete. The animation is soooo much better with these new bodies, you can see feeling in the character as he moves, and it just flows. The character has the exact feeling I wanted him to, though it took me a while to come up with (expecially the new equiptment template, the cape...took me a while to figure out a good animation for it, but in the end it was worth the time), and the ganis take long to make, it will be worth it, because the character are alot more important the tiles, and system NPCs even. I am trying to put as much character into the ganis as possible, I want everything to move realisticly, and I want everything to flow. With this, I find the missing puzzle piece to "why I always thought Murasamune was missing something" has been found, and it fits perfectly.

If lucky, I might show the animation of the body with equipment on, and him turning to every direction, stopping at each direction and walking. But, as I said, thats if you are lucky . I got alot more ganis to do, although not nearly as much as you may think, since I have redefined movement and everything. Although, to fill in those, I have about 50 ganis (all in all) most likely for weapons and such, so its still will be hard. I am going to do those as I go along though.

So much I want to say, but everything must wait until release. Release will come sooner then expected, I assure you that. Its coming up fast I'd say, and Murasamune will no doubt be ready when I submit...
How do you pronounce the server name?
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  #74  
Old 02-15-2002, 08:24 PM
Bird2prey Bird2prey is offline
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Quote:
Originally posted by Frolic_RC2
Wow, these new bodies make Murasamune feel...well alot more complete. The animation is soooo much better with these new bodies, you can see feeling in the character as he moves, and it just flows. The character has the exact feeling I wanted him to, though it took me a while to come up with (expecially the new equiptment template, the cape...took me a while to figure out a good animation for it, but in the end it was worth the time), and the ganis take long to make, it will be worth it, because the character are alot more important the tiles, and system NPCs even. I am trying to put as much character into the ganis as possible, I want everything to move realisticly, and I want everything to flow. With this, I find the missing puzzle piece to "why I always thought Murasamune was missing something" has been found, and it fits perfectly.

If lucky, I might show the animation of the body with equipment on, and him turning to every direction, stopping at each direction and walking. But, as I said, thats if you are lucky . I got alot more ganis to do, although not nearly as much as you may think, since I have redefined movement and everything. Although, to fill in those, I have about 50 ganis (all in all) most likely for weapons and such, so its still will be hard. I am going to do those as I go along though.

So much I want to say, but everything must wait until release. Release will come sooner then expected, I assure you that. Its coming up fast I'd say, and Murasamune will no doubt be ready when I submit...
Post a screenshot.
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  #75  
Old 02-15-2002, 08:36 PM
ArchOwl ArchOwl is offline
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Quote:
Originally posted by Shorty2Dope


How do you pronounce the server name?


mehrassahmoon
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