[Development] KraHen`s devblog

12/07/2011 15:10 pro4never#16
Quote:
Originally Posted by KraHen View Post
Inventory loading/saving(which is actually item saving but meh) added. It`s just a dictionary lol. And wrote some new methods and constructors for the Item class, such as converting a GameItemDomain(just a data holder for nhibernate) to ConquerItem etc. Now working on Equipment.

EDIT:

Removed all bugs related to this, basically stuff I didn`t think about before testing. Now it works as intended.
Sounds like you're on the right track. If.you're using nhibrinate then you should write things with it from the start. That's one of albetros' biggest drawback, we had to try to retrofit.existing systems with it.

I'd use a stored proceedure to pull all user items (invent, whs and equipment) and keep them as nhibrinate objects with helper methods to let these objects be used directly as game objects (for calculations and packets). you can then just .save() them on modification without any real hassle (note, I'd do helper methods for things like... Change id. that way all stats update and savewithout you needing to remember)

Basically take how we started.to.do things with.albetros and finish them ahaha
12/07/2011 23:43 KraHen#17
@pro4never:
I`ve been actually doing that with almost everything.

After an epic fight with a series of exceptions, Inventory and Equipment is done. When I do profs tomorrow I`ll post pictures too, just because IMO the 140 armors are badass :D. Still have to add equipment saving/loading but meh, that can wait until tomorrow. Oh, and (reminder) also have to code generic item usage besides equipment!
12/08/2011 20:48 turk55#18
btw the python npc script chris used is pretty sweet too, npc can work immediate without having to restart the server and npcs can be changed too.
12/09/2011 00:09 KraHen#19
Tomorrow`s plan is :
Stat calculations
More character functions (for updating stats)
Starting attack system - melee attack

By the way, regarding the attack system, I`m thinking about the correct implementation of Fastblade. A lot of sources that are public are just implementing it plain wrong IMO, I was thinking about generating a vector (line lol) with Bresenham either until it`s length matches FB range or until it finds a player in a generated coord. Any better ideas?
12/09/2011 00:48 CptSky#20
Quote:
Originally Posted by KraHen View Post
Tomorrow`s plan is :
Stat calculations
More character functions (for updating stats)
Starting attack system - melee attack

By the way, regarding the attack system, I`m thinking about the correct implementation of Fastblade. A lot of sources that are public are just implementing it plain wrong IMO, I was thinking about generating a vector (line lol) with Bresenham either until it`s length matches FB range or until it finds a player in a generated coord. Any better ideas?
Convert the C++ implementation of TQ to C#?
12/09/2011 02:47 KraHen#21
Quote:
Originally Posted by CptSky View Post
Convert the C++ implementation of TQ to C#?
There`s a source for it?
12/09/2011 02:55 Arco.#22
EO not CO. But alot is applied to CO as well.
12/09/2011 06:30 BaussHacker#23
Quote:
Originally Posted by Arco. View Post
EO not CO. But alot is applied to CO as well.
Which is floating around somewhere in the EO section.
12/09/2011 06:37 pro4never#24
Quote:
Originally Posted by BaussHacker View Post
Which is floating around somewhere in the EO section.
Every time I try to explain how we did things in albetros I have to be like "yah...we ripped it from eo source..."

That source is FANTASTICALLY useful. They're basically the same game. Hell half the eo source contains stuff from conquer cause they recycled most of their code.
12/09/2011 06:59 KraHen#25
Got it, thanks for the sender. Although I`m sure my implementation would`ve been right as I don`t think TQ uses a special algorithm for line generation of their own lol.

Update :
Added stat calculations (still have to do mana, I hate taos if you didn`t get it by now)
Added map changing (also added entity removal from screen on login... oops :))
Added stat window

Basically everything I needed so I can start my attack handler. Here`s a pic for you, visual types :

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