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[Development] C# sources
Discussion on [Development] C# sources within the EO PServer Hosting forum part of the Eudemons Online category.
07/13/2010, 19:33
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#61
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Quote:
Originally Posted by hio77
nope its not bad at all just a lota work and learning lol
0.o sounds interesting ... btw from my reading it sounds like C# + XNA makes for a very large game files (in comparison to C++) .... is that true? it may have been an old post though ... i was looking at it on my phone so i didn't really see the post date lol
would be interesting to see it though
also how well does that preform? or are you coding it as clean as possible?
urmmmmm im not making a server from binarys im making it from scratch ... when i release stuff it will be as is ... im sure someone with a lota experience in real eo would be able to match the exp rates but...... i believe the rates have changed with there new pve
im planing on coding it with near normal rates with a simple multiplier which would make lvling easy to edit
if you don't understand any of this though ild say its best to leave this topic to the subject of development in non-binarys
/agree .... i think he thinks im making a server to be released atm not coding a new emulator which we will have full control over every constant in it
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I don't understanding about C#, but i'm expert in C++ 
EDIT: And believe, if I Can make a Aion Emulator and a Ragnarok Emu (Cronus-Emulator) you can make a new Eudemons Emulator.
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07/13/2010, 23:04
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#62
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Quote:
Originally Posted by funhacker
The attached file contains the tileset engine editor thingy I was talking about. turns out the res is actually close to 1920x XXXX which shows even better loading compabilities...
use your arrows to move the character icon around.
Click the current layer to change layer you are editing when editing the object layers just click the object layer id to change what layer you wish to edit
finally WASD to move the tileset around to choose different tiles
as you can see I included some EO animations in this for detailed and high frame count animations..
Personally although it does work I would still re-write this again as it is my process slap together a working model then re-create in a more intelligent and proficient manner
You may be interested in the map.dat file too if you wanna take a look.
Finally ctrl+s = save it will replace the Content\map.dat file...
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it crashes at boot .... you sure all the dlls are included etc?
Code:
Description:
Stopped working
Problem signature:
Problem Event Name: CLR20r3
Problem Signature 01: tilesetengine-editor.exe
Problem Signature 02: 1.0.0.0
Problem Signature 03: 4b812a0e
Problem Signature 04: Microsoft.Xna.Framework
Problem Signature 05: 3.1.0.0
Problem Signature 06: 4a1e2d16
Problem Signature 07: 928
Problem Signature 08: e0
Problem Signature 09: FHPCUUF52YYP2ZYVPQD3AR2BZX5BJVNS
OS Version: 6.1.7600.2.0.0.256.1
Locale ID: 5129
EDIT: just had a little look at the debuging of it and heres an error or two for you
Code:
An unhanded exception of type 'Microsoft.Xna.Content.ContentLoadException occurred in Microsoft.Xna.Framework.dll
Additional information: Error loading "AnimationTest"
Quote:
Originally Posted by AaronzitoBR
I don't understanding about C#, but i'm expert in C++ 
EDIT: And believe, if I Can make a Aion Emulator and a Ragnarok Emu (Cronus-Emulator) you can make a new Eudemons Emulator.
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ah ok
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07/14/2010, 01:39
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#63
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Count me in for support
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07/14/2010, 04:38
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#64
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Quote:
Originally Posted by ~Yuki~
Count me in for support
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 thanks
btw is there a big arrow pointing here over in the co section lol? more and more co coders are posting here now
its really nice to see all the support ... i think ima start sticking some base sources up soon
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07/14/2010, 10:07
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#65
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well co and eo is 80% same thing just different graphics and animations haha
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07/14/2010, 10:44
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#66
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Quote:
Originally Posted by ~Yuki~
well co and eo is 80% same thing just different graphics and animations haha
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yup yup
- jumping
+ composing
- char sizes
+ pets etc lol
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07/14/2010, 14:41
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#67
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however if you add both EO and Co together
you get Crazy Tao...lmao
true story
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07/14/2010, 15:03
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#68
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I Have a Question can we add Conquer, Crazy Tao, WayFive Maps to eo ?
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07/15/2010, 05:11
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#69
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Quote:
Originally Posted by DEADP00L
however if you add both EO and Co together
you get Crazy Tao...lmao
true story
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yup lol
Quote:
Originally Posted by [Devil]
I Have a Question can we add Conquer, Crazy Tao, WayFive Maps to eo ?
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from memory yes you can ... CT defiantly CO has a few different things but mobs etc have already been included in eo from co
keep my topic to sources please though
Quote:
Originally Posted by funhacker
The attached file contains the tileset engine editor thingy I was talking about. turns out the res is actually close to 1920x XXXX which shows even better loading compabilities...
use your arrows to move the character icon around.
Click the current layer to change layer you are editing when editing the object layers just click the object layer id to change what layer you wish to edit
finally WASD to move the tileset around to choose different tiles
as you can see I included some EO animations in this for detailed and high frame count animations..
Personally although it does work I would still re-write this again as it is my process slap together a working model then re-create in a more intelligent and proficient manner
You may be interested in the map.dat file too if you wanna take a look.
Finally ctrl+s = save it will replace the Content\map.dat file...
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nvm about the error i forgot i didn't get xna framework again after my reinstall and was kinda with my gf at the time so i didn't think straight
 my screen dont like the res lol ... hate not having my 1080P monitor anymore
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07/15/2010, 14:37
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#70
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Quote:
Originally Posted by hio77
yup lol
from memory yes you can ... CT defiantly CO has a few different things but mobs etc have already been included in eo from co
keep my topic to sources please though
nvm about the error i forgot i didn't get xna framework again after my reinstall and was kinda with my gf at the time so i didn't think straight
 my screen dont like the res lol ... hate not having my 1080P monitor anymore
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apologies for the late reply been busy too xD
yea it's kind of hard to work out if I include the right DLL files when I have XNA installed -.-
Sorry about that. Although the lack of resolution how did the animation fair on your computer?
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07/15/2010, 22:46
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#71
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Quote:
Originally Posted by funhacker
apologies for the late reply been busy too xD
yea it's kind of hard to work out if I include the right DLL files when I have XNA installed -.-
Sorry about that. Although the lack of resolution how did the animation fair on your computer?
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its all good lol
the animations seemed fine ... im guessing its written to stay at 60fps because thats what it was getting to without stressing my gpu or cpu much at all
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07/16/2010, 11:28
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#72
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seems so, the basic game loop is already setup with the XNA as you should already know..
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07/16/2010, 11:46
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#73
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Quote:
Originally Posted by funhacker
seems so, the basic game loop is already setup with the XNA as you should already know..
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sounds good then
btw to be honest idk much at all about XNA
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07/17/2010, 12:24
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#74
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*bump* first post updated ... binary version of acc server out!
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07/18/2010, 01:19
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#75
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Quote:
Originally Posted by hio77
*bump* first post updated ... binary version of acc server out!
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It seems you do not understand what I meant in another topic.
I gave the idea of making a server with anything original. Rates, drops, etc.. Got it?
Then, if you wanted to edit the server to your liking, edit with their Prefences.
And did not want to brag that I did speak to one of Aion and helped in Ragnarok (Cronus-Emulator). Just wanted to say that yes I understand the code, in my case C + +.
Only I have no patience and do not know anything Eudemons codes. In the case of aion, I had the Lineage 2 as a reference and Aion-Unique. In the op I had eAthena Ragnarok Emulator
Eudemons none exists.
Good work
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