Search found 180 matches

by leeor_net
08 Feb 2008, 11:15
Forum: Graphics Development
Topic: New playerset's frames and animation
Replies: 214
Views: 57487

Alright. I'll post some images when I get back from school today. I'll simply edit this post... :)
by leeor_net
08 Feb 2008, 01:20
Forum: Graphics Development
Topic: New playerset's frames and animation
Replies: 214
Views: 57487

I think the animation is pretty good as it is now. I would suggest, however, that the front foot come forward instead of the rear foot sliding back. That seems unnatrual for some reason. Also, I think the idea of 'effects' being separate animations would 1) complete the animation by filling in the d...
by leeor_net
08 Feb 2008, 00:45
Forum: Support and Bug reports
Topic: Problem with the game window.... help please?
Replies: 7
Views: 3016

The other problem with this, however, is that objects on screen disappear when they are out of what I guess I could call the 'view frustum'. This appears to happen when the screen resolution is out of a typical 4:3 ratio (e.g., 640x480, 800x600, 1024x764) and in a much different resolution ration of...
by leeor_net
08 Feb 2008, 00:03
Forum: Support and Bug reports
Topic: Cannot Connect to Character Serv
Replies: 2
Views: 1468

If you are running a client and server from the SVN, you will need to make sure that the account server is giving the client the correct address. I think it's defaulted to localhost (127.0.0.1). If that's the case, be sure to point it to the correct address in the file ' tmwserv.xml ' If you are not...
by leeor_net
07 Feb 2008, 23:58
Forum: Support and Bug reports
Topic: windows vista goes that game?!
Replies: 15
Views: 5394

I'm also using Vista 32 (Home Premium) with no problems running in OpenGL. I get the distinct feeling that users are going to have problems with OpenGL drivers if they are using graphics cards that are either Intel or ATI based -- ATI based cards have always had driver problems for just about everyt...
by leeor_net
07 Feb 2008, 23:41
Forum: TMW Classic
Topic: Shadow Layer
Replies: 3
Views: 1265

I don't know why I didn't think of using the object layer for shadows. But it would work for many purposes. The problem I see happening, though, is in the case of objects on the side of buildings. Since the object will be in the objects layer, I couldn't also put a shadow tile there. I suppose that'...
by leeor_net
07 Feb 2008, 02:51
Forum: Marketplaces
Topic: EVERYONE ME AND MY GF HAVE A STORE!!!!!!!!
Replies: 9
Views: 1989

IM DARK MAGICIAN AND MY GF IS NAMED DOODLE BUG WE ARE SELLING ALOT OF STUFF INCLUDING RARES IN THE BAR WE HAVE GOOD PRICES AND WE RESPECT ALL CUSTOMERS OPINIONS. THANK YOU VERY MUCH AND IF YOU HAVE ANY QUESTIONS JUST PM ME. You seriously need to google forum and online etiquette because you have vi...
by leeor_net
07 Feb 2008, 02:45
Forum: TMW Classic
Topic: Shadow Layer
Replies: 3
Views: 1265

Shadow Layer

I'm not sure if this topic belongs here or elsewhere so if it's in the wrong forum, be easy on me! :) I had a thought about adding an additional layer to the maps. A 'shadow' layer in which the mapper could lay down shadows. These would be drawn on top of objects but underneath the character sprite....
by leeor_net
07 Feb 2008, 00:16
Forum: Support and Bug reports
Topic: compiling problems`
Replies: 18
Views: 5071

You may not have downloaded the latest 'nightly build' for CodeBlocks. The main download on its website is an old RC2 1.0 download -- very outdated. Instead, you will need to download the Nightly Build version -- This is the one released... today? Code::Blocks Nightly Build - Feb 06, 2008 . I garant...
by leeor_net
07 Feb 2008, 00:08
Forum: Support and Bug reports
Topic: [SOLVED] Compiling under Win32 with VS2008/DEV-C++
Replies: 10
Views: 5329

Also, perhaps you'd like to bring your questions back to your original thread.
by leeor_net
05 Feb 2008, 02:10
Forum: Support and Bug reports
Topic: [SOLVED] Compiling under Win32 with VS2008/DEV-C++
Replies: 10
Views: 5329

I was only having the problem in key.hpp so my solution worked. Matt, your solution would also work but that, imho, would defeat the purpose of an enum. Regardless, I'm not too terribly concerned with the WinAPI crap because frankly, it's not really needed. So far I havn't suffered any ill effects. ...
by leeor_net
03 Feb 2008, 20:06
Forum: Player talk
Topic: SOMEONE STEALED US
Replies: 20
Views: 3644

Being a developer myself, I would be irritated if somebody was abusing the terms of the GNU GPL . However, that's not to say that whoever this person is hasn't abused the GPL. As the TMW moderators have stated, the game is uninspired. Anybody who just takes a game, changes a few things here and ther...
by leeor_net
03 Feb 2008, 20:02
Forum: Support and Bug reports
Topic: TMW on vista?
Replies: 42
Views: 14626

No trouble running TMW on Vista Home Premium:

SDL/OpenGL both work fine.

Basic Specs:
nVidia GeForce 8800 GT
3GB RAM
AMD 64X DualCorex2

Hope that helps! :)
by leeor_net
03 Feb 2008, 17:53
Forum: Support and Bug reports
Topic: [SOLVED] Compiling under Win32 with VS2008/DEV-C++
Replies: 10
Views: 5329

Thanks for your reply! After a little bit of fussing with the IDE, low-and-behold, it works! ... mostly. There's a problem with the key enumeration in key.hpp (expected identifier before numeric constant)... I'll search around on the forums to see if there's a solution to this problem. Otherwise, pe...
by leeor_net
03 Feb 2008, 09:21
Forum: Support and Bug reports
Topic: [SOLVED] Compiling under Win32 with VS2008/DEV-C++
Replies: 10
Views: 5329

[SOLVED] Compiling under Win32 with VS2008/DEV-C++

Hello, First, I'd like to say that I'm quite impressed with the work that's been done on Mana World. Actually, I want to use the code base when it matures a bit more for a project that I've had in mind for awhile now. To that end, I've been trying to compile TMW with no luck. I've tried VC7.1, VS9 a...