Win32 client
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- ElvenProgrammer
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- Joined: 13 Apr 2004, 19:11
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Win32 client
As you said I think that me, natsuki and Genis are able to program for windows systems.
Now we should plan what we're going to do. There are many things:
- Coding new actions (attack, speak with npcs, and so on)
- Coding the graphic engine
- Maybe a own made gui system?
- Coding new packets
- ...
If someone has a little practice with winsock or sockets in general and with threads, he can be the responsable of the netwrok code because what i've written til now it's not very good I think (it's the first time i use sockets and threads
Tell me what you think and we'll plan a working development team
Now we should plan what we're going to do. There are many things:
- Coding new actions (attack, speak with npcs, and so on)
- Coding the graphic engine
- Maybe a own made gui system?
- Coding new packets
- ...
If someone has a little practice with winsock or sockets in general and with threads, he can be the responsable of the netwrok code because what i've written til now it's not very good I think (it's the first time i use sockets and threads
Tell me what you think and we'll plan a working development team
Last edited by ElvenProgrammer on 05 Jul 2004, 10:08, edited 1 time in total.
- ElvenProgrammer
- Founder
- Posts: 2526
- Joined: 13 Apr 2004, 19:11
- Location: Italy
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For the current state of development I'll still continue using "secret of mana" graphic. So let's get into the code.
What I'm working on is:
-replacing login allegro interface with masking
-adding commands to create and delete characters
-creating a structure to keep track of monsters, npcs, other players in visible/skill range
-adding some graphic to player and other reatures
If someone of you wants to help or delvelop alone one of this parts please post here.
What I'm working on is:
-replacing login allegro interface with masking
-adding commands to create and delete characters
-creating a structure to keep track of monsters, npcs, other players in visible/skill range
-adding some graphic to player and other reatures
If someone of you wants to help or delvelop alone one of this parts please post here.
- ElvenProgrammer
- Founder
- Posts: 2526
- Joined: 13 Apr 2004, 19:11
- Location: Italy
- Contact:
- ElvenProgrammer
- Founder
- Posts: 2526
- Joined: 13 Apr 2004, 19:11
- Location: Italy
- Contact:
Dear Genis I hope you have some practice with C++ because as you probably read I replaced the Allegro GUI with MASkinG wich is object oriented hard-coded. I placed the "new" and "del" buttons in the interface and I was working on deleting chars but I discovered that MASkinG doesn't support the '@' char wich is needed to provide e-mail to delete a character. I'm investigating on that and I hope to modify the library enough to get this working, probably I'll post something here.
Refer to *_dialog.cpp, main.cpp code to have an idea of how the new interface works. (I removed the old gui_*.cpp source code).
When you finished with that it'll be useful to add a panel to show selected player skills, stats, picture, ecc...
Refer to *_dialog.cpp, main.cpp code to have an idea of how the new interface works. (I removed the old gui_*.cpp source code).
When you finished with that it'll be useful to add a panel to show selected player skills, stats, picture, ecc...
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- Peon
- Posts: 42
- Joined: 28 May 2004, 16:45
- Location: Germany
Yeah an please hold me on the line.Elven Programmer wrote:Hey Nat can you better explain what are doing? I am very interested if you are developing npc support alone. Tell me something more I'm curious.
Maybe i will write a NPC-Script Prog to make easy new NPC'S.
Just need to get my old c++ Memorys back.
(too bad that the Yare projekt ist dead. they allready creating ther own client und map editor)
Sorry for my bad english.
I'm from Germany.
I'm from Germany.
- ElvenProgrammer
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To Genis:
I managed somewhat to use the '@' char by modifying the masking lib.
Here is my version
Modified version of MASkinG
Replace the code before compiling MASkinG lib or use the precompiled version (compiled with VC++ 7.0)
To Ultramichy
Mmmh Nat was referred to natsuki but your contribute is also welcome
I managed somewhat to use the '@' char by modifying the masking lib.
Here is my version
Modified version of MASkinG
Replace the code before compiling MASkinG lib or use the precompiled version (compiled with VC++ 7.0)
To Ultramichy
Mmmh Nat was referred to natsuki but your contribute is also welcome
.
can yu send me the file thats yu modified i have to compile it on linux thx yu =)
- ElvenProgrammer
- Founder
- Posts: 2526
- Joined: 13 Apr 2004, 19:11
- Location: Italy
- Contact:
-
- Peon
- Posts: 42
- Joined: 28 May 2004, 16:45
- Location: Germany