Helbreath In 800x600

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Aryes
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Post by Aryes »

Something I've been working on the past few days, after Cleroth gave me the idea: helbreath on a 800x600 res.

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mcgrady
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Post by mcgrady »

is it hard to do?
diuuude
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Post by diuuude »

As always... you rox Aryes !

I was "working" on 800*600 client yesterday with cleroth, changing the size was really easy but what about displaying ennemies on all the viewable map ?

Does the HG have more datas to send? or is it already sent by hg and we just have to edit the client for displaying objects in the new tiles ?


Anyways i think now you'll have to allow warriors to run faster... or they'll be killed the easy way by archers and wizzards. Now they can see and attack farther :-/.
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joeri
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Post by joeri »

Aryes
a kin for such a client
what sizes are al lthe boxes etc ?
Cuz normally boxes qhould be bigger
Could u mail me the sizes of every thing ?
or post them here.
Would be helpfull :)
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Post by KLKS »

yes the hg has to send more info on monsters around the map. can be easily fixed i guess
Aryes
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Post by Aryes »

The monsters all over the screen is the only problem i have now, I'll look into it tomorrow, everything else is working fine and running smooth.

For the warriors running faster, i think that if you add a range for magics and make it display like : "too far to cast" would help a lot too.
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Aryes
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Post by Aryes »

joeri wrote: Aryes
a kin for such a client
what sizes are al lthe boxes etc ?
Cuz normally boxes qhould be bigger
Could u mail me the sizes of every thing ?
or post them here.
Would be helpfull :)
Sorry, I didn't understand what are you trying to say... If you are refering to the graphics that are 640x480, usually the ones with that size are the login and character screen ones. For these ones, just centralizing the graphics on the screen will still give a good result.

For the ones used ingame that uses the whole x or y of the screen, like the icon bar, you will need to edit it like I've did.

*EDIT* by the way, check the DEF_OBJECTMOVE_CONFIRM and the function _ReadMapData inside client source, and the function iComposeMoveMapData inside hgserver source for the monsters on the screen, you should know what to do ;)

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Hypnotoad
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Post by Hypnotoad »

cleroth = idea whore!!!

For mage casting perhaps you can add a semi transparent red box where mages can cast the spell. You can probably go ahead and create a new skill called range% that way lol. Or make new spells certain ranges. But i still think transparent red is the way to go, too much power 800x600 distance
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Post by Slayer »

Hypnotoad wrote: cleroth = idea whore!!!

For mage casting perhaps you can add a semi transparent red box where mages can cast the spell. You can probably go ahead and create a new skill called range% that way lol. Or make new spells certain ranges. But i still think transparent red is the way to go, too much power 800x600 distance
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Post by Drajwer »

Can someone post 800*600 code ? :rolleyes:
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Post by tester »

Just 800x600 has been done a long time ago, in the early hb2 days.

Good job Daniel I would say :P
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Post by snoopy81 »

... And gserver side is not difficultc.
Mainlly concerns SendEventToNearClient_TypeA/B, iComposeInitMapData, iComposeMoveMapData & maybe a few more functions.
But we must keep in mind the poor performence of HB graphic engine, and the increased Internet load (and Lag)
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Aryes
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Post by Aryes »

They've fixed the monsters that doesn't appear off the rect bound of 640x480?
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Aryes
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Post by Aryes »

snoopy81 wrote: ... And gserver side is not difficultc.
Mainlly concerns SendEventToNearClient_TypeA/B, iComposeInitMapData, iComposeMoveMapData & maybe a few more functions.
But we must keep in mind the poor performence of HB graphic engine, and the increased Internet load (and Lag)
In fact, the internet load will raise a lot, since everytime the player moves or data is updated around him, the server need to send around 25% more data.
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tester
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Post by tester »

Aryes wrote:
snoopy81 wrote: ... And gserver side is not difficultc.
Mainlly concerns SendEventToNearClient_TypeA/B, iComposeInitMapData, iComposeMoveMapData & maybe a few more functions.
But we must keep in mind the poor performence of HB graphic engine, and the increased Internet load (and Lag)
In fact, the internet load will raise a lot, since everytime the player moves or data is updated around him, the server need to send around 25% more data.
indeed. U mentioned the monster all over the screen wasn't working. Are fishes, minerals etc working?

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