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Author Topic: Knights & Dragons: The Endless Quest  (Read 15084 times)

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Offline flemw1234

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Re: Knights & Dragons: The Endless Quest - complete
« Reply #90 on: May 30, 2012, 03:12:26 am »
Here's a suggestion.....eliminate the autosave feature outright and make it so you have to save (call it "rest") at an Inn...that way there's less code to go through and everyone has the same exact feature saving at the Inn would gaurantee a save and if you didn't do that it'd load the last time you saved at the Inn, additionally it would give the Inn an extra purpose....it worked in the NES days of Final Fantasy....just a thought

Offline BeasTie

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Re: Knights & Dragons: The Endless Quest - complete
« Reply #91 on: May 30, 2012, 04:03:46 am »
That's a good idea imo, it would also expand gameplay.

Offline MatMan

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Re: Knights & Dragons: The Endless Quest - complete
« Reply #92 on: May 30, 2012, 04:42:17 am »
I'm not sure how the system save/sets the variables for the missions but it would appear that using the openfilestream/filestreamappend method would be the safest route.


Offline utunnels

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Re: Knights & Dragons: The Endless Quest - complete
« Reply #93 on: May 30, 2012, 12:03:14 pm »
Hm, I opened a new game and didn't have a problem this time.

 :laughing:

----------

Edit*

Maybe I should put some debug messages in next version to see if the save file is actually loaded successfully.
« Last Edit: May 30, 2012, 12:21:38 pm by utunnels »

Offline utunnels

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Re: Knights & Dragons: The Endless Quest - complete
« Reply #94 on: May 30, 2012, 09:26:10 pm »
Oh snap, I finally realized why sometimes saved script file doesn't work. It seems there's a bug that the engine can't load a save file the same way as a pak file. It works on windows under debug mode (unpacked data folder), but not always work if the game is packed.


Offline BeasTie

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Re: Knights & Dragons: The Endless Quest - complete
« Reply #95 on: May 30, 2012, 10:17:14 pm »
Could the engine be made to load from unpacked data as well as .PAK data?
so anything that resides in data folder will override what's in the .PAK, or at least some critical data could remain unpacked whilst still having the rest in .PAK

Offline utunnels

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Re: Knights & Dragons: The Endless Quest - complete
« Reply #96 on: May 30, 2012, 10:23:22 pm »
Yeah, but before that you can just play it unpacked so you can beat this game.


Offline darknior

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Re: Knights & Dragons: The Endless Quest - complete
« Reply #97 on: May 31, 2012, 03:35:20 am »
You will update the engine to correct this bug ?

Offline flemw1234

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Re: Knights & Dragons: The Endless Quest - complete
« Reply #98 on: May 31, 2012, 07:33:05 am »
Damn the Elf needs to be beefed up a bit, I die alot with him... his d d a and d f a seems to me to be the most helpful

Offline MatMan

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Re: Knights & Dragons: The Endless Quest - complete
« Reply #99 on: May 31, 2012, 07:48:38 am »
The elf happens to be my fav, really have to struggle with him however there is a major bug with him, when his summoned elfling kills someone you do not get the experience. There might be a easy way to fix this with script but I need to look into it for pierwolf.

There is another major problem.

To put is simply, taking into account the billions of stars in a galaxy and also the fact that there is billions of galaxies out there and then you take into account that there might be billions of parallel universes and you take that ludicrous number and the fact that every conceivable event can or has happened there is never a reason in that entire multiverse to use the drawstring function.

Anyhow here is the fix PierWolf.
Delete the update.c file and then in score one replace it with.
Code: [Select]
#include "data/scripts/levelup/lvup.c"
void main()
{
        void lv = getglobalvar("level."+0);
        lvup(0);
//settextobj({index}, {x}, {y}, {font}, {z}, {text}, {time})
if ( lv==NULL() ) { lv=1; }
settextobj(0, 69, 253, 0, 1, "LVL"+lv);
}

score2.c
Code: [Select]
#include "data/scripts/levelup/lvup.c"
void main()
{
void lv = getglobalvar("level."+1);
        lvup(1);
if ( lv==NULL() ) { lv=1; }
settextobj(1, 69+120*1, 253, 0, 1, "LVL"+lv);
}
score3.c
Code: [Select]
#include "data/scripts/levelup/lvup.c"
void main()
{
void lv = getglobalvar("level."+2);
        lvup(2);
if ( lv==NULL() ) { lv=1; }
settextobj(2, 69+120*2, 253, 0, 1, "LVL"+lv);
}
score4.c
Code: [Select]
#include "data/scripts/levelup/lvup.c"
void main()
{
void lv = getglobalvar("level."+3);
        lvup(3);
if ( lv==NULL() ) { lv=3; }
settextobj(3, 69+120*3, 253, 0, 1, "LVL"+lv);
}

This will speed up the game significantly.
« Last Edit: May 31, 2012, 07:57:00 am by MatMan »

Offline darknior

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Re: Knights & Dragons: The Endless Quest - complete
« Reply #100 on: May 31, 2012, 08:36:31 am »
MatMan, we must do ourselves this update ?
Or you will release an fix ?
Some other bugs to fix, or it is the last ?

Offline Pierwolf

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Re: Knights & Dragons: The Endless Quest - complete
« Reply #101 on: May 31, 2012, 04:20:04 pm »
Oh snap, I finally realized why sometimes saved script file doesn't work. It seems there's a bug that the engine can't load a save file the same way as a pak file. It works on windows under debug mode (unpacked data folder), but not always work if the game is packed.

this must be the reason why i've never found the save bug. infact, i always play the unpacked mod.  :eek:

The elf happens to be my fav, really have to struggle with him however there is a major bug with him, when his summoned elfling kills someone you do not get the experience. There might be a easy way to fix this with script but I need to look into it for pierwolf.

yea the same happens when you use the paladin' release attack, it must be because they are spawns. if you know how to fix it please let me know :eek:


There is another major problem.

To put is simply, taking into account the billions of stars in a galaxy and also the fact that there is billions of galaxies out there and then you take into account that there might be billions of parallel universes and you take that ludicrous number and the fact that every conceivable event can or has happened there is never a reason in that entire multiverse to use the drawstring function.

Anyhow here is the fix PierWolf.


wow, i will try it now. i feel so noob...  :(
MatMan, thank you very much for your help!

i will release a new version soon.
My current project:

Knights & Dragons: The Endless Quest - COMPLETE!

Offline MatMan

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Re: Knights & Dragons: The Endless Quest - complete
« Reply #102 on: May 31, 2012, 04:35:37 pm »
Quote
yea the same happens when you use the paladin' release attack, it must be because they are spawns. if you know how to fix it please let me know
The long way is to have a ondeath script and assign it to all enemies (which sux) then check if the attackers parent = a player then take the dying characters score value and give it to the parent although because the summoned elf spawns its own summons(arrows) you will have to check the arrows parent and then that objects(elf) parent and see if its a player, i had todo something similar in MixMasters. This way is easy enough but its time consuming.

However I'm not sure but there might be a easier way by creating a death script just for the summon elf and add his score to its parent when it dies but I don't know if npc's maintain a score, its something that I'll need to test. This would be like one line of code.

edit....
Quote
wow, i will try it now. i feel so noob...
Don't stress about it, the first time I added some text to my game it also used drawstring   ;D
« Last Edit: May 31, 2012, 04:42:34 pm by MatMan »

Offline rafhot

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Re: Knights & Dragons: The Endless Quest - complete
« Reply #103 on: May 31, 2012, 04:55:09 pm »
Quote
yea the same happens when you use the paladin' release attack, it must be because they are spawns. if you know how to fix it please let me know


maybe by script something like that should work?
changeentityproperty(summon, "owner", you);


Change the summon owner property to your thrower and you get score when you hit a target.... long time ago u tunnels said it to me to do a captain america throw shield  to do hit scores
« Last Edit: May 31, 2012, 05:03:27 pm by rafhot »

Offline Pierwolf

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Re: Knights & Dragons: The Endless Quest - complete
« Reply #104 on: June 01, 2012, 05:38:25 pm »

So MatMan, i've implemented your scripts as you have shown me, but i don't understand really what are the differences from the old ones, apart that i've found some strange bugs:

when you start a stage, the level is missing, as shown in the image below:



and it reappears only after you've hit an enemy:



furthermore, when you level up, it happens something similiar; it doesn't show the new level (in this case i've leveled up from LVL2 to LVL3):



only to update when you hit an enemy:



any clues on why this happens?

thanks!
My current project:

Knights & Dragons: The Endless Quest - COMPLETE!

 



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