Full Source Code 2006

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lifco

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Jul 6, 2004
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Things are moving on nice now,

G/l guys and sorry to hear about that hallmat

lif
 

hallmat

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Feb 19, 2007
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cheers lifco just one of those things

we need to get a list or something that we want to work towards

like if were adding the assassin or not and if were updating the gfx or not
 

Ashran

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Dec 11, 2007
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Need to get them working 1st :)

Yeah, later, if this works, let's make it playable. Further make it as hl 3.55. If we have this... Assassin is borning? xD

(Now its when I curse that I don't know about C programming, this is too big for me, I'll try to learn ... ¬¬)
 

1PKRyan

LOMCN Developer
Developer
Nov 9, 2007
1,536
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No
Ive nearly got it working, think i setup somethin wrong tho.

All gates are connecting as they should, just can't login.
 

Coly

LOMCN Developer
Developer
Mar 31, 2005
1,399
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Hello, I hope it helps a bit...

this is the full Image Index by Wemade Orginal :

Change in Define.h this :

#define _MAX_TILE_FILE 74

and

ID 14, 29, 44 and 59 is not using... (I believe for future things)

Code:
#define _IMAGE_TILES				0
#define _IMAGE_TILES30				1
#define _IMAGE_TILES5				2
#define _IMAGE_SMTILES				3
#define _IMAGE_HOUSES				4
#define _IMAGE_CLIFFS				5
#define _IMAGE_DUNGEONS				6
#define _IMAGE_INNERS				7
#define _IMAGE_FUNITURES			             8
#define _IMAGE_WALLS				9
#define _IMAGE_SMOBJECTS			10
#define _IMAGE_ANIMATIONS			11
#define _IMAGE_OBJECT1				12
#define _IMAGE_OBJECT2				13
#define _IMAGE_WOOD_TILES			15
#define _IMAGE_WOOD_TILES30			16
#define _IMAGE_WOOD_TILES5			17
#define _IMAGE_WOOD_SMTILES			18
#define _IMAGE_WOOD_HOUSES			19
#define _IMAGE_WOOD_CLIFFS			20
#define _IMAGE_WOOD_DUNGEONS			21
#define _IMAGE_WOOD_INNERS			22
#define _IMAGE_WOOD_FUNITURES			23
#define _IMAGE_WOOD_WALLS			24
#define _IMAGE_WOOD_SMOBJECTS			25
#define _IMAGE_WOOD_ANIMATIONS		             26
#define _IMAGE_WOOD_OBJECT1			27
#define _IMAGE_WOOD_OBJECT2			28
#define _IMAGE_SAND_TILES			30
#define _IMAGE_SAND_TILES30			31
#define _IMAGE_SAND_TILES5			32
#define _IMAGE_SAND_SMTILES			33
#define _IMAGE_SAND_HOUSES			34
#define _IMAGE_SAND_CLIFFS			35
#define _IMAGE_SAND_DUNGEONS			36
#define _IMAGE_SAND_INNERS			37
#define _IMAGE_SAND_FUNITURES			38
#define _IMAGE_SAND_WALLS			39
#define _IMAGE_SAND_SMOBJECTS			40
#define _IMAGE_SAND_ANIMATIONS		             41
#define _IMAGE_SAND_OBJECT1			42
#define _IMAGE_SAND_OBJECT2			43
#define _IMAGE_SNOW_TILES			45
#define _IMAGE_SNOW_TILES30			46
#define _IMAGE_SNOW_TILES5			47
#define _IMAGE_SNOW_SMTILES			48
#define _IMAGE_SNOW_HOUSES			49
#define _IMAGE_SNOW_CLIFFS			50
#define _IMAGE_SNOW_DUNGEONS			51
#define _IMAGE_SNOW_INNERS			52
#define _IMAGE_SNOW_FUNITURES			53
#define _IMAGE_SNOW_WALLS			54
#define _IMAGE_SNOW_SMOBJECTS			55
#define _IMAGE_SNOW_ANIMATIONS		             56
#define _IMAGE_SNOW_OBJECT1			57
#define _IMAGE_SNOW_OBJECT2			58
#define _IMAGE_FOREST_TILES			60
#define _IMAGE_FOREST_TILES30			61
#define _IMAGE_FOREST_TILES5			62
#define _IMAGE_FOREST_SMTILES			63
#define _IMAGE_FOREST_HOUSES			64
#define _IMAGE_FOREST_CLIFFS			65
#define _IMAGE_FOREST_DUNGEONS		             66
#define _IMAGE_FOREST_INNERS			67
#define _IMAGE_FOREST_FUNITURES		             68
#define _IMAGE_FOREST_WALLS			69
#define _IMAGE_FOREST_SMOBJECTS		             70
#define _IMAGE_FOREST_ANIMATIONS		71
#define _IMAGE_FOREST_OBJECT1			72
#define _IMAGE_FOREST_OBJECT2			73

in MapHandler.cpp change :

Code:
VOID CMapHandler::LoadMapImage(CImageHandler* pxImgHandler)
{
	m_pxTileImg[0]  = &(pxImgHandler->m_xImageList[_IMAGE_TILES]);
	m_pxTileImg[1]  = &(pxImgHandler->m_xImageList[_IMAGE_TILES30]);
	m_pxTileImg[2]  = &(pxImgHandler->m_xImageList[_IMAGE_TILES5]);
	m_pxTileImg[3]  = &(pxImgHandler->m_xImageList[_IMAGE_SMTILES]);
	m_pxTileImg[4]  = &(pxImgHandler->m_xImageList[_IMAGE_HOUSES]);
	m_pxTileImg[5]  = &(pxImgHandler->m_xImageList[_IMAGE_CLIFFS]);
	m_pxTileImg[6]  = &(pxImgHandler->m_xImageList[_IMAGE_DUNGEONS]);
	m_pxTileImg[7]  = &(pxImgHandler->m_xImageList[_IMAGE_INNERS]);
	m_pxTileImg[8]  = &(pxImgHandler->m_xImageList[_IMAGE_FUNITURES]);
	m_pxTileImg[9]  = &(pxImgHandler->m_xImageList[_IMAGE_WALLS]);
	m_pxTileImg[10] = &(pxImgHandler->m_xImageList[_IMAGE_SMOBJECTS]);
	m_pxTileImg[11] = &(pxImgHandler->m_xImageList[_IMAGE_ANIMATIONS]);
	m_pxTileImg[12] = &(pxImgHandler->m_xImageList[_IMAGE_OBJECT1]);
	m_pxTileImg[13] = &(pxImgHandler->m_xImageList[_IMAGE_OBJECT2]);

	m_pxTileImg[15]  = &(pxImgHandler->m_xImageList[_IMAGE_WOOD_TILES]);
	m_pxTileImg[16]  = &(pxImgHandler->m_xImageList[_IMAGE_WOOD_TILES30]);
	m_pxTileImg[17]  = &(pxImgHandler->m_xImageList[_IMAGE_WOOD_TILES5]);
	m_pxTileImg[18]  = &(pxImgHandler->m_xImageList[_IMAGE_WOOD_SMTILES]);
	m_pxTileImg[19]  = &(pxImgHandler->m_xImageList[_IMAGE_WOOD_HOUSES]);
	m_pxTileImg[20]  = &(pxImgHandler->m_xImageList[_IMAGE_WOOD_CLIFFS]);
	m_pxTileImg[21]  = &(pxImgHandler->m_xImageList[_IMAGE_WOOD_DUNGEONS]);
	m_pxTileImg[22]  = &(pxImgHandler->m_xImageList[_IMAGE_WOOD_INNERS]);
	m_pxTileImg[23]  = &(pxImgHandler->m_xImageList[_IMAGE_WOOD_FUNITURES]);
	m_pxTileImg[24]  = &(pxImgHandler->m_xImageList[_IMAGE_WOOD_WALLS]);
	m_pxTileImg[25]  = &(pxImgHandler->m_xImageList[_IMAGE_WOOD_SMOBJECTS]);
	m_pxTileImg[26]  = &(pxImgHandler->m_xImageList[_IMAGE_WOOD_ANIMATIONS]);
	m_pxTileImg[27]  = &(pxImgHandler->m_xImageList[_IMAGE_WOOD_OBJECT1]);
	m_pxTileImg[28]  = &(pxImgHandler->m_xImageList[_IMAGE_WOOD_OBJECT2]);

	m_pxTileImg[30]  = &(pxImgHandler->m_xImageList[_IMAGE_SAND_TILES]);
	m_pxTileImg[31]  = &(pxImgHandler->m_xImageList[_IMAGE_SAND_TILES30]);
	m_pxTileImg[32]  = &(pxImgHandler->m_xImageList[_IMAGE_SAND_TILES5]);
	m_pxTileImg[33]  = &(pxImgHandler->m_xImageList[_IMAGE_SAND_SMTILES]);
	m_pxTileImg[34]  = &(pxImgHandler->m_xImageList[_IMAGE_SAND_HOUSES]);
	m_pxTileImg[35]  = &(pxImgHandler->m_xImageList[_IMAGE_SAND_CLIFFS]);
	m_pxTileImg[36]  = &(pxImgHandler->m_xImageList[_IMAGE_SAND_DUNGEONS]);
	m_pxTileImg[37]  = &(pxImgHandler->m_xImageList[_IMAGE_SAND_INNERS]);
	m_pxTileImg[38]  = &(pxImgHandler->m_xImageList[_IMAGE_SAND_FUNITURES]);
	m_pxTileImg[39]  = &(pxImgHandler->m_xImageList[_IMAGE_SAND_WALLS]);
	m_pxTileImg[40]  = &(pxImgHandler->m_xImageList[_IMAGE_SAND_SMOBJECTS]);
	m_pxTileImg[41]  = &(pxImgHandler->m_xImageList[_IMAGE_SAND_ANIMATIONS]);
	m_pxTileImg[42]  = &(pxImgHandler->m_xImageList[_IMAGE_SAND_OBJECT1]);
	m_pxTileImg[43]  = &(pxImgHandler->m_xImageList[_IMAGE_SAND_OBJECT2]);

	m_pxTileImg[45]  = &(pxImgHandler->m_xImageList[_IMAGE_SNOW_TILES]);
	m_pxTileImg[46]  = &(pxImgHandler->m_xImageList[_IMAGE_SNOW_TILES30]);
	m_pxTileImg[47]  = &(pxImgHandler->m_xImageList[_IMAGE_SNOW_TILES5]);
	m_pxTileImg[48]  = &(pxImgHandler->m_xImageList[_IMAGE_SNOW_SMTILES]);
	m_pxTileImg[49]  = &(pxImgHandler->m_xImageList[_IMAGE_SNOW_HOUSES]);
	m_pxTileImg[50]  = &(pxImgHandler->m_xImageList[_IMAGE_SNOW_CLIFFS]);
	m_pxTileImg[51]  = &(pxImgHandler->m_xImageList[_IMAGE_SNOW_DUNGEONS]);
	m_pxTileImg[52]  = &(pxImgHandler->m_xImageList[_IMAGE_SNOW_INNERS]);
	m_pxTileImg[53]  = &(pxImgHandler->m_xImageList[_IMAGE_SNOW_FUNITURES]);
	m_pxTileImg[54]  = &(pxImgHandler->m_xImageList[_IMAGE_SNOW_WALLS]);
	m_pxTileImg[55]  = &(pxImgHandler->m_xImageList[_IMAGE_SNOW_SMOBJECTS]);
	m_pxTileImg[56]  = &(pxImgHandler->m_xImageList[_IMAGE_SNOW_ANIMATIONS]);
	m_pxTileImg[57]  = &(pxImgHandler->m_xImageList[_IMAGE_SNOW_OBJECT1]);
	m_pxTileImg[58]  = &(pxImgHandler->m_xImageList[_IMAGE_SNOW_OBJECT2]);

	m_pxTileImg[60]  = &(pxImgHandler->m_xImageList[_IMAGE_FOREST_TILES]);
	m_pxTileImg[61]  = &(pxImgHandler->m_xImageList[_IMAGE_FOREST_TILES30]);
	m_pxTileImg[62]  = &(pxImgHandler->m_xImageList[_IMAGE_FOREST_TILES5]);
	m_pxTileImg[63]  = &(pxImgHandler->m_xImageList[_IMAGE_FOREST_SMTILES]);
	m_pxTileImg[64]  = &(pxImgHandler->m_xImageList[_IMAGE_FOREST_HOUSES]);
	m_pxTileImg[65]  = &(pxImgHandler->m_xImageList[_IMAGE_FOREST_CLIFFS]);
	m_pxTileImg[66]  = &(pxImgHandler->m_xImageList[_IMAGE_FOREST_DUNGEONS]);
	m_pxTileImg[67]  = &(pxImgHandler->m_xImageList[_IMAGE_FOREST_INNERS]);
	m_pxTileImg[68]  = &(pxImgHandler->m_xImageList[_IMAGE_FOREST_FUNITURES]);
	m_pxTileImg[69]  = &(pxImgHandler->m_xImageList[_IMAGE_FOREST_WALLS]);
	m_pxTileImg[70]  = &(pxImgHandler->m_xImageList[_IMAGE_FOREST_SMOBJECTS]);
	m_pxTileImg[71]  = &(pxImgHandler->m_xImageList[_IMAGE_FOREST_ANIMATIONS]);
	m_pxTileImg[72]  = &(pxImgHandler->m_xImageList[_IMAGE_FOREST_OBJECT1]);
	m_pxTileImg[73]  = &(pxImgHandler->m_xImageList[_IMAGE_FOREST_OBJECT2]);

}

!!! CODE NOT TESTET !!! but the Index is 100% Correct...

After this change, you need to change the other IDs to a Higher ID to prevent bugs ;-) normaly or?
 
Last edited:

1PKRyan

LOMCN Developer
Developer
Nov 9, 2007
1,536
149
275
No
Thanks bud.

Bit stuck atm not sure i got this setup properly or if the gates what have connected to each other are right & ports ect.

atm just gets to select server screen but when u click nothink happens :)

any ideas? lol
 

Coly

LOMCN Developer
Developer
Mar 31, 2005
1,399
33
195
Germany
Need to see the code you use. If you don't have change things in ServerSelectProcess
I believe (for the fist look) you don't have a Event for the Mouse.

EDIT: Ok the Mouse Event is in other file :-/ hmm need to have the full code to see how is wrong..
Best way is to fill the SVN with all you things...
 
Last edited:
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