Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - ℛḝξ☂

#1
Quote from: habi2 on Jan 08, 2025, 11:08 AM
Quote from: ℛḝξ☂ on Jan 07, 2025, 06:45 AMIt looks awesome. Can wooden PCs show the character fluently? I think it's vital as Yyg have done one custom chatbox to show Chinese, however not of so much quality and lags the DM gameplay for wooden pc users.
Hi ℛḝξ☂ and other friends,
Here is a demo 32 bit windows server of the chatbox.
demo-unicode.7z (9.61 MB)


(click on image to get bigger)

You can test it on your wooden pc. However i am afraid the game will lag. I have added 5 unicode-messages which is shown to a player when he joins. The messages are contained in messages-cn.txt. We fetch it by line no. Two fonts - arial-unicode-ms-bold.ttf and segoe-ui-emoji.ttf are also included. Necessary plugins remexec04rel32 is included.


I have tested it with multiple players, it works well for me, however some said the game lags even when they are not wooden pcs.

Whatever the custom chatbox you create, it causes lag more or less, still looking forward to the chatbox and I'd like to help if you need test on wooden pcs.
#2
It looks awesome. Can wooden PCs show the character fluently? I think it's vital as Yyg have done one custom chatbox to show Chinese, however not of so much quality and lags the DM gameplay for wooden pc users.
#3
Happy new year
#4
Impressive, vivid and dynamic work! I really enjoyed talking in Chinese in the server!
#5
Client Scripting / Re: [Repost] Snow Effect
Jan 21, 2022, 09:03 AM
Great work dude!
#6
More soon please ::)
#7
Quote from: DizzasTeR on Sep 10, 2021, 06:29 AMHmm, could you record a demonstration
I'm sorry to say that it's inconvenient for me to upload a video to youtube. But you can try this code
function Script::ScriptProcess()
{
    local i, plr, name = "jack";
for( i = 0; i < 99; i ++ )
{
    plr = World.FindPlayer( i );
if( plr )
{
if ( plr.Name == name )
Console.Print( name + "'s Health: " + plr.Health );
}
}
}
And join with one random nick & one "jack" then change "jack"'s health

Quote from: DizzasTeR on Sep 10, 2021, 06:29 AMthat seems like a bug that I should've seen because my custom scoreboard in EG A/D relies on client-side .Health as I don't send sync packets from server to sync health of players.
Did <client-side .Health> work correctly on your server? I want to make one custom nicktags/healthbar and due to this bug I have to send sync packets(the exact health and the respective player) to client every 1 second(or less).
#8
Quote from: DizzasTeR on Sep 08, 2021, 07:44 AMThings work different on client side, if the player is not streamed in then his health will return 0 regardless of his actual health. Client side health for other players will only report properly when the player is streamed in to the local player (He is close enough for his packets to be received by the local player)
Hi, thank you for helping. I think during my test the two players are close enough to be streamed by each other, because as soon as their health are changed to 0, it returns 0(which is correct)
However no matter how close the players are, it only returns 100 forever if their actual health is more than 0
#9
Description
When I get the health of other player (the local one works)it returns 100
Example:
me -  A
the other player - B
client side: Console.Print( World.FindPlayer( B.ID ).Health )
it always returns 100(returns 0 when the player is dying)

Reproducible
Always

What you were doing when the bug happened
Hitting the player B, B's health decreases, but client side still returns 100

What you think caused the bug
-
#10
Old times in 0.3z is an unforgettable memory while It's hard to get used to it now as 0.4 has changed and improved a lot in almost every aspect.
#11
Thank you both for your help!

Quote from: DizzasTeR on Aug 24, 2021, 09:21 AM
Quote from: Xmair on Aug 24, 2021, 05:43 AMThis function is used to convert the world's 3D co-ordinates to the client's 2D screen co-ordinates.

Its the other way around. The Z parameter in Screen -> World Pos or World Pos -> Screen represents visibility. Value is between -1 or 0 (forgot exactly) if the vector is not visible on screen and anything else if it is. (You probably have to test)

I am using this function to enable players to mark a certain place with a sprite. Your information helps and this work is done! Btw if I change the value of Z parameter in Screen position to 0 or -1 I cannot see the mark/sprite, I try to use 1 and it works.
#12
Hi, I try to test it on my pc and it works well! However I cannot load the plugin actor64.dll when I try to copy paste the new scripts to my vps. The console tells the error code is 126. I checked server.cfg and no typos, and any other official plugins (64 bit) works normally. I think there's some libraries missed, is there any solution or info?
#13
GUI::ScreenPosToWorld(Vector screenPosition)

I wonder how this function works, and why the parameter screen position is Vector instead of VectorScreen, any help is appreciated!
#14
Wow it's such an amazing snippet, I cannot wait to have a try
#15
Awesome work!!