Version 0.3.1

From VbGORE Visual Basic Online RPG Engine

Contents


[edit] Downloads

All downloads contain the same files, just using different compression methods.

Non-EXE users must download the Libraries Files at the bottom!

*.EXE - Self-installing file (11.83 MB)

*.ZIP - Compressed with WinZip (12.51 MB)

*.RAR - Compressed with WinRAR (10.39 MB)

*.7z - Compressed with 7Zip (10.43 MB)

Libraries Files (Not required for EXE users) (1.00 MB)

[edit] Release Notes

Released on February 10, 2007

Nowhere near as impressive as 0.3.0, but still some nice changes. One huge thing was the socket being completely rewritten. It is a hell of a lot faster (over 2000x faster sending data) and is directly in the project instead of as a control, making working with it easier. A downside of it is that since it is subclassed, it makes pausing real-time often freeze up and screw up, making debugging harder. Theres also the NPC chatting system, which is very diverse and allows for a lot of flexibility. It supports conditionals, different formats, and different chat styles.

[edit] Change Log

Fix - Partial language matches: Made partial language matches (such as /lang en) go to the closest language file.

Fix - Invalid "left the game" messages: When a client gets disconnected for an invalid login, it will no longer display " has left the game".

Fix - Client 100% cpu usage: No longer, at the connection screen or when the game is minimized, will the client use 100% of the CPU.

Fix - Login buffer size: Fixed the buffer size to be sized to -1 when logging in, instead of 0, which will handle the data more appropriately.

Fix - Extra empty byte in packets: Fixed a very tiny typo bug that made the packets have an extra byte at the end that was always 0. The bug was from GOREsock itself, so its no like anyone knew about it.

Add - NPC chatting: HUGE feature that contains its own NPC chat scripting system in itself. The chatting can contain so much or so little - you really have to check it out for yourself!

Fix - Minimized full-screen problems: Fixed a few problems that arise when the game is minimized too long by allowing the game to run while minimized, but just not render the screen.

Fix - High-lighter character: Fixed the high-lighter character "|" to not add to the text width when breaking lines.

Fix - Chat bubble size: Fixed the chat bubbles to draw a more appropriate size.

Fix - Unknown CharIndex handling: Fixed the unknown charindex handler to not crash when sent too high of an index from the server.

Fix - UserKnowSkill() array: Fixed the UserKnowSkill array to be dimmed as a byte array, not as a variant array.

Fix - Chat bubbles: Fixed the chat bubbles to only render if the character it is attached to is close to within view.

Change - AI 2: Changed AI 2 to seem more reasonable in the movement sytle, instead of just running around quickly.

Fix - LogLine removing: Fixed the client and server to compile correctly with the log lines removed.

Fix - Blood on no damage: Fixed the blood from appearing when a character is attacked but missed (thanks, Zapato!).

Add - vbGORE Rebooter: Added a program that will automatically reboot the server when it crashes. Its nothing special - basically like those other reboot programs, but vbGORE! :)

Fix - Tile warping (again): Fixed the tile warping to not "lock up" a warp after using it sometimes. The fix was done in User_EraseChar.

Fix - Tile warping: Fixed the tile warping to use the closest legal position instead of the exact position.

Remove - ToolSocketBinary and ToolSocketString: Removed the two sockets library files because they are no longer used.

Change - SOX to GOREsock: Rewrote the system of GOREsock (using SOX as a template), this time working. It uses no packet headers like SOX (4 less bytes per send), along with works countless times faster then SOX.

Change - Server_WalkTimePerTile: Changed the routine to be slightly faster.

Change - Back to timeGetTime: Changed the timer back to timeGetTime, but added a "roll-over" checker. Doubling the size of every counter variable just wasn't worth it. The roll-over only happens 25 days after the first restart. If there is a roll-over, the server will unload.

Change - Update server file loading: Changed the update server to load a file with a byte array instead of as a string. This prevents having to convert it to a byte array later, slowing it down a lot.

Add - Update server packet header caching: Adding packet header creating to the update server and client, which are created at runtime. This prevents them from having to use a bunch of StrConv() calls like before.

Change - Socket directly implemented: Removed the socket controls and added them directly into the projects. It was a lot of work, but it adds a lot of help in the long run.

Fix - Data_User_LookLeft: Fixed the lookleft/lookright routine to not crash and handle the invalid character index correctly.

Fix- ClosestPC / ClosestNPC: Fixed the ClosestPC and ClosestPC functions to return characters next to the border, too. Thanks, Zapato!

Fix - Facing self on skill usage: When casting a spell or using a skill on yourself, you will no longer face yourself. Same applies for NPCs using it on themselves.

Change - Server interface: Changed the server interface to be very "out of your face" and discrete. It has a pop-up tooltip of the bandwidth usage / connections, and a few options in the menu. I know most people won't like this, but I really wanted to get rid of the server GUI.

Fix - Logging: Fixed some references to the wrong files in the logging.

Fix - Ninja projectile rotation: Fixed the Ninja's projectile rotation speed to 100 (accidentally entered the value in the bandit's field). Thanks, Zapato!

Fix - Walking correction: Fixed (hopefully) the walking to not be so skippy when running during server lag. The position will only update if the client position is not the same as the server's position, instead of every time the user moves.

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