Version 1.0.13

From VbGORE Visual Basic Online RPG Engine

Contents

Information on upgrading from the previous version to this version can be found on the Upgrade 1.0.12 to 1.0.13 page.

Downloads

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

*.EXE - Self-installing file (10.6 MB)

*.ZIP - Compressed with WinZip (11.7 MB)

*.RAR - Compressed with WinRAR (9.6 MB)

*.7z - Compressed with 7Zip (9.7 MB)

Library Files (Not required for EXE users) (1.04 MB)

Release Notes

For the past few weeks, there has been a release ready but it was never packaged because there was no new map for the new rendering system. Well, I decided to rip out everything from Version 1.1.0 but the new rendering system and make a new release, which is this. There are a lot of bugs fixed up and changes made to add a lot more stability to vbGORE in this release.

Change Log

Add - Auto-saving: Added an auto-save routine and timer that will save every user online every 10 minutes so if the server crashes, not more than 10 minutes is lost.

Fix - Data_GM_SetGMLevel: A small fix for a variable mistype found by Hyan.

Fix - Inventory slots using constant: Replaced many of the values "49" with the constant MAX_INVENTORY_SLOTS to make it easier to change for those who wish to.

Fix - Map Editor Grh textbox: A small fix for the Map Editor's Grh textbox for the tile painting form that not only removes the crashes but allows you to enter values over 32000 like they should be due to a local variable mistyping.

Fix - Multiple quest accepts: Added a fix found by vbnewb2 that prevents you from typing /accept multiple times to get multiple instances of the same quest.

Add - Large texture support in Map Editor: Added a variable to the map editor that allows you to increase the device's backbuffer size, allowing for larger textures to be displayed in the previews.

Fix - Stats below 0: Fixed a small bug that could cause the server to crash when the client's HP went below 0 by simply not letting the HP, MP or SP go below 0.

Fix - GOREsock encryption: Fixed a bug I ran into with the encryption that didn't reset the encryption key offset values when remaking a connection with the client socket, which in turn made it so if you ever made more than one connection with the client's socket (such as connecting to an account server first, or switching between multiple game servers) with encryption enabled, it'd most likely break the connection.

Fix - Emoticon rendering: Fixed the emoticons to not roll over to the first frame while fading out.

Fix - ZeroMemory: Changed the ZeroMemory routines to use LenB() instead of Len() to get the exact byte size instead. This prevented all the memory from being cleared properly in cases of variable-length strings. Thanks to Drake for this fix.

Fix - Update client and server: Reverted to the update client and server from v1.0.0 since that seemed to work just fine. Applied a few small changes to it, too.

Change - Faster ClosestLegalPos code: Changed the Server_ClosestLegalPos method to only check the borders when performing a search rather than every element, removing a bunch of duplicate checks. How many duplicate checks removed depends on the size of the search. More specifically, a total of (Size ^ 2) - ((Size - 1) ^ 2) checks are removed, where Size is the distance away from the origin searched in each direction. In a 50 NPC thrall (that is, summoning 50 NPCs around yourself), a total of 597 nodes were saved (original was 2027, with this change it was 1430 total).

Change - Faster thrall code: Updated the Thrall code to use much more proper, more simple, and faster code. Large thralls should now be nearly 3x faster than they were before and no longer bog down the server so much.

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