Version 1.0.3
From VbGORE Visual Basic Online RPG Engine
Contents |
Information on upgrading from the previous version to this version can be found on the Upgrade 1.0.2 to 1.0.3 page.
[edit] Downloads
All downloads contain the same files, just using different compression methods.
*.EXE - Self-installing file (13.0 MB)
*.ZIP - Compressed with WinZip (13.7 MB)
*.RAR - Compressed with WinRAR (11.1 MB)
*.7z - Compressed with 7Zip (11.6 MB)
Library Files (Not required for EXE users) (1.04 MB)
[edit] Release Notes
Released on June 4, 2007
After nearly two weeks in development, this version includes tons of important changes, mostly of bug fixes but also stability fixes. There are many highly critical changes, so it is recommended everyone fully upgrades.
[edit] Change Log
Change - Compression file names: (Guide) Changed the compression to get a randomly generated file name instead of using the same one over and over. This is handy since for when things go wrong sometimes, this will prevent the compressions from trying to overlap. For instance, the update client will crash if you have multiple connections to the update server and try to decompress two files at once.
Fix - Loading a single file on update server: (Guide) Fixed (yet again) the update server from crashing when a single file is loaded for updating.
Add - Update client register DLLs / OCXs: (Guide) Added automatic DLL and OCX registration with the update client. Any .OCX or .DLL file downloaded will attempt to be registered with the regsvr32 application.
Add - Server already running message: (Guide) Since quite a few people have questioned why their server crashes when loading it because they have the server already running but don't realize it, added a message that will appear if you try to load the server more than once. This won't get in the way of multiple servers.
Change - Multiple update client connection attempts: (Guide) Added support for the update client to try to connect multiple times before giving a "unable to connect" message.
Fix - Duplicate ground items on map change: (Guide) Deleted an extra Data_Send that was causing quite a lot of packet replaying. This wasn't noticeable from the NPCs because of the way they work (can only have one index), but was definitely noticeable with the objects, and only triggered when objects were on the ground.
Fix - Skills format: (Guide) Changed the skills format to send the ID of the skill in packets instead of the name, preventing the server from having to do ID to Name conversions, saving CPU and bandwidth. This keeps all of the SkillIDto... stuff on the client. Also fixed up some small bugs with the system.
Fix - Iron Skin: (Guide) Fixed the iron skin skill to turn on and off correctly.
Add - Update client decompressor error message: (Guide) Added an error message to the update client for when the decompression file (7za.exe) can't be found.
Fix - Update server crashing with no files: (Guide) Added a small fix to make the update server not crash when theres no files.
Fix - Host name support on GOREsock.Connect: (Guide) Added a wrapper that will convert the host name to IP if needed. For some reason, this absolutely refused to work directly in the socket (I have no idea why), so it has to be done in this ugly method, but it still gets the job done.
Fix - NPC crash-proofing: (Guide) Added some crash-proofing to the NPC AI after a crash that was made while in the NPC AI.
Fix - Critical server crash on death bug: (Guide) A very important bug fix that prevents the server from trying to read if a position is legal when the map isn't loaded. This fix will make the server confirm a map is loaded before using Server_LegalPos.
Fix - Incorrect socket on client: (Guide) At some point, the client's socket got switched with the server's socket, which it definitely shouldn't be.
Fix - Update server and Game.ini: (Guide) Changed the update server to save the Game.ini file only if it does not exist on the client already. This will make sure it doesn't overwrite people's settings, but can still give them the file if they need it.
Change - Tile info into constants: (Guide) Changed a few variables into constants just since they had no use in being a variable. Helps a very slight bit with performance and RAM.
Fix - Summoned NPCs attacking each other: (Guide) Fixed the summoned NPCs to not attack each other. Also, added a new flag to NPC_AI_ClosestNPC to check for someone of only a certain owner index.
Remove - Forced summoned NPC on AI 7: (Guide) Removed the "NPC must be summoned" condition from AI 7 just since it seemed pretty useless. Might as well have a NPC misbehave for it being used instead of doing absolutely nothing.
Fix - Bless spell length: (Guide) Fixed the bless length to be the correct length. It was set to 300 milliseconds on accident from testing.
Fix - Correct shouting color: (Guide) Fixed the shouting to show the correct font color.
Fix - Show summon bandit skill name: (Guide) Fixed the summon bandit name to show on the client.
Change - Summons drop and shop items: (Guide) Removed the drop and shop items from summoned NPCs.
Fix - /who: (Guide) Fixed the /who command to work correctly.
Fix - Map editor flooding speed: (Guide) Made a huge improvement to the map editor's flooding speed by making the screen and mini-map not update after every tile set from the flood.
Remove - Useless array clearing: (Guide) Removed a line of code in the map changing that wasn't needed because ReDim() clears the array already.
Fix - Trade Table clearing: (Guide) Replaced the ZeroMemory with just some basic value clearing for the trade table since the ZeroMemory didn't want to work correctly, causing the gold to still show in the next trade.
Fix - frmNew background: (Guide) Fixed a small oversight on frmNew's background. It should have been loading the background picture from the \Grh\ folder, but instead it just had a background placed on the form.
Fix - Word wrap: (Guide) Fixed the word wrap system to only try wrapping lines with more then one word. When passed a line with one word, it tended to crash.
Change - Particle effect binding: (Guide) Updated the effects code to make it a lot easier to have effects end under certain conditions by just setting a boolean on the _Begin. Also, if the binded character is lost, it goes to the last known position instead of just ending.



