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sabinati
- Posts: 15527
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Re: Offline play
unreal world
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ravenguard19
- Posts: 1300
- Joined: Thu Jan 13, 2011 7:49 pm
Re: Offline play
Unreal world?
Hmm can u say something more about this game?
Are there any caves , building system and crafting system?
And how about fighting is there any skills or something?
Hmm can u say something more about this game?
Are there any caves , building system and crafting system?
And how about fighting is there any skills or something?

Because we can and we will.... die!
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sabinati
- Posts: 15527
- Joined: Mon Jul 13, 2009 4:25 am
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Re: Offline play
check it out for yourself
http://www.jmp.fi/~smaarane/urw.html
http://unrealworld.wikia.com/wiki/Unreal_World_Wiki
http://www.jmp.fi/~smaarane/urw.html
http://unrealworld.wikia.com/wiki/Unreal_World_Wiki
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ravenguard19
- Posts: 1300
- Joined: Thu Jan 13, 2011 7:49 pm
Re: Offline play
Ok i tried this game but its hmm not that what iam looking for
Haven And Hearth are giving me all what i need
Caves, Ores, Crafting, Fishing, Farming, hunting, PvP, and the best part exploring
Unreal maybe give some of those things but interface and graphics are just ugly :/
Haven And Hearth are giving me all what i need
Caves, Ores, Crafting, Fishing, Farming, hunting, PvP, and the best part exploring
Unreal maybe give some of those things but interface and graphics are just ugly :/

Because we can and we will.... die!
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Offline play
It's not on the server side. It's the Resource.Image.o variable (o as in offset). The only thing the server sends to the client is a list of resources to draw together; the client does all the coordinate calculation entirely on its own.Butko wrote:Well it can't be done without some info from devs.
The most I need is: coordinates of char GFX pieces. So when I calculate char screen position out of grid coordinates I need to know distance for each body part from that coordinates. Or maybe other way devs have done this... I dunno. It's made on server side
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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jgudge
- Posts: 868
- Joined: Mon Dec 20, 2010 12:44 pm
- Location: Canada, eh.
Re: Offline play
loftar wrote:It's not on the server side. It's the Resource.Image.o variable (o as in offset). The only thing the server sends to the client is a list of resources to draw together; the client does all the coordinate calculation entirely on its own.Butko wrote:Well it can't be done without some info from devs.
The most I need is: coordinates of char GFX pieces. So when I calculate char screen position out of grid coordinates I need to know distance for each body part from that coordinates. Or maybe other way devs have done this... I dunno. It's made on server side

George Carlin wrote:The real reason that we can’t have the Ten Commandments in a courthouse: You cannot post “Thou shalt not steal,” “Thou shalt not commit adultery,” and “Thou shalt not lie” in a building full of lawyers, judges, and politicians. It creates a hostile work environment.
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Butko
- Posts: 542
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Re: Offline play
O khere is stored offset, but where is calculated? Image constructor gets argument byte[] buf. This argument is passed to method where is only if byte is negative and it's added 256 if it is.loftar wrote:It's not on the server side. It's the Resource.Image.o variable (o as in offset). The only thing the server sends to the client is a list of resources to draw together; the client does all the coordinate calculation entirely on its own.Butko wrote:Well it can't be done without some info from devs.
The most I need is: coordinates of char GFX pieces. So when I calculate char screen position out of grid coordinates I need to know distance for each body part from that coordinates. Or maybe other way devs have done this... I dunno. It's made on server side
Where is calculation of coordinates of character pieces done? This code is very confusing and more I read less I find :S As I understand Resource class is only a class for loading and "storing" graphical objects. Actual calculations must be done somewhere else. Like to check if image is one of character pieces and if it, check which one it is and then calculate it's position relative to...?
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loftar
- Posts: 9096
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- Location: Your character database
Re: Offline play
Sorry, I don't understand what you're asking.Butko wrote:O khere is stored offset, but where is calculated? Image constructor gets argument byte[] buf. This argument is passed to method where is only if byte is negative and it's added 256 if it is.
Where is calculation of coordinates of character pieces done? This code is very confusing and more I read less I find :S As I understand Resource class is only a class for loading and "storing" graphical objects. Actual calculations must be done somewhere else. Like to check if image is one of character pieces and if it, check which one it is and then calculate it's position relative to...?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Bigzion
- Posts: 49
- Joined: Sat Feb 20, 2010 12:30 am
Re: Offline play
Thats why we graphics whores play H&H.Unreal maybe give some of those things but interface and graphics are just ugly :/
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Butko
- Posts: 542
- Joined: Tue Sep 07, 2010 10:05 am
Re: Offline play
The variable u told me that only stores coordinates of each graphic piece.loftar wrote:Sorry, I don't understand what you're asking.Butko wrote:O khere is stored offset, but where is calculated? Image constructor gets argument byte[] buf. This argument is passed to method where is only if byte is negative and it's added 256 if it is.
Where is calculation of coordinates of character pieces done? This code is very confusing and more I read less I find :S As I understand Resource class is only a class for loading and "storing" graphical objects. Actual calculations must be done somewhere else. Like to check if image is one of character pieces and if it, check which one it is and then calculate it's position relative to...?
There must somewhere be formula to calculate location of graphic pieces of character. Where is that done? Is it hardcoded somewhere, calculated,...?
To sum up: how do u get those numbers and where?