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theuserbl

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21

Friday, October 28th 2011, 7:59pm

I have trapped and corrected a couple more bugs:
Nice. But it seems, there are still some bugs for Linux.
Now only the character is drawn in the playing field. And I can't move it.

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theuserbl
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theuserbl

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22

Friday, October 28th 2011, 9:36pm

Jabaco Source

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Public Function LoadResData(resID As IResource) As InputStream
   Set LoadResData = Nothing
   Set LoadResData = getClass.getResourceAsStream(resID)
End Function

Public Function GetWavResClip(ResID As IResource) As Clip
   Set GetWavResClip = Nothing
   GetWavResClip = AudioSystem.getClip
   GetWavResClip.open(AudioSystem.getAudioInputStream(LoadResData(ResID)))
End Function


Hmmm.... seems that the compiler do more then what I have expected. Have decompiled your last index.jar with the FernFlower decompiler. This is the code of this two function:

Jabaco Source

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public InputStream LoadResData(IResource resID) {
      InputStream LoadResData = null;
      Object Err = null;

      try {
         this.lblStep.$Caption("20.0");
         LoadResData = null;
         this.lblStep.$Caption("20.1");
         LoadResData = super.getClass().getResourceAsStream(resID.toString());
         this.lblStep.$Caption("20.2");
      } catch (Throwable var6) {
         Interaction.MsgBox((Throwable)var6);
         return LoadResData;
      }

      return LoadResData;
   }

   public Clip GetWavResClip(IResource ResID) {
      Clip GetWavResClip = null;
      Object Err = null;

      try {
         this.lblStep.$Caption("21");
         GetWavResClip = null;
         GetWavResClip = AudioSystem.getClip();
         GetWavResClip.open(AudioSystem.getAudioInputStream(this.LoadResData(ResID)));
      } catch (Throwable var6) {
         Interaction.MsgBox((Throwable)var6);
         return GetWavResClip;
      }

      return GetWavResClip;
   }


To port it back to Jabaco, it would be

Jabaco Source

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Public Function LoadResData(resID As IResource) As InputStream
   lblStep.Caption = 20.0
   Set LoadResData = Nothing
   lblStep.Caption = 20.1
   Set LoadResData = getClass.getResourceAsStream(resID)
   lblStep.Caption = 20.2
End Function

Public Function GetWavResClip(ResID As IResource) As Clip
   lblStep.Caption = 21
   Set GetWavResClip = Nothing
   GetWavResClip = AudioSystem.getClip
   GetWavResClip.open(AudioSystem.getAudioInputStream(LoadResData(ResID)))
End Function


Possible the compiler integrates as this way additional debug-code or something else. I only wonder about this.

Greatings
theuserbl

JasonS

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23

Saturday, October 29th 2011, 12:35am

As I suspected, it appears playing sounds while under linux is just not a go right now, not the same way at least...

Btw, the applet worked completely normally for me, via Firefox on KDE running on Slackware Linux.. via Virtual Box..

I have updated the jar file on the site, try clearing your cache and reloading the page... the login screen should now say "JRPGT 2.9c" in green... if it says 2.9b, the cache wasnt cleared.

I have set it so that if its not running under Windows, to completely disable the sound, this should allow us to know if that is the main problem or not.

As far as the lines your seeing in the decompiled code that look like:
lblStep.Caption = "46.1"

... Those are markers I have purposely put in the code itself to trouble shoot some major issues, that do not always result in an exception dialog...

-Jason

theuserbl

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Saturday, October 29th 2011, 2:40pm

I have set it so that if its not running under Windows, to completely disable the sound, this should allow us to know if that is the main problem or not.


I have tested it. And now it worked really normal. Only two NullPointerException windows exists.
But the said one of this windows is, that a VB#Timer or so creates this exception. When I close the Exception-window, it comes again and again.
I only wonder, why on Windows the exceptions are not called. And why the program even though the exceptions are called, the program runs normal.
But the exception window are crazy. They exists and comming again and again until the JavaVM is completely terminated. And that is only the case, if I close my browser. :-( But it can be possible, that this is a bug of the Jabaco Framework, that the window comes again and again.
Oh, one NullPointerException comes after I close the program:

Source code

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java.lang.NullPointerException
  at VB.PictureBox.PaintPicture(PictureBox.jsrc)
  at Applet1.SetSpriteTile(Applet1.jsrc:436)
  at Applet1.AniLogo(Applet1.jsrc:853)
  at Applet1.Timer2_Timer(Applet1.jsrc:833)
  at Applet1$Timer._Timer(Applet1.jsrc:2334)
  at VB.Timer.actionPerformed(Timer.jsrc)
  [... etc]



Java sound in general worked on my System.
This one works without problems:
http://www.jsresources.org/examples/Simp…layer.java.html

Greatings
theuserbl

JasonS

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Saturday, October 29th 2011, 6:57pm

The exception when closing the applet, is normal.

However, the exception you are getting while trying to run the applet, ... what does it say in the step count label? I have attached a screenshot of where that is. It should be a green number... Do you still get sound? And what does the OS name say when you first load the applet? Simply "Linux" ? (under JRPGT .... on login screen)

Thanks,


JasonS

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Saturday, October 29th 2011, 7:07pm

Im guessing the green step label says '9' ... If so, this is the line of code it is referring to:

Jabaco Source

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picCurTile1.PaintPicture picSprites.Image, (txsrc * 32),(tysrc * 64), (txsrc * 32) + 32,(tysrc * 64) + 64, 0, 0, 32, 64


And i have no idea what is wrong with it... it is the line of code the picks each users sprite out of a set, cuts it out, pastes it into picCurTile1, and then uses PaintPicture to blt it onto picBuffer2, ... its part of the animation loop. I wonder why it has no issues using PaintPicture other places but yet it does here?? And only on linux.. your flavor of linux to be precise..lol. This issue is not present on Slackware running KDE... it seems like Jabaco framework also had issues with GetWavResData on your flavor of linux too.. but not mine =(

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Sunday, October 30th 2011, 3:26am

OpenSuse Linux

I just installed OpenSuse Linux 11.4 (64bit), and had no issues running the web applet of JRPGT via Firefox Beta 4 ver 12. I did not get any exception windows.

Are you still getting them or?

Thanks,
-Jason

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Sunday, October 30th 2011, 5:47am

JRE version maybe?

theuserbl,

You wouldn't happen to be using Java 7 on your os load of open suse would you? Just a thought.. I am using various versions of 6 .. all on Windows 7, Slackware and Opensuse Linux..

Thanks,
-Jason

theuserbl

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Tuesday, November 1st 2011, 6:52pm

It is already before the login. It is a short time "38" and switches fast to "30". After some time it changed for a short time again to "38" and back to "30". And so on.
I have no idea if the error comes before "30" or "38" or with this. Because it goes so fast.

My Java-Version I have alraedy postet at
[ http://www.jabaco.org/board/p2988-orpg-i…t.html#post2988 ]
Java 6

Greatings
theuserbl

JasonS

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Wednesday, December 7th 2011, 9:21am

Bugs fixed

Just an update on jrpgt...

I recently have fixed many, many bugs within the Jabaco Client and the Server source. Its current version is 2.94L, I have also updated the client source zip file link mentioned previously in this thread.

At this point, there are several utility programs that are part of the server package. You could literally use the client applet, server, and utilities I have created here, throw in your own graphics, create your own maps, and have a completely different game... the only thing is the graphics are embedded into the Jabaco project.. so you would have to do some editing to the applet, but not much.

I added smooth scrolling on all character sprites.. there are still a few bugs minor glitches to fix involving that (mainly when changing maps.. it draws characters either on the wrong side of the map or at position x0,y0 for a split second) .. also now all weapons are globally visible to each other (swords, arrows, bombs, and now magic dust).. soon NPCs will be able to use weapons besides standard sword too.

Currently only HP exists as a score, but soon LVL will be added, along with more 'character actions', pick up/drop objects, and some other misc things.

I still have a few minor game play bugs to work on.. but almost all of the major bugs have been fixed.

Sincerely,
Jason

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Sunday, December 18th 2011, 1:00am

Version 2.95b

Hello,

I have fixed a lot of more things in Jrpgt. I have updated the packet splitter, seems as if there was some inconsistency in it, on both the server and client, but not anymore. It is quite a bit faster on map file transfers too.. Bad error correction was causing a random tile, or two per map to be drawn as the incorrect tile, sometimes.. usually only when the map contained a lot of non-blank tiles. Anyways, I am happy to say that issue is gone, along with many other very annoying problems.

I will be working on a new tileset, new spriteset, and new interface graphics soon. After that, dropable/pickable items.. item handicaps/enhancements, items when you kill something, several different levels of skill, and a different HP system. A few premade spells.. At that point, I will be close to being done with this project after making a few things 'more customizable' (animated tile cords not preset in applet code anymore.. ability to customize 'game messages, etc--I want one to be able to use this applet and server how they want to without having to edit the applet or server). I will keep updated.

Sincerely,
-Jason

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Friday, May 11th 2012, 5:43am

JRPGT Client & Mapeditor source code & server executables

http://www.tecktronic.net/jrpgt/jrpgt_clientsrc.zip

I have updated & included here a link to the source code for the JRPGT client and online map editor. I have also included the required server daemon and utilities executables. A few things to know about the server/client. You must host the client applets on a web server, define in the source code your servers hostname, and open port 21 (port forwarding) on your firewall to this domain/hostname. Static IP or hostname is recommended for best results. I also would recommend putting the server executable in the servers startup, and enable auto console logon feature of windows.

First, whatever directory your JRPGTD server executable sits in, a sub directory 'Userdata' must exists (Ex: C:\JRPGTD\Userdata). The server executable must have full read/write privs on C:\JRPGTD (or whatever directory you use), and its sub directories. Sub directory 'newmaps' in the server directory--this is where maps get saved when an anonymous map upload occurs via the web applet map editor.

A few utilities the server comes with..

IP2L.exe .. this accepts some information about the person joining the game, and converts it to their logon date/time, nickname, and country flag and appends it to the file C:\Program Files (x86)\Apache Software Foundation\Apache2.2\htdocs\visitors.html

MAILMSG.exe uses settings from file settings.dat in server directory. It sends an email to the specified receiver (line 3 of settings.dat). Its 'from' address is defined in line 4. Line 1 is the smtp server to use, and line 2 is the port number to use to connect to smtp server.

USERPASSEDIT.EXE allows the server admin the edit/maintain users passwords (userbank.dat). I have not yet integrated user password changing into the client/server.

Even if you are not using the web interfacing with the Server daemon, this directory ('c:\Program Files (x86)\Apache Software Foundation\Apache2.2\htdocs\') should exist or the server may crash when it tries to write files to this directory.

The current version is at 2.99. I will be adding a few more features for version 3.0, and this may very well be the last version I work on for this project.

If anybody has any questions, please free feel to ask.


Cheers

This post has been edited 1 times, last edit by "JasonS" (Jun 24th 2015, 4:50pm)


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Sunday, July 1st 2012, 5:23pm

2.99i

Hi,

I am preparing for ver 3.0; Will have probably 15 more compiles and testing between now (ver 2.99i) and 3.0. There are a few things I could use some help on. I need others help testing right now. I have 4 computers here, and on 3 of them (All 4 running different flavors of Win7). For some reason, I cant get past 'Loading audio sample 28/38' on one of the machines, unless I sit there and let it wait for about 10 minutes? Then it finally loads... So weird! I need to know if it is just something weird with this computer, or if there is still a bug in the code that downloads files for the game before the login screen (recent addition). Some of my machines I had previously modified my java swap file setting to give my java vm more memory dedicated to it, but not this one that sticks on 28/38 for awhile. I am not sure if the swap file grow flag in my java settings is even needed now, as I have fixed several memory leaks in my code. By pre-loading game files before the login screen but after the loading "JAVA Applet loading screen", the game seems to run alot better. It also shrunk the size of the .jar file by like an entire meg or two. I want to start loading the maps, and the graphics this way too. But I need to make sure it works correctly and consistently works correctly for everybody before going that far down this path. It will make the game even that much more faster, and bring this thing closer to a fully stable release.

Thanks for your help and continued support and testing everybody.

Regards,
Jason

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Sunday, July 1st 2012, 10:16pm

Some extra info and history

Hi,

I have here some extra updated info and some history about this project. I have recently decided that I am going to make this entire project open source (the server too) and continue working on this project, the client is in pretty good shape right now, but some testing needs to happen, I want to add some more major things, and I need some good input too. The server, is going to be my next big project. I plan to convert it also to Jabaco in the near future, and its source will be open too. This is why I have not yet shared the source to the server but with only a few people--because it still sits in VB6 Enterprise currently.

I have added another utility to the client src zip file. TilesetUtil.exe: Basically, it allows you to rip graphics from screenshots of anything (printscreen, etc.. then paste into the util), and turn pieces of it into 32x32px tiles, and I usually take these image sets on the canvas on the bottom portion of the utility window, and use photoshop to merge them all into one big one, which would be my tileset for the game. I try to alter the colors and other random things in Photoshop at that time too to avoid unwanted issues. :p

Some info about the actual server. Not too long ago, I switched web server software. I am now using Apache/2.2.21 (Win32) mod_ssl/2.2.21 OpenSSL/0.9.8r PHP/5.2.17 for tecktronic.net. The physical server itself is a Intel Pentium Dual CPU E2180@2.00GHz 2.0GHz 3GB/ram running Win7 Premium. It has a massive cooling system (not water cooled), just a lot of fans, dedicated mini air conditioner, alarms, etc. The cable connection is a D3.0 and internal network is gigabit. It has a 2 hour battery backup unit attached, as in this part of Pittsburgh PA, the power goes in and out quite often. Luckily, the cable does not most of the times the power does.

I have to admit, this code has had a really interesting life. My original code was made sometime between 1996 and 1998 (I was like 13 years old), and the project carried over through the various versions of VB (started in VB3, and made it to VB6 Enterprise). This was around the time of Xenith (David Ikeda), The Odyssey Online ('Bugaboo') [this guy actually is who taught me the basics of 2d game concepts in vb, and a huge thank you goes out to him--Justin], I remember someone made a game around this time that used AOL chat as its comm protocol--it may have been an early version of Xenith. It was cool back then though. Anyways, data loss occured alot easier back then than it does now a days, and I lost everything. So, I recreated it all from scratch i VB6 Enterprise.

Back then, what is now known as JRPGT via Jabaco, was a similar game compared to what I had made back then, totally different graphics that I made, and had some cool things that I could not get to work in Jabaco that did in VB6, so I had to take them out, but I found some even cooler things to do to it once I got things going in Jabaco. I had an ActiveX version that worked well in -windows internet explorer-, but that never really worked out for me so great back then with the way windows default security settings on IE were, etc.

Once I stumbled upon (literally) Jabaco a few years ago, I looked through my archives of about 300 things I made in VB over the years and thought, you know this would be fun to port to Jabaco, and it really has been.

If anybody is interested in helping with porting over the server or enhancing the client, let me know! Also It could be cool to setup some more servers and each one has different graphics and is a different game. This would require others allowing me to make updates to the engine, and them hosting the server daemon. (I would need to add an auto updater to the server daemon/engine before and get this going as a test first before even consideration of starting to port the server program to Jabaco). I can provide hosting of the games webpages and applets for you if needed, but you have to make the pages and host the daemon on a cable or better connection, you can use my webpage templates as a slate too if you want just ask and I can provide you with that. Sometimes a second set of eyes and helping hand can make the world of a difference in the development of something (:

In my mind, having a major project like this available for people to tinker with is something than can only enhance the Jabaco community. And most of the people that have helped test things, are from this board and stumble upon, and I thank you all for checking it out. For being a demo basically and not an 'official game' really, and having over 4,000 game logins since I started counting, I once again thank you.

How o I feel about what you do with this source code?--it has not officially been declared anywhere as open source material, but it is. If you want to morph it into something else, have at it. All I ask is for you to let me see what you did, I wont care, I just wanna see (:

Something I could think of just off of the top of my head that would be interesting, but I do not have time for right now, would be to have an isometric tile version of the client.

More to come :)

This post has been edited 3 times, last edit by "JasonS" (Jun 24th 2015, 4:51pm)


JasonS

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35

Thursday, August 2nd 2012, 12:32am

More bugs fixed

I was unaware that users were having problems registering accounts with JRPGT. The applet would either flip out and do something really weird looking, if you clicked login instead of register, the first time you log in.. etc. Anyways, it works a lot better now and that bug is fixed, I changed the way it deals with it.

Among many other issues fixed, at some point along the line you had to click on the playing field after changing a map to move/control your character again--this has also been fixed.

I have started making actual weather functions that draw unique rain and snow, etc... the rain function I am almost happy and done with. As far as the snow function goes, I still have some work to do, but it will fall and collect on things in the map like real snow does. This should not take too long to have finished.

I am going to be setting up a forum and codebank on my site tonight so any questions/comments/bug reports/etc can be directed there or via PM on this board.

Kind Regards,
Jason

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Monday, February 17th 2014, 8:48pm

About this

Hey,

Just so anybody reading this thread know's what happened here, I released tecktronic.net back into the domain pool. I did spend some time updating this engine and fixing most of the bugs that would cause exceptions to be thrown and added some things too and organized it all in one big source zip. There were a few drawbacks with this applet--it was a bit slow. I never could get better FPS with it (I was always short about 5-10 FPS even with a nice video card). I did add stuff to it and develop it a little further since the last few posts on this thread which was quite awhile ago but still has a quiet memory leak I guess.

I also had a hard time getting people interested in anything 2D and Java because of things like ThreeJS and all the WebGL stuff that has been popular over the past several years.

If anybody wants the source code zips for the client & server and all that for this just message me (I am pretty sure what I have is alot more updated than whats attached to this thread). The server itself could be rlly handy if you are making something 3D with Jabaco or WebGL & sockets etc. It's a coordinate/event exchange/and parcel relay system. I also modified the server about 90% of the way to be compatable with running on WINE on Ubuntu (it worked pretty good on a Linode but would crash every once in awhile so I had to put it in a batch loop so there is still a minor bug with that). I am sure the Jabaco applet could still be enhanced by someone that knew alot more about this than me, but still I just have alot of other stuff going on recently to be able to really spend any time on this right now.

Regards,
Jason

This post has been edited 2 times, last edit by "JasonS" (Feb 17th 2014, 10:05pm)


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Sunday, July 20th 2014, 6:30pm

I need this source code, send-me plis.

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