ID:261198
 
I still have the black screen even after I had changed my login() code to Nadrews random login() code *sigh*

Does anyone know hwy this problem occurs?

Evil_SSJ4Vegeta
come on could some on help him he really needs help on this its a great game
In response to Rollerc
Rollerc wrote:
come on could some on help him he really needs help on this its a great game

Thanks RC, glad you like it
The Login() code you showed me yesterday set the mob's loc, but it was never being called. Either you overide it at some point in your code, or players are not connecting to the mob that you defined that Login() for.
In response to Shadowdarke
Shadowdarke wrote:
The Login() code you showed me yesterday set the mob's loc, but it was never being called. Either you overide it at some point in your code, or players are not connecting to the mob that you defined that Login() for.

I am not overiding the Login() code, so what would I do in this case Shadowdarke?
In response to Evil_SSJ4Vegeta
Where is the Login() proc defined? What mob does it belong to? What is the world.mob set at? What libraries do you include?
In response to Shadowdarke
Shadowdarke wrote:
Where is the Login() proc defined? What mob does it belong to? What is the world.mob set at? What libraries do you include?

Dont have a Login() proc
doesnt belong to any mob

world.mob is set at nothing dont have it either

Libraries = Nadrews leveling system 1 and 2
In response to Evil_SSJ4Vegeta
There is nothing in Nadrew's level library that would interfere.

Are you certain you have no Login() code? I could swear you showed me a Login() proc yesterday.

At any rate, mob New() is the one ultimately responsible for placing your fresh mob. Open you code, hit ctrl-F and type in "New(" without quotes. (There is only one parenthesis in case you have arguments in the New() proc.) In the next box click the dropdown arrow and select "included files". Then click return. Click "find next" as many times as it takes to find the mob New(), there may be more than one.

Let me see the mob New() code.
In response to Shadowdarke
Shadowdarke wrote:
There is nothing in Nadrew's level library that would interfere.

Are you certain you have no Login() code? I could swear you showed me a Login() proc yesterday.

At any rate, mob New() is the one ultimately responsible for placing your fresh mob. Open you code, hit ctrl-F and type in "New(" without quotes. (There is only one parenthesis in case you have arguments in the New() proc.) In the next box click the dropdown arrow and select "included files". Then click return. Click "find next" as many times as it takes to find the mob New(), there may be more than one.

Let me see the mob New() code.

One minute I think I got the problem anyway, I just have to check it out
In response to Evil_SSJ4Vegeta
Evil_SSJ4Vegeta wrote:
One minute I think I got the problem anyway, I just have to check it out

:(...I guess I was wrong yet again, ok Shadow, here is my Login() code
------------------------------------------------------------
mob
Login()
src.loc=locate(rand(1,10),rand(1,10),1)
//This will locate the src between x-1-10 y-1-10 and z-1

usr.name = input("What is your name?","Your name?",usr.name) // ask the player their name
var/r = input("What Character do you wish to be?","Your race?") in list ("Vegeta","Bardock","Paragus","Brolly","Gohan","Chibi Gohan","Chibi Trunks","Future Trunks","Goku","Goten","Gotenks","Gogeta","Android 16","Android 17","Android 18","Krillan","Pan","Piccolo","Radditz","Nappa","Cell","Frie za") // ask the player what the variable 'r' is (ask what race they want to be)
switch(r) // r (the variable that contains race information) is put under the switch() proc. the program is now checking to see what 'r' is, then setting the correct information. see below
if("Vegeta") // the program already knows what it's comparing (r). this was established with the line 'switch(r)'. now the program is checking to see what 'r' equals. just use if("example") to do so, because we've already checked to see what we're looking at
world << "[usr] Enters the World"
icon = 'vegeta.dmi' // set the icon to vegeta.dmi
icon_state = "male" //set it to vegeta
src.verbs += /mob/Vegeta/verb/SSJ
src.verbs += /mob/Vegeta/verb/SSJRevert
if("Bardock")
world << "[usr] Enters the World"
icon = 'bardock.dmi' // set the icon to bardock.dmi
icon_state = "normal" //set it to normal bardock
src.verbs += /mob/Bardock/verb/SSJ
src.verbs += /mob/Bardock/verb/SSJRevert
if("Paragus")
world << "[usr] Enters the World"
icon = 'Paragus.dmi' // set the icon to bardock.dmi
icon_state = "male" //set it to normal bardock
if("Brolly")
world << "[usr] Enters the World"
icon = 'brolly.dmi' // set the icon to bardock.dmi
icon_state = "male" //set it to normal bardock
src.verbs += /mob/Brolly/verb/SSJ
src.verbs += /mob/Brolly/verb/SSJRevert
if("Gohan")
world << "[usr] Enters the World"
icon = 'TGohan.dmi' // set the icon to bardock.dmi
icon_state = "male" //set it to normal bardock
src.verbs += /mob/Gohan/verb/SSJ
src.verbs += /mob/Gohan/verb/SSJRevert
if("Chibi Gohan")
world << "[usr] Enters the World"
icon = 'chibiGohan.dmi' // set the icon to bardock.dmi
icon_state = "male" //set it to normal bardock
src.verbs += /mob/Chibi_Gohan/verb/SSJ
src.verbs += /mob/Chibi_Gohan/verb/SSJRevert
if("Chibi Trunks")
world << "[usr] Enters the World"
icon = 'CTrunks.dmi' // set the icon to bardock.dmi
icon_state = "male" //set it to normal bardock
src.verbs += /mob/Chibi_Trunks/verb/SSJ
src.verbs += /mob/Chibi_Trunks/verb/SSJRevert
if("Future Trunks")
world << "[usr] Enters the World"
icon = 'trunks.dmi' // set the icon to bardock.dmi
icon_state = "male" //set it to normal bardock
src.verbs += /mob/Future_Trunks/verb/SSJ
src.verbs += /mob/Future_Trunks/verb/SSJRevert
if("Goku")
world << "[usr] Enters the World"
icon = 'Goku.dmi' // set the icon to bardock.dmi
icon_state = "male" //set it to normal bardock
src.verbs += /mob/Goku/verb/SSJ
src.verbs += /mob/Goku/verb/SSJRevert
if("Goten")
world << "[usr] Enters the World"
icon = 'Goten.dmi' // set the icon to bardock.dmi
icon_state = "male" //set it to normal bardock
src.verbs += /mob/Goten/verb/SSJ
src.verbs += /mob/Goten/verb/SSJRevert
if("Gotenks")
world << "[usr] Enters the World"
icon = 'Gotenks.dmi' // set the icon to bardock.dmi
icon_state = "male" //set it to normal bardock
src.verbs += /mob/Gotenks/verb/SSJ
src.verbs += /mob/Gotenks/verb/SSJRevert
if("Gogeta")
world << "[usr] Enters the World"
icon = 'gogeta.dmi' // set the icon to bardock.dmi
icon_state = "Normal" //set it to normal bardock
src.verbs += /mob/Gogeta/verb/SSJ
src.verbs += /mob/Gogeta/verb/SSJRevert
if("Android 16")
world << "[usr] Enters the World"
icon = 'Android16.dmi' // set the icon to bardock.dmi
icon_state = "16" //set it to normal bardock
src.verbs += /mob/Super_16/verb/Super16
src.verbs += /mob/Super_16/verb/Super16Revert
if("Android 17")
world << "[usr] Enters the World"
icon = 'Android17.dmi' // set the icon to bardock.dmi
icon_state = "17" //set it to normal bardock
src.verbs += /mob/Super_17/verb/Super17
src.verbs += /mob/Super_17/verb/Super17Revert
if("Android 18")
world << "[usr] Enters the World"
icon = 'Android18.dmi' // set the icon to bardock.dmi
icon_state = "18" //set it to normal bardock
src.verbs += /mob/Super_18/verb/Super18
src.verbs += /mob/Super_18/verb/Super18Revert
if("Krillan")
world << "[usr] Enters the World"
icon = 'Krillian.dmi' // set the icon to bardock.dmi
icon_state = "normal" //set it to normal bardock
if("Pan")
world << "[usr] Enters the World"
icon = 'Pan.dmi' // set the icon to bardock.dmi
icon_state = "normal" //set it to normal bardock
if("Piccolo")
world << "[usr] Enters the World"
icon = 'Piccolo.dmi' // set the icon to bardock.dmi
icon_state = "normal" //set it to normal bardock
if("Radditz")
world << "[usr] Enters the World"
icon = 'Raditz.dmi' // set the icon to bardock.dmi
icon_state = "male" //set it to normal bardock
src.verbs += /mob/Radditz/verb/SSJ
src.verbs += /mob/Radditz/verb/SSJRevert
if("Nappa")
world << "[usr] Enters the World"
icon = 'nappa.dmi' // set the icon to bardock.dmi
icon_state = "male" //set it to normal bardock
src.verbs += /mob/Nappa/verb/SSJ
src.verbs += /mob/Nappa/verb/SSJRevert
if("Cell")
world << "[usr] Enters the World"
icon = 'cell.dmi' // set the icon to bardock.dmi
icon_state = "imperfect" //set it to normal bardock
if("Frieza")
world << "[usr] Enters the World"
icon = 'icer.dmi' // set the icon to bardock.dmi
icon_state = "icer" //set it to normal bardock
src.verbs += /mob/Icer2/verb/Icer2
src.verbs += /mob/Icer2/verb/Icer2Revert
------------------------------------------------------------

Thats my complete Login() code
In response to Evil_SSJ4Vegeta
I see a several things you can do to make it more efficient, but none of them explain why you are getting a black screen. usr shouldn't be used in this proc at all and the line
world << "[usr] Enters the World"
would only have to be in the code once if you did it outside the switch() block.

Instead of adding special verbs, it would be best to create a new mob of the appropriate mob type and stick the client in it. You wouldn't even have to assign the icons in Login() either if you did it that way.

If this code even gets called, the first line will place your mob on the map. I know level 1 exists because of my tests yesterday. I suspect you have another Login() code somewhere in your program that is overiding this one, whether you realize it or not.

Where is the New() code I asked for?

*sigh* I could fix it in a few minutes if you sent it to me but that isn't going to help you. You'll have working code but you won't understand it. :(

The biggest problem is that you're using code you don't understand. I know you want to jump in and make a game so fantastic that no other game compares, but you won't be able to do that by kludging together code that 50 different people help you with. You have to do the simple things until you understand them, then work your way up to more advanced concepts.

I have big plans too, but I spend most of my time piddling with little demos to learn how to do the little things I want to include in my games. All the code on my snippets page are little exercises to practice DM. You get good by practicing, not by making a huge project that's held together by duct tape and used gum.
In response to Shadowdarke
Shadowdarke wrote:
I see a several things you can do to make it more efficient, but none of them explain why you are getting a black screen. usr shouldn't be used in this proc at all and the line
world << "[usr] Enters the World"
would only have to be in the code once if you did it outside the switch() block.

Instead of adding special verbs, it would be best to create a new mob of the appropriate mob type and stick the client in it. You wouldn't even have to assign the icons in Login() either if you did it that way.

If this code even gets called, the first line will place your mob on the map. I know level 1 exists because of my tests yesterday. I suspect you have another Login() code somewhere in your program that is overiding this one, whether you realize it or not.

Where is the New() code I asked for?

*sigh* I could fix it in a few minutes if you sent it to me but that isn't going to help you. You'll have working code but you won't understand it. :(

The biggest problem is that you're using code you don't understand. I know you want to jump in and make a game so fantastic that no other game compares, but you won't be able to do that by kludging together code that 50 different people help you with. You have to do the simple things until you understand them, then work your way up to more advanced concepts.

I have big plans too, but I spend most of my time piddling with little demos to learn how to do the little things I want to include in my games. All the code on my snippets page are little exercises to practice DM. You get good by practicing, not by making a huge project that's held together by duct tape and used gum.

Erm...could I send you the file then please?
In response to Evil_SSJ4Vegeta
Evil_SSJ4Vegeta wrote:
Shadowdarke wrote:
I see a several things you can do to make it more efficient, but none of them explain why you are getting a black screen. usr shouldn't be used in this proc at all and the line
world << "[usr] Enters the World"
would only have to be in the code once if you did it outside the switch() block.

Instead of adding special verbs, it would be best to create a new mob of the appropriate mob type and stick the client in it. You wouldn't even have to assign the icons in Login() either if you did it that way.

If this code even gets called, the first line will place your mob on the map. I know level 1 exists because of my tests yesterday. I suspect you have another Login() code somewhere in your program that is overiding this one, whether you realize it or not.

Where is the New() code I asked for?

*sigh* I could fix it in a few minutes if you sent it to me but that isn't going to help you. You'll have working code but you won't understand it. :(

The biggest problem is that you're using code you don't understand. I know you want to jump in and make a game so fantastic that no other game compares, but you won't be able to do that by kludging together code that 50 different people help you with. You have to do the simple things until you understand them, then work your way up to more advanced concepts.

I have big plans too, but I spend most of my time piddling with little demos to learn how to do the little things I want to include in my games. All the code on my snippets page are little exercises to practice DM. You get good by practicing, not by making a huge project that's held together by duct tape and used gum.

Erm...could I send you the file then please?

Such...incredible will to learn, eh?

Alathon