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Member Since 29 Feb 2012
Offline Last Active Jun 07 2014 10:30 AM

Posts I've Made

In Topic: Making an ambience that is actually immersive?

28 September 2013 - 11:40 PM

Go play Secret of Evermore. A good portion of that game used ambient nature sounds instead of music. I have some very fond memories of that game, and I accredit a lot of that to the interesting soundtrack.

In Topic: WPF DataBinding

28 September 2013 - 11:34 PM

That was it. It took a bit of rearranging but I got it to work. I ended up making my Character object a non static member of a static manager object and that solved it. Thanks for pointing me it the right direction!

In Topic: WPF DataBinding

28 September 2013 - 10:19 AM

Yep. It is a static member of my global GameInfo class. Is that a problem?

In Topic: TCP Server NetworkModel for MUD

11 March 2013 - 09:14 PM

Okay, changed it up.  Wow.  Lot shorter. 


private void GetMessage(ClientInfo Client)
            int TermLoc = 0;            
            TermLoc = Array.IndexOf(Client.Buffer, FOOTERVAL);                  
            if (TermLoc > -1)
                //Translate buffer, parse message and send it to game loop
                PassMessage(Client, e.GetString(Client.Buffer, 0, TermLoc));

                //Remove received message and look for more
                Client.AmountHeld -= TermLoc + 1;
                Array.Copy(Client.Buffer, TermLoc + 1, Client.Buffer, 0, Client.AmountHeld);
            Client.WorkSocket.BeginReceive(Client.Buffer, Client.AmountHeld, BUFFER_SIZE - Client.AmountHeld, SocketFlags.None,
                   new AsyncCallback(ReceiveMessage), Client);           

I was trying to work WAY too hard before.  I think this pretty much solves all my problems.

In Topic: TCP Server NetworkModel for MUD

11 March 2013 - 07:40 PM

Yeah, I just found my logic error.  Reworking it as we speak.