ButKicker11
Skeletron Prime
You should add where you can see what your character would look like with all of your armor and accessories on.
It is rather strange, since while the domain is in CC zone, actual server resides in France.I think I'm not allowed to access websites in the Cocos Islands, for some reason.
Yes, I intend to update the program when 1.3 comes out.Question. Will this update to 3.1 when that comes out if not NOO!!! If so yay!
It would be a good addition but it's tricky to make an exact copy of some drawing algorithm when you have no idea how it works (especially with making dyes color items the same way as they do in-game).You should add where you can see what your character would look like with all of your armor and accessories on.
B-but now how will I get infinite Destroyer attempts? ;-;Terrasavr is currently down (together with the rest of my website) due to server experiencing some unforeseen technical difficulties. The issue is being looked into.
I sure hope so... basically it appears as if the server hosting my site was suspended for the lack of payment, but payments are charged only in the start of the month. And tech support folks have not replied anything so far (1.5 days now).Will it be back in time for 1.3????? :'(
I know with C#, too much input and output at the same time would bog down the application and intensify resource usage. I made a translator that would output binary, Al Bhed, and even give you an upside down translation as you typed. Perhaps you have too much input/output activity going on in your C++ application? Or are you using strictly a web browser control to load a webpage as a resource inside the web browser or streaming the HTML code to the web browser control? (Perhaps this can explain a bit more on what I'm talking about.) I'm not too familiar with C++. I fancy C# and its easy to understand language, you can usually figure out what's going on just by looking at the lines of code.Good news: Today I had actually managed to get Terrasavr to compile to C++ for a native (Windows/Mac/Linux) version:
-snip-
Bad news: At the moment it runs... at 4FPS. And somehow takes up whole two CPUs for that. Need to investigate.
Terrasavr is written in Haxe (somewhat similar to C# in functionality), which can converts source code to various languages on compilation - JS for HTML5, AS3 for Flash, and C++ for native in this case. This helps a bit with not writing the same code thrice.I know with C#, too much input and output at the same time would bog down the application and intensify resource usage. I made a translator that would output binary, Al Bhed, and even give you an upside down translation as you typed. Perhaps you have too much input/output activity going on in your C++ application? Or are you using strictly a web browser control to load a webpage as a resource inside the web browser or streaming the HTML code to the web browser control? (Perhaps this can explain a bit more on what I'm talking about.) I'm not too familiar with C++. I fancy C# and its easy to understand language, you can usually figure out what's going on just by looking at the lines of code.
Hopefully you can find the exact cause. I'm looking forward to seeing binary release.
Regarding this, it's not much of a concern in general, just subject of worry in the scope of the graphics library used - as previously mentioned, it simulates Flash API, but does so weirdly, making it hard to warrant optimal execution.Not being funny, but Terraria itself manages to handle those 2850 item images & hardware-accelerated rendering, and on mobile devices too apparently. ;-)
I also used to think that the 32-bit int is a world address, but it isn't - it's world ID. If you think about it, it kind of makes sense, as server addresses may change, and various worlds can be hosted on the same computer at different times.Ok, couple of tech questions for you, honestly a bit general-Terraria rather than Terrasavr:
Do you know the correct decoding of a world's address? Currently Terrasavr displays the 4 bytes as a 32bit int. I can't seem to find a transformation into an IPv4 address that gives me something that makes sense, like 127.0.0.1 or 192.168.etc. Even correctly accounting for 'network' bytes being big-endian. i.e., in Python3:
ipaddress.ip_address( struct.unpack("!I", server_address)[0] )
doesn't seem to do it right.
Do you know how the 1.3 changes are likely to encode the 'favorited items' data? I assume it'll have to be stored in the Player file, but not sure if it'll be a new section (i.e. a bitmask, forming a contiguous byte block to be easily identified & handled by 3rd party devs) that is applied by the game logic to the inventory, or a new byte flag for every item. Or some magic-number abuse stuff like <0 sized stack for an item (assuming you can only favourite singular items, not types/stacks). How do developers expect to find out? Reverse engineer the files, and just assume the encryption won't also be changed & make it much much harder to do so?
Yes, it will be. Supposedly quite hastily if I'll be awake when 1.3 comes out.will it be updated when 1.3 comes out?