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MiniGrief

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Everything posted by MiniGrief

  1. It isn't even in the roadmap. So unless it's just not listed, you'd have to make a guild system when source releases.
  2. It is possible to do this now, but will take some work. You can use PHP to read the database inside the server's resources folder. Though, the database will be changing soon so it is not a good idea to make thing which work based on the current database. And as for B5. It's out when it's out. There is no set date (That I know of).
  3. To sum up all the creator on the Japanese website wants is his name in the credits (Link preferred but not a direct link to the image). And if possible, contact him of anything his work is being published in.
  4. This is probably the easiest solution if you don't mind spending a little money to get something up with little effort. There is always the option to host it yourself, which is free. To sum up what you have to do: Send the client files to anyone wanting to play. The editor program doesn't need to be sent if they don't need it. You will also need to modify the config.xml file inside the resources folder of the client so the IP matches your public IP. You can find this by typing "What is my IP" into Google. Provided UPNP is working fine for you, port forwarding should not be needed. However, if it is, you can look up a guide for your router on how to port forward. If all that has worked fine, everyone should be able to join fine. Keep in mind that any updates to client files need to be sent to the users.
  5. The only way I know of doing this (without modifying the source) is to distribute your game with a .reg file to modify the section of the registry that stores the resolution selected. Though, this could be seen as a shady thing to do since a .reg file could do more than simply set the resolution of the game. I believe it also boots into 800x600 default as some people still use monitors at that resolution. Just a backwards compatibility thing. You'll be better off just telling people that you recommend changing the resolution if their monitor supports it.
  6. I'm not sure about server-side, but client-side would have no issues. The client only keeps a few maps loaded at a time so that you can see only what you might be able to see from the map you are on. You'll see what I mean if you make a long line of connected maps and open the debug menu with F2. You will see that only a few of those maps are loaded and probably even less are drawn. I had 12 maps in a line and this picture shows 12 maps in a line but only 3 of them are known about by the client and then drawn by it.
  7. This isn't a great workaround, but this should hopefully help. Create a common event which loops turning a switch on and off which allows a player to eat or not. This isn't a great way of doing it and it could get annoying that sometimes you can't eat when you should, but it could help with the spamming problem until a better solution is added.
  8. Well currently what you are wanting isn't supported (From what I know). All you can do is add it to the suggestions and hope.
  9. Setting stats to certain things is clearly not added yet (hopefully it will be). However, as to the other thing you said. This is easy. Just set a Conditional Branch in the event and Condition Type as "Level or Stat is...". Then set that condition to whatever you need.
  10. That XML file works fine. You are probably missing one or more of "event2responses.png", "event3responses.png" and "event4responses.png" from your GUI folder. I removed these files and it created the same problem.
  11. If the GPU listed from the error in your first post is what you have, that will be why it will not run. That is a fairly old GPU and only has 256 MB of VRAM. The requirements on the documentation show that the editor requires 1 GB of VRAM. This is likely the problem. https://www.freemmorpgmaker.com/docs/en/Welcome.html#page_Requirements
  12. Technically, a mobile may be able to run the client or server. But not practically. If you root a phone, you could possibly install mono or wine, allowing them to run the client or server. But a problem is there will be no touch screen support and so you need to plug in a keyboard and mouse using an adaptor. I'm not sure how nicely mono or wine would run Intersect on a mobile though, or even at all. But it might be possible.
  13. For Z-Dimensions, add this: <ZDimensionVisible>True</ZDimensionVisible> to your server's config.xml like this:
  14. This is meant to be more of a method of hiding your files so that people can't mess with them as easily. But anyway, this does work with jc's launcher/updater. Obviously, this is not a very good permanent solution, but it should work as a temporary security for those who don't want people fiddling with files. Yes, this is probably the biggest drawback of it. I'd only recommend using it on a game you are mostly finished with and will rarely update anymore. Or if you would still update it, the updates would have to be big changes and not just update for every little thing. Edit: Forgot to mention that the launcher I was using was downloading the packaged exe and was not packaged into a single exe by itself. I don't know how it would work if you tried to use a packaged launcher, but I'd assume badly.
  15. This is something I'm surprised hasn't been posted here before, or at least some variant of this. Either way, this is a way to package all your game files into a single exe file. This can be used as a method to hide your files, but it's just that. Hiding. This is NOT encryption and should not be used with the interpretation that it is. You can right click the packaged exe and open it in Winrar to see all your files. But it stops the average person from fiddling with the files if you don't want them to. Note: Some anti-viruses detect these packaged files as suspicious and mark them as viruses, but these are typically brands that few people commonly use. VirusTotal Scan Required software: Winrar Your game Step 1: Step 2:
  16. The only way I can see this working is some kind of PHP shell. BUT, they can really screw you over for security if not protected properly and so I highly recommend finding other ways to do this. If you use Linux, You should be able to have the PHP shell send commands to a running screen session. shell_exec("screen -S InsertGameScreenName -X stuff 'CommandToRun''\n'"); Again, this is a giant security flaw waiting to happen. Try avoid using it if possible. Edit: Just to clarify why I say PHP shells are bad security. If someone realises that they are entering text into a shell, they could potentially compromise your entire machine by writing commands into it and creating their own users to then SSH into it and so on and so forth. I won't go into full detail, but it is generally not a good idea to allow a user to type anything into one. They should only be used by the web server to enter pre-defined commands. This you could still do if you want to make the page a little fancier and have buttons with pre-defined commands attached to them. This only means you can't do anything like ban a player or make an announcement from this as it opens up the security flaw with the shell due to requiring the user to type text into them. Provided you only allow the user to press a button to do a pre-defined command and you protect it with very good security (Possibly a hard-coded password that is created in the PHP code so it is never sent to the user), you can probably get away with doing it.
  17. For this bug, you can set a common event to run when a player logs into the game and have that common event check if the player was in the arena using a switch that will only be true if the player was in the arena and logged off. For when a player logs out, it is a hastle, but some kind of global event that tracks a time variable that counts down every second would work to at least reduce the problem.
  18. It looks like you haven't entered your PC's IP on the network properly into your port settings. Open CMD and type ipconfig and then this should bring up some information on your network connection. You need to look for IPv4 Address in the information and this should be very easy to find provided you don't have more then one adapter installed. It will look like 192.168.0.17 but the 17 will likely be a different number. You need to change the Internal IP in the port settings to the number found in your CMD. Another possible fix is enabling UPnP. This will deal with the port forwarding for you. Very few older routers support it though and it is usually enabled by default if the router does support it. This is the only problem I can find with your setup, but it might not be all of the problem(s) as port forwarding can be fiddly sometimes.
  19. I think it's just a bug with text. I tested it with EXP, where I can see an exact number going up or down in real time and it only went up in intervals of 1 each time. Might be a good idea to submit a bug report of it.
  20. Oh, I didn't realize you wanted it to show for both players. Either way, I don't know a way around this, I think it might be a bug actually. Also, not sure why you'd want to do this in the first place. By having this happen, everyone in the game will have the text pop-up. Only (kind of) fix I can think of is to only allow the event to play the common event once. It seems to work first time just fine for the first time. Only after that it seems to trip up.
  21. Try these, I highlighted anything you need to change: Common Event: Event: Edit: Forgot to mention, remove the condition list in your Common event.
  22. If it doesn't already support it, I think you'd have to suggest that as an option or add it when source is released. It's best to just use 32x32 if possible as that's supported already. You could go through all of the images you want to use and resize them to 32x32, but this will be really tedious.
  23. https://drive.google.com/open?id=1ul9j72HzsE1HmyIj4Ye_Js-S5l80ssOs They are unorganized, but it should hopefully be a start for you. There's just so many that the usual method I use for splitting wouldn't work.
  24. There is no real answer to this. The only true way to know is to actually have the amount of people you're expecting to play to actually play at the same time. Personally, I believe that 100-200+ should be no problem if everything is perfect about your set up. This really does depend on the specs of the system it is running on and the speed/stability of the network though. There will never be a truely perfect set up.
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