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About uaktags

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  1. I don't see why not, Hardcopi has his original code posted on his site. I've read from others that his code shares code from other sources as well though.
  2. A simple profile module was built, it's based off of the Home.tpl but to allow view of other users. https://github.com/uaktags/ez1.2.x-Modules/tree/Profile example would be http://dev-1.2.x.ezrpgproject.net/index.php?mod=Profile&player=uaktags Soon i'll be posting my simple analytics module. It tracks IPs of users after login and registration as well as logs UserAgents, Referrer, and gets original IP (if CloudFlare or 1&1 Loadbalancer is used on server...i use both).
  3. Original download from the creator: http://scripts.five-star.com/2011/03/avatar-1-0-released/ Original ezRPGProject.net posting: http://ezrpgproject.net/thread-102.html I've went ahead, on my mission of testing the amount of work and issues that 1.0 developers would face migrating to ezRPG1.2.x, to port and test Hardcopi's Avatar system. For the most part, his module was ready, but I removed the static php files "anime" and "createpng" to add them as true functions for the module to use. His original was also hardcoded to pull the body elements from his server, which appears to be more of a piece of testing than something that should have been in there. He also had it so that users would use an iframe to call the anime script to load the avatar which appears to be the reason why he recommended a certain size. Instead, of the iframe, I simply base64'd the image, through it into a hook, assigned it to a Smarty Variable, and now any template that looks for the variable can use it. Simple get magic or using the Smarty hook function, we can expand on the module even further to see other users' avatars (Profiles, Attack Pages, chats, etc)   https://github.com/uaktags/ez1.2.x-Modules/tree/Avatar1.0-by-Hardcopi
  4. A stupid exploit was found in Army and Items (similar code) by player "Blue". I say "stupid" because I can't believe I allowed user-input to go unchecked and have access to the db. User was able to edit the post parameter and exploit the inventories. The code has been patched and will be uploaded momentarily to the github. To user Blue and others, thanks for testing....test on!
  5. I'm thankful to see some of you have actually checked out the demo! For those curious about the custom modules, I'm working on putting them on Github under my own account soon: https://github.com/uaktags/ez1.2.x-Modules For the main structure Attack: https://github.com/uaktags/ez1.2.x-M.../tree/DTAttack Items: https://github.com/uaktags/ez1.2.x-Modules/tree/DTItems Army: https://github.com/uaktags/ez1.2.x-Modules/tree/DTArmy
  6. ref: http://ezrpgproject.net/thread-390.html So as I restarted development on ezRPG 1.2.x, I felt like it's best to really kick the tires by building a working proof of concept game to ensure that all functionalities work as intended. I originally was going to base the idea off of the successful Kings Of Chaos game, but truth be told, I was always a Darkthrone.com die-hard. While they're the same concept, I just always liked the way DT felt, so I felt like this would be a great base idea to start with. Currently I test every commit live on http://dev-1.2.x.ezrpgproject.net/index.php which is open for registration to demo. You'll get everything that the main git provides, plus more. Currently I have the following custom mods added in that aren't included in the main git: Attack Module - Calculates base strength + Soldiers + Weapons Army Module - Provides a range of Offensive, Defensive, Economy Workers, etc for use in Attacks and daily gold Modules to come: Profile Spy-related attacks Fortifications Ally Level Management Link: http://dev-1.2.x.ezrpgproject.net/index.php
  7. I have merged Edward's "ezRPG 1.0.7 lang" with the official ezRPG repo as ezRPG1.0.8, removed the 3rd party game-element modules (bank, hospital, attack, etc) as these are not base Engine functionalities but more genre specific. There's still a few hard codes that I'm catching which isn't using the language system, as well as 1 instance where Russian was hardcoded into the Admin panel, but otherwise ezRPG 1.0.8. https://github.com/ezrpg/ezrpg-1.0.x/releases/tag/1.0.8
  8. Plugin System is almost complete. 1 Final round of tests, then implement error catching, and we should be good to go. After that, just need to expand on the settings (Player configurations, Registrations, etc) and I think we're ready to take this out of it's beta phase. For those unaware (everyone but the few 4-6 of us that were actively working together on this in 2013, ez1.2.1.x was a beta version step between 1.2.0 and 1.2.2. As you can tell from the github, 1.2 was almost all beta/experimental. We're almost stable and fully functioning!) ref post: http://ezrpgproject.net/showthread.php?tid=389
  9. Thanks Coly010! As an update, the stability has been created with the transition to namespaces, working on fixing the Plugin Manager with it's Activation and Installation functions. Now the Install/Uninstall checks the class for the corresponding method, calls it, and returns the result. If the function doesn't have an install/uninstall function, it just updates the cache and db. I should be at the point where I'm ready to fix the uploading script and the plugin system should be fully functioning at that point. Right now, due to the nature, though the functions work, the underlining engine doesn't do any checks against the cache yet to verify if a module is active yet (removed it to fix and test modules, will add it back in)
  10. So there's no doubt that development stalled over the past few years after Zeggy took off and Jake and I continued development. Even worse the site went dark after a mishap with registration, but honestly development stalled long before that. We had attempted on two separate occasions to redevelop ezRPG with both ezRPG2.x as well as a new development which we had called LyraEngine. Both attempts were committed to complete redesigns of the PHP core, but suffered tremendously in project management and results. It just turned out a complete rewrite is a bit harder to come by as we found ourselves too busy for the development, though the hope is still there! With that said, I've started to reevaluate my decisions about ezRPG 1.2.x and started to continue where I left off. With that in mind, I also started backtracking on a few "enhancements" that were merely bandaids than viable solutions. Currently now, I've updated my latest push at https://github.com/ezrpg/ezRPG-1.2.x/tree/dev2-modernize-unstable to instill Namespace conventions, started building a core App controller, as well as change to use PDO as the main DB Layer (while completely removing legacy mysql from the options). Please note that I am looking for more people to help out. In the past we never really had many Pull Requests in github. I'd really like it if people could participate in the development, posting issues, and either use MWGs or our forums to post comments on where the development should head. A number of things I'll be removing/overhauling: - Plugin Installer/Manager | https://github.com/scsmash3r/ezRPG-Simple by scsmash3r had a great idea for borrowing from wordpress on scanning modules. While I'm against Wordpress' methodology of loading every active plugin on load, the system - MVC design (or lack there of) | Currently we rely on "index.php?mod=", the index is in the parent directory with users have access to every child folder, etc.   Here's some blurbs from the forum: I've started to go a bit more in depth with going through the code to make it make sense and comply with more modern coding philosophies. ezRPG was never a true MVC application and the code, while being simple, was not in the best shape that it could be. We've attempted twice now to completely dump the code for modern framework redesigns with ezRPG2.0 and LyraEngine, but they've thus far failed. I'm working to try to modernize ezRPG, but keep the simplicity in tack, but with it, a few things are going to have to break: - I will be removing mysql_ functions. No discussion. Use mysqli or pdo. - I'm creating an Application class which will be the basis of the engine. Currently we use index + init + lib = headache. - Stop the global passing of variables! We pass $player, $tpl, and $db like it's going out of style. - I'm removing ?> tags at the end of files, it's too easy for whitespace to be added. It's also been standard for some time. You can track the progress here: https://github.com/ezrpg/ezRPG-1.2.x/tree/dev2-modernize-unstable You can see a live, playable demo with extra modules included here: http://dev-1.2.x.ezrpgproject.net The unstable branch is becoming more and more stable as the days go by. Github changes - Added Composer support to add Pimple for Dependency Injection as well as added Smarty for version control - Moved all Admin modules to the /modules directory. They follow the following layout: /modules/<Module>/Admin/index.php - Kept my Smarty functions inside /lib/ext/smarty folder and just used the $smarty->addPluginDirectory() to add it. This way we can have the external vendor and keep our integrations. - Further expanded on the Application class to start cleaning and decoupling /index.php. - /index.php will get moved to /static (which may get moved to "public" or "web")   Dev-1.2.x Demo: - Game elements are based on Darkthrone.com - Items have been added with an "Army" element in mind - Attack has been updated with "Items" and soon "Army" and "Fort" elements. Obviously the core of Dev-1.2.x Demo will remain the same as what the Github gets, infact I work on it live and simply avoid added the "Darkthrone" game elements to the github. This demo serves the basis of not just showing the power modules can make, but how modules build onto the underlying game engine, it doesn't change the engine's code. ezRPG was built as a single player RPG in that you play as 1 person fighting others, whereas the modules expand on that and in this case replace that with being a God-like entity controlling an Army.
  11. Great to see some of the work you've done. Any chance you'd make some pull requests to github?
  12. Awesome to see the old script in use! Hoping to restart development after the unfortunate negative turn things have taken over the years.
  13. So as most know, or should know, ezRPG has two active developments at this time: ezRPG 1.2.x and ezRPG 2.x. Currently 2.0 is in a private development stage, as we try to get closer to a more stable public release state. 1.2.x though is actively being developed and maintained by myself, with updates and fixes being pushed as soon as they're announced or within a few hours of them. Recently I was proud to release 1.2.1, after making it a month of updates getting us from up to before we were "stable" and ready. Currently I have two members of the community who are openly engaging with me about any issues or ideas that they have, and they seem to be enjoying the route I took with the development. In the past I posted what I was doing when I released 1.2.0 RC and its final 1.2.0, so I figured I'd take the time to update on what 1.2.1 has brought to us. - Stablized the Message System by removing it's dependency on the Hook system and needing a complete Refresh/load to get the message to update. - Updated the navigation look and feel of Default theme to make the Menu look cleaner and fit more options. - Fixed an issue with class.themes.php to check if $this->template is set. - Created an Update module to streamline updating ezRPG versions, this is still a beta module, but it should make upgrading a bit easier for games. - Added "AdminControls" for debugging. Now the url get params ?admin=flushSettings flushMenu flushCaches flushPlayer all work. - isPassword now has the ability to check the ezRPGSettings so that game owners can set their own limits on password lengths. - Multiple functions added (see Commit history for info) - Fixed a Register issue from 1.2.0 that caused the inability to register new users -_-. - Added all modules to db that ship with the original ezRPG package. - Expanded on the Cache system. - Expanded on the Error system for SQL exceptions. - Various fixes and cleanups as needed. If you use to enjoy ezRPG 1.x, then perhaps give a look at what we're trying to do over here. If you still use 1.0.x but not 1.2.x perhaps mention any ideas, concerns, or reservations you have about updating. All is welcomed and I hope to see more activity from others! Enjoy!
  14. uaktags

    ezRPG 1.2.0 RC1

    I'll put out a change log soon for yall, I really just made that post as an announcement to get awareness out and let people get a turn with improving our system before calling it officially done and letting the games begin from there forward.
  15. http://community.ezrpgproject.net/Thread-May-Newsletter-New-Developments-Announced ezRPG 1.2.x is soon to be released as a identical product upgrade for the ezRPG 1.0.x. ezRPG 2.0 is also announced in the works which is a reimagined version developed by the ezRPG team to move away from Zeggy's legacy with newer offerings. Both ezRPG 1.x and 2.x will be developed simultaneously until further notice with 1.2.x and up being recommended for current games to easily transition with, while ezRPG 2.x will be better for new-comers to ezRPG or game developers that want to move their game to take advantage of the newer style and abilities of 2.0. ezRPG 2.x will NOT be compatible with ezRPG 1.0.2 systems just as ezRPG 1.0 was NOT compatible with ezRPG Pre1.0 Official Release dates will be released shortly, with 1.2.0 coming before an official 2.x
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