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uaktags

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Everything posted by uaktags

  1. You're showing connection timeout for darkthrone.com? It's defunct, you'll have to use wayback machine.
  2. Appreciate that, not sure what happened there during the paste. Updated in the original message.
  3. Hey guys, I use to be one of the developers on an old PHP project called ezRPG (here in the forums), but have recently taken up the task for a project called DarkCurse that was already abandoned by its original developer once. The project's aim was to be a recreation of the game Darkthrone.com which has shut its doors last year and was recreated in NodeJS. Since DC's abandonment, I've basically taken up the code as a fork and later a restart itself as a NextJS project and currently hoping to find anyone else that wants to help out in the Opensource project. https://github.com/uaktags/DarkCurse-nextjs The project is flowing along, we have about 30 community members who are old players of Darkthrone that have been helpful with testing, identifying missing features, and providing alot of guidance in reengineering the game from memory. Currently the last PvP aspect we're working on is the spy missions, and then its really just the P2P functionality like communication, alliances, profiles, etc. If this is of interest to anyone, please feel free to reach out! If the project itself looks like something you can use, please fork away and reskin as needed! Hope to see something good come out of this in the space.
  4. I'm not sure I quite understand the "adding language translations within the module.json file". Granted I've only spent a whopping 2-3days looking at the project that you've created and supported for years, so my opinion is pretty narrow-minded in the grand scheme, but I took the module.json as having a single purpose for module meta, rather than providing functionality. Localizations are, in my experience, always separate files rather than a combined file. As for the JSON => PHP layer, that's merely the caching aspect. Basically all of the json's get loaded once in a single taxing moment (taxing being relevant), and cache as a PHP file that is read by the PHP project. Now my implementation is pretty much a quick and dirty, so it checks every single request (due to init.php) against the cache, but surely it could be restricted to an event like "module installation" or some admin function. As for being able to call it with the proposed translate function, you can already do that. L:: is available in hooks, modules, and inc files. You can change the logic around the use of L:: to your translation or {translate} idea, but that's really just semantics imo. The only thing I think i currently lack is the {translate} access without a BuildElement call. There's also obvious things that the original package itself was missing too (handling of missing translation strings for one), but for a proof of concept, think it stepped up pretty nicely. Either way, hope that helps inspire to get localizations built and adopted in whatever form is deemed. Goodluck with everything.
  5. Just in case it's seen here before github, but I started this PR to include i18n support: https://github.com/ChristopherDay/Gangster-Legends-V2/pull/53 translations files are available for both Modules and for the engine itself as a whole: https://github.com/ChristopherDay/Gangster-Legends-V2/blob/5e668b79548b2aa1c439493dcd95be391a1c4870/locale/en/translation.json and https://github.com/ChristopherDay/Gangster-Legends-V2/blob/5e668b79548b2aa1c439493dcd95be391a1c4870/modules/installed/loggedin/locale/en/translation.json I took https://github.com/Philipp15b/php-i18n and modified it to support an array of languages and fixed up its usage of vsprintf to allow for dynamic parameters for translation. I opted against composer for this since 1) GL doesn't use composer packages, everything is just self-contained, and 2) i heavily have been modifying it and the project seems mostly dead anyhow (the php-i18n project). Full Disclosure: (I'm one of the guys who use to manage ezRPG...RIP to that project, though I wish I'd brush the dust off and get 'er up and going again).
  6. 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.
  7. 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).
  8. 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
  9. 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!
  10. 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
  11. 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
  12. 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
  13. Great to see some of the work you've done. Any chance you'd make some pull requests to github?
  14. Awesome to see the old script in use! Hoping to restart development after the unfortunate negative turn things have taken over the years.
  15. 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 1.2.0.0 up to 1.2.0.11 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!
  16. 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.
  17. 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
  18. I can't edit, but ezrpgproject.net is the new location for this
  19. Just wanted to give heads up to anyone who frequents here more than the ezRPG home at ezrpgproject.net: We'll be releasing a number of updates in the upcoming days that'll paint a solid picture of what's been going on behind the scenes. While nothing is official as yet, until our announcement on the boards, I can say that we've teamed myself and booher up with two from the community here whose ideas and initiatives have helped spark and spearhead some new developments. Already announced at http://community.ezrpgproject.net/Thread-New-homepage-forum-theme-and-some-upcoming-updates , we've created a new theme and developing our homepage to integrate with a major product announcement. We've also been in the process of cleaning up code and our forums to make way for new offerings. So if you liked what ezRPG was, and are still interested in seeing what we have to offer, join up at ezRPGProject.net, create an account and introduce yourself. We develop and grow as a community, so state your experience with our Engine, what you wish to see, and fork/pull requests on our Github. I'll post once more when the new announcements and unveiling is made, then I'll be leaving MWG to others to update our notices here. See you on the other side!
  20. To add to Nands' post, I've taken a break for a moment on Nands rework. His rework is a new view on how ezRPG should have been with a few updated ideals built in. My git was an initiative to try to mold compatiability for the official ez and Nands. As of late though, I've been pushing development on a developmental branch of ezrpg found at https://github.com/ezrpg/ezrpg/tree/devel . It's updates surpasses master with some new features, but still misses compatiability with Nand. My goal is to push things like nand's security library, the decoupling of HTMLPurify, and a few code changes that Nand improved on. For the most up to date, stable official build of ezRPG @ as Booher stated https://github.com/ezrpg/ezrpg/tags . If you'd like to get inspired as I have, take a peep at the other branches and forks and make some requests as well. Everything for the most part is very secure, people have even decoupled the Gaming engine to use ezRPG as a low-resource cms, which is another initiative I'm looking into myself. Join our community, grab some mountain dews, and dig into a weekend of coding to try out where you can take ezRPG. In it's infancy, it's extremely powerful, let's see how much further we can push the limits on it.
  21. uaktags

    Menu Hook

    Sharing this here since I built it and know it's compatible with a Vanilla install of ezRPG-Rework, but should also be fully compatible with vanilla ezRPG1.0.2. Here we have hooks for the menu: New short codes are {$TOP_MENU} and {$TOP_ADMIN_MENU} 09.menu.php store in hooks directory <?php defined('IN_EZRPG') or exit; if (defined('IN_ADMIN')) $hooks->add_hook('admin_header', 'menu_admin'); else $hooks->add_hook('header', 'menu_players'); function hook_menu_players(&$db, $config, &$tpl, &$player, $args = 0) { if($player == null) { $menu = "<ul>"; $menu .= "<li><a href='index.php'>Home</a></li>"; $menu .= "<li><a href='ndex.php?mod=Register'>Register</a></li>"; $menu .= "</ul>"; } else { $menu = "<ul>"; $menu .= "<li><a href='index.php'>Home</a></li>"; $menu .= "<li><a href='index.php?mod=EventLog'>Log</a></li>"; $menu .= "<li><a href='index.php?mod=City'>City</a></li>"; $menu .= "<li><a href='index.php?mod=Members'>Members</a></li>"; $menu .= "<li><a href='index.php?mod=AccountSettings'>Account</a></li>"; $menu .= "<li><a href='index.php?mod=Logout'>Log Out</a></li>"; $menu .= "</ul>"; } $tpl->assign('TOP_MENU', $menu); return $args; } function hook_menu_admin(&$db, $config, &$tpl, &$player, $args = 0) { $menu = "<ul>"; $menu .= "<li><a href='index.php'>Admin</a></li>"; $menu .= "<li><a href='index.php?mod=Members'>Members</a></li>"; $menu .= "<li><a href='../index.php'>Back</a></li>"; $menu .= "<li><a href='../index.php?mod=Logout'>Log Out</a></li>"; $menu .= "</ul>"; $tpl->assign('TOP_ADMIN_MENU', $menu); return $args; } ?>   Replace the {If Logged_In } blah blah blah code in the header template file. Currently this makes you wonder why make the change since it's basically doing the same thing, but as we're discussing at ezrpgproject, this will lead into using our modules/plugins to dynamically affect the menu. Just looking at this, you'll see that we've opened up api to the player, db, config, etc.
  22. I'm working on a theme, but really as for the url, it's quite find as is. ezRPGProject.com is still hemd up and really, the forums survived just fine as a subdomain for my old blog lol. I think ezrpgproject.tk will be fine for now as we regain momentum lol. But thanks for your feedback!
  23. I sent out a Mass Email to all those who were part of it: I've brought back the old forums (it was ezrpgproject.com forums, then ezrpg.uaktech.net, now http://www.ezrpgproject.tk) Booher has discussed an interest in restarting development again, I too have an interest in a comeback. While I don't want to spoil booher's secret ideas, I'll be patient for him to make his Real-Life transitions and discuss them when he's ready. That being said, I will share my ideas in the coming days and have brought the forums back online. While I understand Booher's idea in using MWG and it is great to share with the community, I also like having a more centralized and specific community. So I brought the forums back, starting a clean up process now, and am writing out the code and road-map for a number of ideas for the community to hear out and discuss. For sake of camaraderie, I'll also re-post any major announcements here for anyone that would rather stay here. I do have plans for both Zeggy's pre-1.0 and the 1.0 that are already posted, and plans for future forks/development of a 2.0 that booher and I are still hashing out on paper.
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