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a_bertrand

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Everything posted by a_bertrand

  1. Welcome to the forums anyhow ;)
  2. Well with a single MySQL query you could do something like: update mytable, (select @rn:=0) rr set mycol=(@rn:=@rn+1)*100; replace mytable with your table name, and mycol with the column you want to update... If you want to start from another number than 100, then simply replace the :=0 with the number you want... you may also replace the *100 with whatever you want for the increment ;)
  3. you can clear the cache directory, or simply edit the config.php file.
  4. I think the issue is simply that once installed all the previously existing users like the admin user is not verified. Somehow there should be something which set the existing users as verified.
  5. Players will for sure be allowed to modify the world in an area (the area where they starts). However I'm somewhat unsure about player created quests, as the experience with NEaB was... mixed.
  6. I'm not big fan of open source projects. Of course I use some open source code, yet I'm somehow reluctant to share my hobby games like that. I do it for my professional work but not for those games. Also I doubt this (MWG) would actually contribute much, it's not the kind of the community (node.js, full JS code on the client side, minimal HTML / CSS) BTW I'm not using a shared hosting or others, I use a dedi server where I installed all the needed infrastructure. However I do know there is node.js hosting out there, maybe not on some remote islands like yours ;) but still nothing prevent you to use some US one to test if you want.
  7. Further work has been invested and too keep you updated here is how it is going: - An edge is now drawn when the level is going down. I helps to see the level difference. - The map is not persistent and shared in real time. That means, if you modify it, everyone will see what you modified. - The transparency algorithm as been improved - Optimizations have been made and a greater speed has been reached - A rough login / register is implemented - A rough chat is there to be tested (tab to enter it, esc to exit it) - Loads of bug fixes On the server: - MongoDB is used for the persistence. - GZIP and Deflate compression has been implemented for .html, css, .js file - Supervisor (a node.js module) is used to restart the server in case the files change, or the server crash. - Stores map changes and player position updates. What is MongoDB For those now knowing what it is, instead of having the concept of table, with values and primary keys, all data inside MongoDB are basically called documents. Each document must have a unique ID which can be either set by hand or generated, and then the attached value can be.... anything and can vary on each "row". Think about a key / value pair dictionary. Yet the value is a JSON (called BSON) data, which means JavaScript objects. You may search by the ID or by any value of the BSON data. MongoDB is free / open source. Overall the project is progressing well, and the next step will be the implementation of the multi player monsters and monsters combats. Even if JS is not the nicest language out there, it seems to be solid enough for this kind of game. And having support of IE 9 or after, Chrome and Firefox it should cover most of the browser market. Of course mobile browsers will simply be ignored due to the CPU requirements for such game.
  8. VBScript? So old ASP? Personally I would not use that anymore. This is a dead and old technology of Microsoft. Look into .NET VB or C# both offer ASP.NET which is the replacement technology.
  9. You have been hooked by an hook? that' cool ;)
  10. not a bad idea Kyle, I like preference pages ;)
  11. Actually there isn't only one admin level. You could have as many levels as you wish and the engine offers already 2. Anyhow, the issue is that the kind of file generated may be quiet big, and therefore require quiet some time to produce a full backup. Execution time and shared hosting are not really liking such kind of execution. Beside that, any shared host usually offer a MySQL backup tool, and even phpmyadmin could do the trick. Yet the best option would be a cron which do a mysqlexport and gzip it ;)
  12. Well there is some sort of that, you can export the theme which will store all content data and then you may re-import it. Yet better, set up a true MySQL backup on your server.
  13. It's for the players which want to verify if you have a valid license. As Kyle told you, you are free to remove it.
  14. He owns a full version Kyle ;)
  15. Well replace the username with something generic and put a * in the password field would effectively block and basically "delete" the account. Beside doing it via a query, a small module for it should be a piece of cake.
  16. There is an included chat module, simply enable it from the admin module manager. By default it is disabled as it is resource intensive.
  17. Beside Kyle answered basically to the reason why NWE is not a "full" game, and is instead advertised and sold to the community as "ENGINE" which means it's a framework you can build your game on it. Many things may be lacking in your point of view, and as I always said, ask and I shall see if that make sense to be added, if yes, that will be done for free. Now that said, a delete user is not something you want to build simply by deleting the user table. You may end up with many places with ID which points to nothing and may produce bugs. Messages, Shops, Clans, Forum etc... If we want to create such module, then it should work like with other pieces inside NWE, for example with some info in the config.xml which defines which tables need to be cleaned up.
  18. Should be 4 tries before being blocked for 15 minutes.
  19. I would suggest Eclipse PDT, a bit more complex but should be better. Netbeans => I didn't tried it for PHP
  20. Eclipse PDT, Komodo Edit both are free.
  21. Most IDE would do that for you Sim. You could use Eclipse PDT, Komodo Edit, Zend Studio, Or PHPStorm for example. I'm pretty sure all of those would do it. For PHP I use Zend Studio, and a control+click on a function call jumps on the declaration of it (if this is what you are after).
  22. So what you mean is that each module should have documentation? Well we have a wiki, whoever feel he/she has time for it is allowed to add content to it. Being for his/her module or for the main code. Now, if you don't allow any bugs, fine, but then you should maybe change and not do programming, as in any code you will have bugs ;) Overall Dungeon, for me you start to look like somebody which expect to NOT spend any time on anything and expect to have somebody else do the work for you. You will have to learn the code of the engine at some point, as well as the code of the mods you install, otherwise how do you expect to be able to add your own mods, fix bugs, or whatever? And if you lose time to speak with us, fine... I start to feel the same too...
  23. Dungeon: un-installing, comment or do whatever you want would not have solved the issue as the issue is in the database: NWE offers the option to lock the game to a particular file/function, for example in case of combats. Until you unlock it (or edit the table by hand) you will not be unlocked. No matter how much you delete / uninstall a module. Here, having a module which is not buggy, and knowing a bit more of the engine is the key. I will not rush to implement a useless function without thinking. BTW how can you un-install if you are locked out ;)
  24. Has nothing to do with the module in this case as the lock is due to the user table which lock you down to a single function. So even after un-install you would still be locked. In any other case you can simply delete the module directory and the module is gone. NONE of the modules are allowed to modify core tables nor core files.
  25. I was thinking of scanning the install.sql file to create automatically the drop table. However, I wonder what happens if another module relies on that table, or if you would actually want to keep the data.
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