
Mambug
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Re: Old vs. New Music Damn straight. :evil:
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Re: Why you code? I code because I can. I don't need a reason. It's like playing a game. Or as Nike says: Just do it.
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Re: FIRST THOUGH! Sodality
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Re: 1h work to solve the dumbest error there is No they don't. They are recommended to be uppercase as an easier way to recognize the MySQL syntax from regular variables. Now, the variables themself are case-sensitive.
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Re: Good Hosts? I don't understand.
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Re: Good Hosts? There goes another assumption. I won't release our information, however we have a fairly large client-base. However, part of your statement is true. We don't usually deal directly with shared clients, as most of our clients are resellers.
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Re: Good Hosts? We do not backup our shared hosting. However, it is not standalone either. Our shared hosting provides multiple routes to different servers which each hosts individual users. As for failing, we've yet to experience a problem we could not handle in a timely manner and get our clients online again.
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Re: Good Hosts? Heh, I just read through this topic, and as web host myself (We provide shared, reseller, and dedicated services... http://www.mambughost.com) I'd like to just say a few things... 1.) As Decepti0n has pointed out various times, if you see an offer that gives you hundreds of gigabytes of bandwidth for low, low prices they are overselling. You, as a game owner should never take these offers. Why? If your game is at least semi-popular, you will notice speeds daily slowing down with the amount of traffic, and the resources you'll be consuming on their over-populated servers which claim to provide more than physically possible for their prices. 2.) Just attempt to go with a host which oversells and use all the resources, I can guarantee you - you can't without noticing either: A - Performance dramatically declines B - The system won't allow it C - Your host will contact you with a 24 hour notice to leave their shared hosting and provide you with a dedicated server offer. 3.) Dedicated servers have nothing at all - and by at all i mean absolutely nothing to do with unique hits per day. Generally a website which generates unique hits in larger quantities will consume much more server usage, which adds to the performance problem on a shared server. You don't need a dedicated server if you have a "popular" website, just a solid, stable shared host who does not over-sell will work out fine for you. 4.) If you choose to get a dedicated server, understand this - which Decepti0n had pointed out earlier - they generally are unmanaged. OR you can pay much higher bucks for a server that is managed, or higher administrators to manage your server. Either route, it's generally more expensive that an unmanaged server. And if you have little or no Linux experience, I highly advised against getting an unmanaged server. 5.) Lunarpages (note, this is completely opinion biased) is becoming on the "well-known bad web host" directory. They are starting to advertise all over the place within their customer control panels, their service uptime has dropped lately, their little advertising schemes with resellers is just ridiculous. And lastly, time for me to advertise. :) I provide shared hosting as well, if you would like a quote or to setup a custom plan I would be able to accommodate you. Just some background information regarding our hosting... -All of our servers and services are watched by uptime monitors, service monitors -We have qualified staff onsite and offsite to fix any problems with the servers if they do occur -We are located at one of the highest rated facilities world-wide with over 8 simultaneous bandwidth connections (Including but not limited to: Level 3 networks, Cogent, AT&T) Thats all for now, and please keep this thread on-topic. I'd hate to report it for abuse and egotistic.
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Re: Layout Help / CSS Layers Sonix, I most dearly appreciate your contribution regarding this subject. However, your code is completely wrong, and not browser distinguishable. Do not take this as me criticizing your work, just learn from this post. Let me break it down for you and anyone else who does not understand the subject of CSS (Well basics at least.) 1. All CSS goes in your header, IE between the <head> tags. 2. CSS formatting can be done in one of three ways. Declaring it in the document before the HTML, declaring it when you setup the DIV or using an external stylesheet. Examples: Above layout code: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1" /> <title>Just a title</title> <style type="text/css"> #Layer1 /* Note, this is declaring an ID not a CLASS - I will explain more later */ { position:absolute; /* This is bad I will explain about it later */ width:205px; height:231px; z-index:1; /* Not needed unless stacking layers on top of each other which is bad practice. */ left: 231px; top: 168px; } </style> </head> <body> <div id = "Layer1">Hello, this is text</div> </body> </html> Embedded CSS (When creating the DIV or SPAN): .... <div style="font-size: 12px; color: #ffffff;">Just text</div> .... And then, the method I prefer; Using external style sheets... File 1 - our html file - index.html <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1" /> <link rel="stylesheet" type="text/css" href="style.css" /> <title>Just a random title</title></head> <html> <div class="style1"> Just a style for my font...</div> </html> File 2 - our style sheet - style.css .style1 { font-size:12px; color:#000ccc; padding: 0px 2px 0px 2px; } That sums up the usage and formatting of how to do cascading style sheets. I know it's sloppy, it's only to be used as reference - mainly for the original poster to get his accuracy correct and anyone else who was unaware of. As for positioning, I strongly advise against using position:absolute; - depending on your user's browsers resolution the "positions" of your objects will always be at different spots. What may look right to you on one resolution can and mostly likely will be wrong to someone else with a different resolution - or even the same resolution, just their browser is not maximized. As for declaring a z-index, I wouldn't worry about it unless your trying to stack boxes or something. In that case go by multiples of "10" or "100" so that if you have to place an objects index between two different layers it's quite easy. IE if you want to place object "c" between object "a" (z-index 10) and object "b" (z-index 20) just put object "c" at z-index of 15. And that brings me to my last subject, Ids and classes. You can declare a format in css by one of two ways: an "Id" or a "class". Classes are useful if you plan on re-using the CSS code. You declare an ID only - and IF ONLY - you plan on using that style once on any given page. I generally use Ids for static positioning (putting the logo in the top left etc...), and classes for dynamic formatting as well as dynamic positioning. (Stacking 3 boxes next to each other, font sizes and colors etc...) I think that about sums it up for now. Good night.
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Re: Guess the next poster John Doe
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Re: Fantasy Style Engine I appreciate the offer for help, but I am fully capable of doing this myself. :wink: As far as the game idea goes, my engine development will be pushed back a little. I have to now develop my own custom auction website for a relative. I still plan on developing this engine, however now I have a whole lot more time to brainstorm on how to set it up.
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Re: Fantasy Style Engine I like the idea of incorporating classes and the "Good" or "Bad" side.
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Re: Fantasy Style Engine I asked for opinions and ideas, not what shoes you wear on a Saturday night.
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Hey all, I intend to develop a fantasy based MMORPG Text-Based game engine. Now, I know the common engines are out there are turn-based/energy based etc. I'd like to create a whole new style of game play, and I figured why not ask here. So far, what I have thought of incorporating was a Health/Mana system, custom inventory (Think of WoW/D2 as Seanybob said) gaming except text based. Opinions?
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Re: Developing locally on your own local PHP/MySQL/Apache server Your using PHPMyAdmin on a windows system? No - Don't. It's a great web interface utility however when you have access to much better, use the "much better" choice... http://dev.mysql.com/downloads/gui-tools/5.0.html