
Dabomstew
Members-
Posts
153 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by Dabomstew
-
After a couple of technical hitches we have successfully updated to vB 4.2. This *may* fix a few of the recent issues people were having. If you have any significant problems with the board post-upgrade, please report them to us here or via PM.
-
User sigs/display pics are one of those areas where it's still technically illegal to use copyrighted material, but the publishers will never bother enforcing that. The worst you'd get in any farfetched scenario where they did would be notice to remove it anyway, you'd think.
-
One example of when such a brand rip game gets sanctions is "School of wizardry", a Facebook game. It was an alright game, but a crazily blatant rip of Harry Potter, about as blatant as one could be without having Harry Potter in the title. Eventually, they had to completely rework the artwork & names used in the game. Now they appear to be gone for good. So yes, you can definitely get into trouble for doing this!
-
Version 1.x of the source code never had item equipping. Therefore neither the old Lite nor the new Free have it either.
-
EXP Bug After attacking a leaving a user for EXP
Dabomstew replied to SaMz's topic in Engine Support
Hi samz, This happens because the EXP needed to advance past level 1624 is a number greater than 2147483647. So on this line: $ir['exp_needed']=(int) (($ir['level']+2)*($ir['level']+2)*($ir['level']+2)*0.5); When the (int) typecast occurs, it tries to change a number bigger than 2147483647 into an integer, which can only be 2147483647 at most on most servers. So it wraps back around to a negative number, causing your problem. Possible solutions: * Don't use ints for storing/calculating EXP - floats can hold bigger numbers * Reduce EXP requirements per level by adjusting the numbers in the formula * Put on a level cap, since levels 1600+ are pretty ridiculous to start with. -
Euro Gangster is a Web-Based massively multiplayer online game
Dabomstew replied to Vorless DarkChaos's topic in Browsergames
You might want them to get the bug that happens when you go to http://eurogangster.com (without the www) fixed. -
Advanced Dogtags Mod [$10] Great for Contests and User Involvement!
Dabomstew replied to Arson's topic in Paid Modifications
Hi lynm77, The database::free_result() method has been present since MCCodes 2.0.4 so you should not be receiving this error in 2.0.5b! You might want to try redownloading the 2.0.5b package fresh from mccodes.com and re-uploading the class folder's files (class_db_mysql.php and class_db_mysqli.php) to fix this bug. -
This small edge case bug should be resolved now and the purchase can be completed.
-
Yeah but those small speed increases are *almost* negligible compared to the other parts of a script. You do raise a fair point, but it's hardly necessary to cut out some purchasers (or make them have to change things themselves) for the sake of such small gains. We don't want to limit freedom of creativity on the marketplace (besides anything illegal of course) but changing mysql_ to $db-> doesn't take long and makes sure neither we nor the sellers get this type of support request.
-
mysql_ isn't allowed without an error only if the client uses mysqli on install which has ALWAYS been an option. It's just that before the patches mysqli was broken for other reasons than just mod compatibility so pretty much no-one used it, making mods with mysql_ work fine 99% of the time. Anyways, people releasing v2/Redux mods with mysql_ instead of $db-> is just lazy coding and such mods marked as v2 or Redux and submitted to the marketplace will not be approved.
-
This happens for me on old (3.x) versions of Firefox; can I suggest an upgrade if possible if you're in the same position? It seems to be to do with javascript containing the text "</script>" inside a javascript quoted string.
-
Rest assured that there are additional license terms which the user must accept in the special discounted Redux purchase page. As a final note on it, the principle behind these terms is relatively simple - it stops v2 owners from just buying the license for $40, selling it to someone else without a v2 license for somewhere between 40 and 120, and making a profit whilst doing very little.
-
Nah. I was referring to the Redux licenses purchasable for $40 USD on mccodes.com which are specifically intended for v2 owners to make new games with Redux themselves or change their existing game to Redux. They are discounted for this reason and thus carry extra license terms. If this license has been purchased for the full price from MCCodes and Calum is just choosing to sell it for $40 then there is nothing wrong with that!
-
Official word: Yes, you can sell licenses to other people. This means you have to stop using it on whatever domain you bought it for and they are also limited to using it under the same terms you were (one domain). Contact us to do this so we can move the license over to your customer account so you can redownload the source & receive updates etc. HOWEVER: If you bought a Redux license for $40 you may NOT sell or transfer it. These discount licenses are for the purchaser's use only and you must pay additional fees to allow it to be transferred/sold.
-
Official word: Yes, you can sell licenses to other people. This means you have to stop using it on whatever domain you bought it for and they are also limited to using it under the same terms you were (one domain). Contact us to do this so we can move the license over to your customer account so you can redownload the source & receive updates etc.
-
As far as v3 development goes, we've hit a snag that we would like input on. Basically, to develop v3 from scratch in the way we would like to, we'd have to almost completely abandon any support for v1/v2/Redux mods. Basically, the new engine would have a new database & file structure that would make using old mods impractical at best and impossible at worst. There is, however, another option... and that is offering a possible closer successor to v2 either seperately, or as a more "immediate" v3 before releasing a completely new engine. Obviously, the v2 successor would still have many new features... while retaining the essential parts to maintain compatibility with v2 mods with few changes. Your input on this, as a current or past user of MCCodes and/or developer of MCCodes mods, would be appreciated. While we won't be necessarily taking what is said here as the final word, we want to hear what the community has to say on this issue.
-
Hi stevenrfc Because brave is measured in whole numbers only, if a user internally has 7 max brave, you can't take away 10% exactly - because that would be 0.7 points. To fix this: * Make sure your users all have max brave amounts divisible by 10 * Or change the brave/maxbrave columns in the users table to be of type FLOAT or DOUBLE. As far as negative numbers go, you need to make sure in your query that the new number for brave is greater than or equal to 0 - right now, it is only making sure that it is less than or equal to the user's max brave. Something like this would work (I assume the part of the query you posted is cut off): "UPDATE `users` SET `brave` = GREATEST(LEAST(`brave` - ((`maxbrave` / 100) * 10), `maxbrave`),0),
-
By code style I was more meaning the formatting - indent levels, block style etc have all been made consistent in the patches, and more comments were added. As they were bugfix patches, we didn't change anything that would break mod compatibility (such as variable names, method names/arguments, overall execution flow etc.). However, there will certainly be further improvements to the style in v3.
-
v1 becoming open source - won't be happening immediately, but don't rule it out from ever happening. Code style - the improvement in this should already be visible in the v1/2/2.5 patches (over the original versions), but will be better still in v3 since we are developing using a consistent style from the very start.
-
Some good questions asked / points raised here - I'll answer what I can: Price range - Shouldn't be too different from modern v2/Redux prices, though still far from certain. Developer documentation - This is something we are definitely going to include. The buildup to the release will reveal a fair few details for developers so you know what to expect, and upon release there should be a good set of documentation so that quality mods can be produced right off the bat. Tutorials for people with no prior experience in PHP/programming is complicated, but is something we're definitely looking at. Backwards compatibility - We didn't cover this in the initial post because we are very hesitant to give any official word/promises on it until it's in there and solid, but rest assured we are working on providing a solution for both using old modifications and importing old-version game data. What we're unsure of so far is how much work will be needed on the part of the user/developer to get these going. Development progress - Development is well under way, as emphasized by our upcoming need for testers. We could probably release a very early alpha to a tester base right now, but we are going to get more done on the base framework first. Discontinued versions - If there are further serious exploits uncovered then we will patch them when they come to our knowledge... As far as less serious bugs go, we will probably run with a "phase-out" period after the engines go off sale and release a final non-security patch just before that date. Illegal distribution - We won't go into great detail about this to stop us giving the very information they want to would-be illegal distributors... but measures will be taken appropriate to our budget and market. We certainly don't *want* to have to encrypt any of the code (even before you take the ineffectiveness of such systems into account), we may be promoting a modular system but people are going to want to / to have to modify the core files sometimes, we know that. Initial marketing - It will initially be marketed as an "out the box" game, with the developer's bare-bones edition sold on the side. Further marketing after launch will depend on what additional game packages are made and when.
-
It has been several years since the release of MCCodes version 2 now, and a fair while since the release of Redux (2.5) too. MCCodes are proud to finally announce the development of Version 3 of the engine. It was said when Redux was released that it was to be a taster of things to come. This is true to an extent, but Version 3 promises to be so much more than improvements to Redux. It is being redeveloped from the ground up to create a great experience for game developers and the players of their games alike. Modifications/Modules MCC v3 has a fully modular feature system. That is to say, all the pages that you interact with are modules that can be dropped in and out, subject to you keeping modules that other ones rely on. To the extent that is possible, these dependencies are minimised to make it easy to customise the features you want on your game. To make new features on your game or use ones made by other people you just install the relevant module(s), which will be easy to do in the admin panel. Each module has its own folder containing a descriptor file and several other files - the technical details of this system will be exposed to a much greater extent in a future update. Great Possibilities Via the use of "mod projects", groups of modules, MCCodes v3 will be able to be used to run many different types of text-based MMORPGs with drop-in engines. The base engine that comes with v3 will be the familiar crime/mafia-based RPG, but other official (and potentially unofficial) possibilities will be released after the initial release, along with a bare-bones package allowing you to develop your game from only a small amount of essential modules if you so choose. Language Support It will be possible to translate MCCodes v3 to run games in other languages using its inbuilt language system which will also tie-in to the module system. You can even allow your users to choose their language if you want to run a multi-lingual game. At the moment, we only plan to have the official release in English to begin with but there is certainly a possibility of further official language packs in the future. Layout Engine As with Redux, the main layout of v3 is seperated into skins which each provide their own custom look & feel for the game, its login/register pages & potentially certain complex graphical mods. It will be easy to drop in & install new skins, and you can offer users their choice of skins if you are willing to maintain more than one. MCCodes Site Integration Coinciding with the release of v3 will be a restructure of the MCCodes.com main site. This will allow us to roll out two major things - a new support system for more structured official support, and most importantly, a marketplace for v3 modules & module packs. The marketplace will accept free & paid mods from anyone, provided they are up to certain minimum standards. Unproven module authors will have to go through manual verification of every mod they submit, but we intend to allow certain users the right to submit modules directly provided they have a good track record. For module authors, they will be able to sell their mods directly on MCCodes.com and receive income from these sales, subject to commission. There will also be special sections on the marketplace for skins & language files, which will be regulated seperately under rules which are yet to be determined fully. For module purchasers, there will be the ability to rate modules, comment on them, and of course purchase/download them for installation to your game. The staff panel of v3 games will be integrated directly with the marketplace to allow direct installation of most modules available. You will also be able to report severely broken mods directly to MCCodes so we can disable their download/purchase until they are fixed, if the report is true. All marketplace privileges granted are of course subject to revocation if abused. Alright, when can I get my hands on this? The official release date is not certain, but is planned to be in late Q2 / early Q3 2012 - that is, June or July. How will the engine be tested, and how can I show interest to be granted early access? Our current plans are to release alphas and betas to a select group of testers as progress is made on the engine. While we already have a fair few ideas as to who will be the testers, we strongly encourage those of you with moderate to strong development experience with MCCodes or any other PHP scripts/engines who want to participate in testing to contact us - either PM me or ColdBlooded on here, or email us at [email protected]. The nature of development means that people who are not experienced coders will not really be helpful in this early role, so please provide proof of your coding experience if you do indicate interest. What happens to the old MCCodes versions? MCCodes version 1 is set to be discontinued as a purchasable product in the very immediate future - we don't have the time nor the resources to maintain it to a good standard. Version 2 and Redux will continue to be sold as is until the release of Version 3, at which time they will either be heavily discounted or discontinued themselves. A whole lot more information will be coming out over various mediums throughout the next few weeks/months. Look out for more technical explanations of how particular things will work and more announcements about progress/testing. Questions and comments in this topic are welcomed, but non-constructive blind criticism isn't. Be sensible!
-
MCCodes Releases Updated Versions for all Paid MCCodes Products
Dabomstew replied to Dabomstew's topic in Announcements
Further clarification on the jquery setting: It's inserted as-is into the HTML <script src=''>. Therefore if you want to use Google APIs hosting for the jQuery it's as simple as changing the setting to point to that. And the uptime thing really isn't relevant, as there should be no way the js file (a relative path) and the file you're accessing it from (the register page on the same server!) would be down at the same time. There is a difference between "new bad coding" and "not changing what's already there". The register page already loads the settings array from the database, so there is little reason why we shouldn't use that to allow the user to specify the location (relative or not) of a functional jQuery library. Changing existing MCCodes versions to adhere to what some of you call "good coding" is not what these patches are about - they're about fixing the bugs and security flaws with a minimum of fuss, without breaking stuff like mod compatibility. -
MCCodes Releases Updated Versions for all Paid MCCodes Products
Dabomstew replied to Dabomstew's topic in Announcements
jQuery location is stored in settings so the user can change it to use any APIs server they wish... We just provide a copy which is guaranteed to work and they can go from there. You may not approve of us storing settings in the database fullstop, but that's how its been for every v2/Redux version... As for DO_NOT_UPLOAD? It may mean something more like "do not upload without reading what this is and how to use it first", but it gets the point across. -
MCCodes would like to announce today the availability of the following updated versions of MCC products: MCCodes 1.1.1 MCCodes 2.0.5 MCCodes Redux 2.5.6 MCCodes 2.0.5 is a patch on top of 2.0.4 which addresses a few bugs found in 2.0.4 and adds a couple more optimizations made in the development of 1.1.1 and 2.5.6, while 1.1.1 and 2.5.6 effectively bring MCCodes v1 and Redux up to the standard of 2.0.4/5. Changelogs for 1.1.1 and 2.0.5 are attached to this post, there is no changelog available for 2.5.6 but it essentially contains the same bug & security fixes that 2.0.4 did for MCCodes v2 games. Please report bugs through our bug tracker, or here if you prefer (though reporting them to our official bug tracker is much better for us) Update Paths Information Version 1.1.1 Please do not try to upload the 1.1.1 files over your old version MCCodes v1 games - they require edits & possible database changes first. Contact MCCodes for assistance if you wish to update a relatively new v1 game with them. Version 2.0.5 If you wish to place the 2.0.5 files over your (UNMODIFIED) 2.0.4 ones you can do so without having to make any database changes. Version 2.5.6 If you want to just place the 2.5.6 files over your (UNMODIFIED) 2.5.5 ones you can do so and have it function correctly by executing the following SQL queries: INSERT INTO `settings` (`conf_name`, `conf_value`) VALUES('jquery_location', 'js/jquery-1.7.1.min.js'); ALTER TABLE `userstats` ADD PRIMARY KEY ( `userid` ) ; ALTER TABLE `forum_posts` CHANGE `fp_text` `fp_text` TEXT CHARACTER SET latin1 COLLATE latin1_swedish_ci NOT NULL DEFAULT ''; ALTER TABLE `fedjail` ADD UNIQUE (`fed_userid`); ALTER TABLE `users` ADD `pass_salt` VARCHAR( 8 ) CHARACTER SET latin1 COLLATE latin1_swedish_ci NOT NULL ; changelog_111.txt changelog_205.txt
-
It is true that the quality of our support has been inconsistent at times. However we still strive to provide it to the best of our abilities in the present. There's little we can do now about long support waits in the past besides attempt to improve our standards and hopefully change the impression we've given to people like you over time. Changing the logo on the bug tracking system seems to be a very odd complaint. Putting it up to start with is a step in the direction and will be built on with the suggestions/criticisms in this topic when we have the time. It is fair enough to complain, but some of it gets ridiculous - there is a fair amount of topics derailed with such complaints. Sure, you want to be heard - but there's a time and a place for everything. We attempt to respond to every support query within 24-48 hours. This doesn't mean that we are always able to do so - sometimes other parts of life get in the way. Our currently released engines & support are far from perfect - we get it! - but we are making efforts to improve them, which have to be balanced with the efforts to develop future projects. Finally, on the subject of rumors - they are just that. Without any real official information releases yet, you should be waiting for the engine to see if it will make itself great or not rather than relying on guesses by community members. We cannot 100% guarantee that the engine will not have any kind of hack found on its release date - no-one can say that - but we have learned a lot from prior releases.