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[MMO] Eternal World Online - Alpha 1.42


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#61 mr glasses

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Posted 27 June 2011 - 02:42 PM

@E. Just trow in a /respawn command (acces lv 0). Let it respawn the player to room 0 default pos.

We'd have to find a way to keep people from abusing that command. If they are fighting and they are about to die, they might use the command to escape. So, we'll need to make sure the command can't be used if the player has been attack within the past 300 steps. :adds to list:

I'll also add in a /help command.

Edited by mr glasses, 27 June 2011 - 02:42 PM.

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#62 billydoesitbest

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Posted 27 June 2011 - 10:18 PM

This looks like a rip off on my last online game...
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#63 mr glasses

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Posted 28 June 2011 - 01:56 PM

This looks like a rip off on my last online game...

In what way? Many online games are very similar even though they are developed with no knowledge of the other.

Edited by mr glasses, 28 June 2011 - 01:56 PM.

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#64 billydoesitbest

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Posted 02 July 2011 - 10:08 PM

http://gmc.yoyogames...pic=423275&st=0
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#65 mr glasses

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Posted 10 July 2011 - 05:44 PM

http://gmc.yoyogames.com/index.php?showtopic=423275&st=0

That's a pretty nice looking project! But the interface layout is pretty standard so I'm not quite sure why EWO is stealing your ideas...:shrug:
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#66 mr glasses

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Posted 13 July 2011 - 01:07 PM

:bump:

Sloth got the server back online!

This is the next bug fix version, but some new features were added, so naturally there will be more bugs to sniff out. If you're wondering how to turn your light on, there is a button in the upper right hand corner. Click it. To turn the light off, click the button again.

Alpha 1.3

Screenshots: [1] [2] [3] [4] [5]

edit: The server went down again because of the update. >_> It's probably a firewall issue again.
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#67 mr glasses

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Posted 21 July 2011 - 05:53 PM

Here's another bug fix release.

Alpha 1.4

-fix FPS compensator (It's a little slow to adjust to rapid FPS changes, though)
-remember me fix
-clean up portal code
-let admins check vars on the server with /get
-NPC's were spawn right away
- don't draw black on map load/show image at initialization
messy interface, clean it up
- move performance info to the system tab
- improve the light toggle switch

As usual, the server is temporarily down after the update. It should be back online soon because Sloth just resolved the IP problem.

P.S. For some reason, client.html isn't updating. Here's the direct link: http://g2f.nl/60r1nx

Edited by mr glasses, 21 July 2011 - 06:06 PM.

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#68 mr glasses

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Posted 18 August 2011 - 02:36 PM

Sloth is back from vacation! That means:

Alpha 1.42

Direct Download (the host for or forums is switching servers)

New Features/Fixes
- Parallax Scrolling background
- Sun with lens flare effect
- Blood and damage effects
- Dynamic lighting (you can now see other players' lights)
- Improved performance

Known Bugs
- NPC's can fall into the ground when in certain conditions.
- The game's frame-rate drops dramatically when there is a lot of text in the chat box.
- It is difficult or impossible to jump off of slopes.
- Sometimes the physics glitch when you jump over a slope onto higher ground.

Screenshots: [1] [2]

Edited by mr glasses, 18 August 2011 - 02:53 PM.

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#69 Glance

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Posted 18 August 2011 - 03:14 PM

This looks cool, but the server seems to be offline. Do you know when you will have it up? :)
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#70 mr glasses

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Posted 18 August 2011 - 03:54 PM

This looks cool, but the server seems to be offline. Do you know when you will have it up? :)

Hopefully we'll get it back online by tonight, but I can't guarantee that. If you want, I can send you a PM as soon as we get the server back online.
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#71 Glance

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Posted 18 August 2011 - 04:17 PM

Sure, a PM would be great :)
I just hope I will be online at that time.
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#72 mr glasses

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Posted 02 September 2011 - 02:31 PM

Currently Sloth is searching for a more reliable host PC, so it might be a little while before we can get the server back online. Sorry about that.
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#73 mr glasses

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Posted 30 March 2012 - 04:12 PM

While we're still hunting for a windows sever, development has resumed. We're getting pretty close to finding a solution to the physics problem.
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#74 True Valhalla

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Posted 30 March 2012 - 11:02 PM

It took 5 months to find a new server, which you still haven't found?
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#75 mr glasses

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Posted 15 August 2012 - 11:22 PM

It took 5 months to find a new server, which you still haven't found?

:casts the necrosis spell:

To answer your question, we have a server, but we can't get it to work. The c++ server works fine on localhost. Unfortunately, somewhere between the server and the client, packets become mysteriously mangled. The game maker server sends information over long distances just fine, but the c++ server, which uses SFML for networking, does not.

At one point we were able to get the information to send correctly, but when a second client connected, the server spat unrecognizable packets at that second client. At that point, disconnecting and reconnecting the client would not work unless the server was restarted.

We've tried all we could, but nothing seems to work. Does anyone have any experience with c++/GM games? Has anyone worked with SFML and GM before?
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