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Messages - Miner 49er

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1
RPGWO Chat / Re: Hex - Reborn
« on: July 16, 2018, 07:06:50 pm »
Yeah another corrupt server. Spawning the best exp mobs for friends is not cool! Apprently the Admin is Tommy again.

02:52.46 : Grayvyn Behemoth killed Jaster Reylu.

Stalker ID was set to 153 (Behemoth) instead of 152 (Clones). Its been fixed. Now calm yourself.

2
RPGWO Chat / Re: OLD Rpgwo World Graphic Files
« on: September 10, 2016, 12:06:51 pm »
Likewise, here is every Official/Unofficial server image files I happen to have laying around.

https://www.dropbox.com/s/5bs4p32rlujzsfk/rpgwo%20image%20files.zip?dl=0

3
RPGWO 2 / Re: Carnage
« on: July 01, 2015, 01:12:01 pm »
Yea, I'm getting that too. I took a quick look and it does seem the be the server.

This is the packets from the communication with Carnage, it receives no response after login is sent.
Which is why it just hangs at the white screen.

http://puu.sh/iJGM7/f3e5be944a.png

For reference, this is how it should look on a normal server.
http://puu.sh/iJGZY/e29b3613f2.png

Maybe try disabling Qos packet scheduling? I've had issues in the past when it was enabled.

https://technet.microsoft.com/en-us/library/bb870370(v=office.12).aspx

4
RPGWO Chat / Re: Wanted Icons for forums
« on: March 31, 2015, 04:55:12 pm »
#BringBackShoutbox

5
RPGWO 2 / Re: Should I make a server?
« on: January 13, 2014, 11:58:30 am »

is this actually open?  I can't seem to connect to it...and if it is and I'm the only 1 with a problem I'm going to delay my server for now(I'm really stuck on magic anyway)

Yes but no. You can download all the .zlib files except item.dat when I checked last so no one can connect. They last updated the files 1/2/14 it looks like. What are you stuck on for magic?

Someone should consider telling them to add .dat files as a mime type, it might fix the issue.

6
RPGWO V4 / V5 / Re: V4 Requirements
« on: April 19, 2012, 01:37:31 pm »
There is nothing absolutely wrong with using a 3rd party library to make games. To me, I see no difference between pygame and AGK. Their both one in the same, a library made to quicken development of games.

7
RPGWO V4 / V5 / Re: Open Source or Not?
« on: April 19, 2012, 07:17:04 am »
I just found out Unity has a lot of bad reputation, so I downloaded Unreal Dev. Kit...

Lets' use UDK instead? lol

Full features of free UDK usable to create and distribute a game,
until the game makes $50 000 profit, after which 25% royality.

(though I'm assuming Mickey is still staying with AGK)

How about....no.

8
RPGWO V4 / V5 / Re: Open Source or Not?
« on: April 18, 2012, 11:32:31 pm »
AGK will work just fine...

9
RPGWO V4 / V5 / Re: Simulation Idea
« on: April 18, 2012, 04:04:40 pm »
Well, if you have just 1 thread dealing with certain AI units(animals, npc) then it not too bad me thinks.

Well, those AI units would definitely need access to the world, which I imagine would create a good bit of waiting if you spawn too many threads, and they all attempt to grab the world data. (Don't quote me on this, I'm not a threading expert)

10
RPGWO V4 / V5 / Re: Simulation Idea
« on: April 18, 2012, 03:56:15 pm »
CPU shouldn't be that big of deal anymore since servers are so fast today and with mutlithreading should be a peace of cake.

I imagine the biggest issue will just be synchronizing all the threads. That would suck.

11
RPGWO V4 / V5 / Re: Simulation Idea
« on: April 18, 2012, 03:34:50 pm »
It would be interesting, but you would definately need to thread the server. If you wanted to be a risk taker, you could even attempt to use the gpu to process some of the AI.

12
RPGWO V4 / V5 / Re: Which Client/Server Model?
« on: April 18, 2012, 11:11:14 am »
Plenty of people still use IRC (including me). I probably wouldn't use it for this though.

13
RPGWO V4 / V5 / Re: Which Client/Server Model?
« on: April 18, 2012, 01:08:22 am »
Client/Server is safer

Would like to see if possible having multiple servers hosting a single world so we can go beyond having a couple hundred people online at a time in the world.

Well, I'm sure that is not too tough to do, although, depending on how many people you are truly aiming for, it might not be needed.

If you use Haven and Hearth as an example (http://www.havenandhearth.com/portal/)

Their server is a single threaded C application, which handles up to 1500 players. (which I believe is the maximum amount of players they had online before)
 
As far as I'm aware, the only lag issues they had was due to their file system causing IO lag.

14
RPGWO V4 / V5 / Re: Open Source or Not?
« on: April 17, 2012, 10:37:31 pm »
Please tell me you plan to use the c++ libaries instead of the BASIC

15
RPGWO V4 / V5 / Re: Open Source or Not?
« on: April 17, 2012, 12:23:37 pm »
Actually, come to think of it, the trial version is free and only works for PC which would be just fine for people not willing to pay but wanting to participate.

If the trial does actually work like that, then AGK really isn't much of an obstacle to stop people from helping. So go ahead and opensource it. It'd be an interesting project to watch and participate in.

16
RPGWO V4 / V5 / Re: Open Source or Not?
« on: April 17, 2012, 12:07:58 pm »
Its really up to you Mickey. As you said, the fact that you plan to use AGK will definitely prevent people from helping. I personally would not be able to help out because of this, as I can not afford to buy AGK.

17
RPGWO Chat / Re: Rebirth?
« on: March 19, 2012, 06:35:02 am »
It was down for a good portion this weekend. I think the server was having networking issues on their side.

18
Announcements / Re: Future Project Input Requested
« on: January 20, 2012, 11:29:36 am »
Honestly, I do not think html5 will not be killing flash/silverlight/unity3d anytime soon....

19
1.15 Servers / Re: New item creation.
« on: January 19, 2012, 04:29:40 am »
Did you move the itemdef.dat, animation.dat, itemuse.dat, and monsterdef.dat that was created with the server to the local.files folder?

20
Announcements / Re: Future Project Input Requested
« on: November 02, 2011, 09:11:22 am »
You could also take a look at monogame if you must have Mac OSX, Droid, iPhone support (screw linux).

http://monogame.codeplex.com/

You do also have the option to use XNA on silverlight too. I've never messed around with it myself (and as far as I know, you just can't use any of the 3d part of xna to make it work on silverlight)

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