Author Topic: PCRPG 3.36  (Read 36282 times)

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HUBBA

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« Reply #30 on: August 6, 2006 07:32 pm CDT »
Quote from: "Xenos"
Quote from: "Bovidi"
Quote from: "Particle"
It appears to be by design.  When you save your character file, it checks if you have more than $maxItem of any one item when it builds the list of your stuff.  If so, it drops you down to $maxItem.  It's a global variable in globals.cs and defaults to 500.

So, it will save a max of $maxItem (default 500) of any particular thing but will let higher quantities float in memory until you log on again.  At that point, it uses the capped item count that it saved.

From my understanding the reason why they cap it at 500 is because if you have something like 1000 of an item then you join the Tribes engine in the inventory messes up big time.  Although the server has the correct item count the player could have their inventory saying something like 215.  The Tribes inventory seems to only mess up if more than 500 items are given or taken in a few milliseconds of each other.  Although say you give 500 items, then another 500 items a second after Tribes should correct say you have 1000 items

To recreate just create a pack:
1) Create a pack with 1000 basic arrows
or if #hamalarkeyem still works
#hamalarkeyem basicarrows 1000 or however the command works again

I've heard of problem with the inventory screen when you have numbers over 500.  Another option would be to check if they have over 500 and then automatically put anything over 500 in storage when they #savecharacter or disconnect.  If duping is elimiated then this shouldn't be exploitable.

The only problem I see with that is if people have more then 25 different items and they try to store more, when they come back into the server it will blackscreen them. Kinda like when people mimic. The items automatically go into there storage. Some people get blackscreen from it.
« Last Edit: December 31, 1969 06:00 pm CST by HUBBA »

Bovidi

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« Reply #31 on: August 7, 2006 01:24 am CDT »
Quote from: "HUBBA"
The only problem I see with that is if people have more then 25 different items and they try to store more, when they come back into the server it will blackscreen them. Kinda like when people mimic. The items automatically go into there storage. Some people get blackscreen from it.


Ok I know I might be getting this horribly wrong but isn't it possible to fix that storage glitch? From what I know the biggest part of why they limit it to 25 items is because of the amount of data that can be saved in the $funk before it cuts it off when the $funk is exported(I could be wrong).  I can't quite remember but there might be another glitch where you can not have more than a certain amount of items or the tribes inventory messes up again.  But anyways I am putting a code that was from the base RPG and then Trident's TvT because it saves the storage differently.

RPG base - rpgfunk.cs in function savecharacter
Code: [Select]
$funk::var["["" @ %name @ "", 0, 16]"] = fetchData(%clientId, "BankStorage");

Trident's TvT - tridentsstuff.cs in function savecharacter
Code: [Select]
//bankstoragefix
//7
%storagebugfix[%name] = fetchData(%clientId, "BankStorage");
%x = 0;
%y = 0;
%string = True;
for ( %cnt = 1;%string != ""; %cnt++)
{
%string = String::NEWgetSubStr(%storagebugfix[%name], %x, 255);
$funk::var["["" @ %name @ "", 7, " @ %cnt @ "]"] = %string;
%x = %x + 255;
}
%storagebugfix[%name] = "";
« Last Edit: December 31, 1969 06:00 pm CST by Bovidi »

Xenos

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« Reply #32 on: August 10, 2006 02:58 pm CDT »
The game still dosen't kick someone when they log on with the wrong pass.  I waited for 3 minutes before disconnecting.
« Last Edit: December 31, 1969 06:00 pm CST by Xenos »

Particle

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« Reply #33 on: August 10, 2006 05:18 pm CDT »
I'll look into it, but it was working just fine during development.
« Last Edit: December 31, 1969 06:00 pm CST by Particle »
As a point of history:  Our last server clear was on September 27, 2004.  That is 4963 days ago (13.6 years) as of today.

If you're visiting after a long hiatus and have forgotten your password, try emailing me via the support form at http://www.pcrpg.org.

If your character is from after the 2004 clear but appears to have been deleted or reset, chances are it was caught in one of the inactive account purges over the years.  Backups were made before such events, so try the support form.

Xenos

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« Reply #34 on: August 11, 2006 10:07 pm CDT »
Don't know if this is the place to post it but there have been more crashes than usual. It dosen't look like the server itself crashes. Its just everyones client crashes.  This happened to everyone at once tonight.  It has happened more often than tonight.
« Last Edit: December 31, 1969 06:00 pm CST by Xenos »

Jeenyus

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« Reply #35 on: August 12, 2006 02:54 am CDT »
Kyrie was just spawning things, that's what made us crash..
« Last Edit: December 31, 1969 06:00 pm CST by Jeenyus »




Particle

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« Reply #36 on: August 12, 2006 09:23 am CDT »
It wouldn't be because of a release I published two weeks ago.  That should be pretty obvious.
« Last Edit: December 31, 1969 06:00 pm CST by Particle »
As a point of history:  Our last server clear was on September 27, 2004.  That is 4963 days ago (13.6 years) as of today.

If you're visiting after a long hiatus and have forgotten your password, try emailing me via the support form at http://www.pcrpg.org.

If your character is from after the 2004 clear but appears to have been deleted or reset, chances are it was caught in one of the inactive account purges over the years.  Backups were made before such events, so try the support form.

Kyrie

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« Reply #37 on: August 12, 2006 09:47 am CDT »
Have the server automatically #savecharacter on a player when they're jailed. Currently they can bug the jail by dropping before the server saves then reconnecting. Once their time is up, they remain in jail but regain use of #commands.
« Last Edit: December 31, 1969 06:00 pm CST by Kyrie »







Particle

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« Reply #38 on: August 12, 2006 02:21 pm CDT »
Good idea.  I'll put it on the list
« Last Edit: December 31, 1969 06:00 pm CST by Particle »
As a point of history:  Our last server clear was on September 27, 2004.  That is 4963 days ago (13.6 years) as of today.

If you're visiting after a long hiatus and have forgotten your password, try emailing me via the support form at http://www.pcrpg.org.

If your character is from after the 2004 clear but appears to have been deleted or reset, chances are it was caught in one of the inactive account purges over the years.  Backups were made before such events, so try the support form.

Xenos

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« Reply #39 on: August 18, 2006 01:42 pm CDT »
I have a request. Make my afk script not work.  It was a mistake releasing it and people who I didn't want using it are.  You can come up with whatever solution you want.  The easiest way is to change the message people get when they are lcked.  The script basicially waits for that message and then disconnects.

Some people will hate that I suggested this other will love it.
« Last Edit: December 31, 1969 06:00 pm CST by Xenos »

Razore

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« Reply #40 on: August 18, 2006 03:05 pm CDT »
Seriously, when I played Xenos' script forking pissed me off. Right when you lcked someone they disconnected.

It shouldnt have been released >>
« Last Edit: December 31, 1969 06:00 pm CST by Razore »

xRazorex: Yo
BlAcKIcE398: wtf u got me killed newb
BlAcKIcE398: block
BlAcKIcE398 signed off at 3:49:05 PM.

Jeenyus

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« Reply #41 on: August 18, 2006 04:38 pm CDT »
yeah but if he changes the message, the people will just edit the script..
« Last Edit: December 31, 1969 06:00 pm CST by Jeenyus »




Particle

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« Reply #42 on: August 18, 2006 04:51 pm CDT »
I could make a penalty for dropping within x seconds of losing a LCK.
« Last Edit: December 31, 1969 06:00 pm CST by Particle »
As a point of history:  Our last server clear was on September 27, 2004.  That is 4963 days ago (13.6 years) as of today.

If you're visiting after a long hiatus and have forgotten your password, try emailing me via the support form at http://www.pcrpg.org.

If your character is from after the 2004 clear but appears to have been deleted or reset, chances are it was caught in one of the inactive account purges over the years.  Backups were made before such events, so try the support form.

KoRo

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« Reply #43 on: August 18, 2006 05:07 pm CDT »
That penalty would be the death of me if I started playing again.
« Last Edit: December 31, 1969 06:00 pm CST by KoRo »

Xenos

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« Reply #44 on: August 18, 2006 05:56 pm CDT »
Quote from: "Particle"
I could make a penalty for dropping within x seconds of losing a LCK.


I can see this  being bad in some cases like getting cornered and lck raped.

Thanks for atleast considering some options.  Whatever you ultimately decide it would be nice to see it be reality in the next version.
« Last Edit: December 31, 1969 06:00 pm CST by Xenos »