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Everything posted by Distraught
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Synchronization of two servers
Distraught replied to AlphaDesign's topic in Community Support - Questions & Answers
Actually you should have no problem doing it. Basically the game only needs to sync you with players on the same map as you are. Guild stuffs are handled thru the db just like telling each cores about the others on startup. So if you target the same db for each cores even on different machines, it should work. -
Hmm, interesting. If you can assemble a team for it you can count on me too.
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Dear Community, We are a soon-to-be-opened, so that still under development server in Hungary which we are looking for new enthusiastic, active and teamwork compatible members for our development team. We prefer the Dali approach, therefore we are not seeking (self-claimed) i-know-everything guys but we eagerly wish to meet talented developers with virtue at their fields. So what positions are free to apply? Game designers, game economy designers, UI designers, 2D and 3D artists are always welcome. What skills should a game designer really have? creativity playing experience with a lot of games (mostly MMORPGs) understanding different types of gamers, their needs and the way they work (Bartle taxonomy) ability to think outside the box and then sync those ideas to fit in the game minimal knowledge for Excel as we have all our data and game settings in xlsx files that game designers edit What skills should a game economy designer really have? being good at numbers ability to oversee the whole game's balances experience at writing drops, setting values to items and monsters, besides forecasting the impact of new stuffs on the game and its economy defining and maintaining the values of currencies (soft and hard) and preventing inflations What skills should a UI designer really have? Photoshop skills basic knowledge of UI/UX guidelines a hell of creativity competency to work with 2D and 3D artists to make game-ready design assets What skills should a 2D artist really have? having the talent to draw graphics for the game (loading screens, concept arts) deftness to draw with digitalizing boards also a really really really lot of creativity What skills should a 3D artist really have? knowledge for using 3DSMax (it's good if you can work with other programs too) being able to work by concept arts and by-heart also rigging and animating skills You can apply or ask anything by messaging me here. But now lets see something of the project itself too ingame voice chat in parties flying mounts achievements improved customizability And for sure a lot of else that we didn't want to expose yet on our social media sites, like board game, puzzle event, reworked guild system, powerup card system, etc... The server is going to open in Hungary first and after 3 months of the opening we would like to open our turkish server too. Facebook: https://www.facebook.com/landofheroes.hu Discord: https://discord.landofheroes.eu
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Looking for Developer (Voicechat in game)
Distraught replied to Charmeine's topic in Paid Support / Searching / Recruiting
I use the discord library. You can create lobbies with that and the game server is distributing the lobby ids between the clients. We - at Land of Heroes - use this feature for parties so that people can hear each other in like dungeons, etc. -
When you develop F2P games never can you expect people having state-of-the-art devices. By the way how about all the other arguments?
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Rendering 250 fps when your monitor can only show 60? By the way if you run the application NOT in fullscreen mode, the window manager will sync them anyway. Only in fullscreen mode will you have the opportunity to do it on your own. Oh and I haven't talked about the input delay it can cause. Microsoft suggests rendering and updating on 60 fps and only handling the input more times.
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That was just an example, it's not a tutorial for that specific stuff. But put it in CPythonNetworkStream::RecvPointChange in the if (PointChange.Type == POINT_GOLD) condition.
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M2 Download Center Download Here ( Internal ) Hey guys, It was really a long ago I did any activity on a forum so I decided to release a small but usefull class. This can be used to place functions you want to run on every frame for a period of time with a progress on a "timeline". This can be used for example to roll the yang up or down when changing it (a normal way and not creating threads or wtf others doing) or anything else when you animating something in code. So add this 2 files (download link at the end of this post) to your project and go to PythonApplication.cpp and find the Process function. Add this line after like OnUIUpdate();: Timeline::GetInstance()->DoEvents(); You can add functions like (it's an example for the mentioned yang stuff): auto currentGold = rkPlayer.GetStatus(POINT_GOLD); auto goldChange = PointChange.value - currentGold; Timeline::GetInstance()->AddFunction(0.5f, [currentGold, goldChange](float p) { CPythonPlayer& rkPlayer = CPythonPlayer::Instance(); rkPlayer.SetStatus(POINT_GOLD, currentGold + (goldChange * p)); }, [currentGold, goldChange]() { CPythonPlayer& rkPlayer = CPythonPlayer::Instance(); rkPlayer.SetStatus(POINT_GOLD, currentGold + goldChange); } ); Download: [Hidden Content] Good luck! ----------------------- Oh and if you can't compile it because the compiler does not find ModernSingleton then here it is: template<typename T> struct ModernSingleton { static T* GetInstance() { static T _instance; return &_instance; } }; (just add it to like singleton.h)
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FreeBSD 11.3 32Bit GCC49 UPDATE
Distraught replied to Lymos's topic in Community Support - Questions & Answers
I don't know if there's any tutorial on this, use Google. Btw what isn't working with newer gcc? -
FreeBSD 11.3 32Bit GCC49 UPDATE
Distraught replied to Lymos's topic in Community Support - Questions & Answers
gcc is currently at version 9.4 why do you use such an old one? change to a new one and update from the packages: pkg install gcc by the way i suggest you using clang as they stick more strictly to the standards and they have official support for about every platform -
Compiling sources including libraries
Distraught replied to Hik's topic in Community Support - Questions & Answers
link them statically and its gon work -
Using VS2008 (v90) toolset in VS2013
Distraught replied to emanuel's topic in Community Support - Questions & Answers
actually i dont believe theres anything u need of those old stuff (except for if u r a bank, they stay legacy) and if u dont even remember why dont u just post out the errors then? -
Compiling sources including libraries
Distraught replied to Hik's topic in Community Support - Questions & Answers
Actually the game and db need those libraries and not the other way around. -
Using VS2008 (v90) toolset in VS2013
Distraught replied to emanuel's topic in Community Support - Questions & Answers
Why do you want to use that toolset? Wouldn’t be easier to just change it to the one you have? -
VS2019 Teleport crash
Distraught replied to Matteo's topic in Community Support - Questions & Answers
Yep, it’s called debugger. Btw you wrote a comment before you thought it could be caused by the auto keywords. Actually that’s exactly the same as you were writing iterators because the compiler interprets them what they are. Auto is not an actual type, just a shorthand. That’s why you have to initialize those variables at the same time to let the compiler know what it is going to be (except for decltype(auto)s, that got into the standard later for telling the compiler we don’t know the type yet but that’s neither a type as you can’t change after initialization). -
VS2019 Teleport crash
Distraught replied to Matteo's topic in Community Support - Questions & Answers
You cannot rely on an “it works” neither. For example vc++ optimizes out overindexing an array in debug mode. Each compiler has its own routines. If something is only working in a specific environment than it’s not working. -
VS2019 Teleport crash
Distraught replied to Matteo's topic in Community Support - Questions & Answers
How was that vector initialized? Never trust on an “i think”. If it’s filled with raw pointers, a clear does not free the memory it points to. If it stores smart pointers than their lifetimes’ are managed. Post the declarations, because there are many more reason for it. What problem you’ve fallen into is called dangling pointers. It occurs when you have invalidated pointers as their memory is freed but they are unable to check because they are not set to nullptr. This can lead to a lot of other error because something is surely not okay there. Don’t hide the errors, solve them as it will just always get worse. The easiest way is to store shared pointers and use weak pointers when you access any of the elements so that you can check their validity. If it’s a common base class consider making it usable with intrusive pointers as the specifications allow. -
Cipher.o linking (crypto++ 7 & c++17)
Distraught replied to Intel's topic in Community Support - Questions & Answers
Are the libraries listed after the object files of your executable? Because linking in gcc is working like it throws away everything else except for what it actually needs. So if your library is before the object files, it won’t link anything from them because there’s no dependency yet. Try something like g++ x.o y.o z.o -l:cryptopp.a Also make sure that you have the same defines related to cryptopp when building game. If it doesn’t help, take cryptopp source files and try listing them directly in the game build script, it’s called fuckin static linking. -
CRC Patcher redownloading
Distraught replied to goodallman14's topic in Community Support - Questions & Answers
Are you sure you calculating the hash the same way for the patchlist and the patcher too? -
Client source compilation errors
Distraught replied to ReFresh's topic in Community Support - Questions & Answers
maybe use relative paths? -
Affects duration in real time
Distraught replied to kaoba's topic in Community Support - Questions & Answers
Store the time (a fix point in the future) it will get unusable at creation (and calculate the remaning as their difference) instead of saving how much you still have. -
whats the connection between boost and another library with its own preproc macros? btw using older or newer boost wont change anything as the developers didnt really use it except for some containers and bindings but they all are in the stl now so you can get rid of boost (anyway even if u wanna take som funcs from that, boost have bcp so u can extract only the needed parts and not carrying about 10k files for nothing)
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i didnt check it yet in its original context but u said it was an assertion... actually it's the purpose of them (they only get triggered in debug mode as they're for the developers) but by looking at what u copied here, the easiest solution would be to clamp the distance like changing this part m_fDistance = D3DXVec3Length(&m_v3View); if (std::isnan(m_fDistance)) // 19 august 2018 { std::string s_m_fDistance = std::to_string(m_fDistance); //CScreen s; s.UpdateViewMatrix(); // scos TraceError("SetViewMatrix : m_fDistance is NaN, value %s", s_m_fDistance.c_str()); } assert(m_fDistance >= 0); // problem to this one line m_fDistance = std::max(0, D3DXVec3Length(&m_v3View)) ; as its just about rendering we dont have to be really strict and it should actually solve the problem
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after a fast check i found the definition in misc.cpp with some macros around it maybe a working but dirty solution is to force CRYPTOPP_BOOL_ALIGN16 macro to be defined so the function will be too, to achieve this add #define CRYPTOPP_BOOL_ALIGN16 1 to config.h (to the end to make sure it wont change) and recompile cryptopp
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Source Upgrade to GCC7-C++17
Distraught replied to ergod's topic in Community Support - Questions & Answers
add -static-libstdc++ flag to your cxxflags or cflags or whatever u use to link it statically
