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Messages - nprz

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1
Technical Help: Problems BEFORE entering the game /
« on: December 06, 2005, 04:08:19 am »
Ok, half of my problem is fixed. I thought they were the same problem but apparently not.
Maybe my account\'s data got damaged because it only send information about 1 of my players and then stops. It seems like the client is still waiting for the rest of the server data to be sent (which is why the join button doesn\'t appear and why the other character and \"create new character\" also don\'t appear).


Account: prziborowski@gmail.com

2
Technical Help: Problems BEFORE entering the game /
« on: December 05, 2005, 08:00:46 am »
It is very strange because it isn\'t just creating a new character for me. My normal account has 2 characters and when I log in, it only displays one of them (it doesn\'t display create new character either).


This wouldn\'t frustrate me if the join button appeared like it used to. Oh, also if it affected those other people playing, then I\'d be happier :)

3
Technical Help: Problems BEFORE entering the game /
« on: December 05, 2005, 02:19:51 am »
The post isn\'t supposed to help in particular because no one has posted any solution to it. Karyuu is just noting that the problem isn\'t only affecting you but a number of people.

4
Technical Help: Problems BEFORE entering the game /
« on: December 05, 2005, 01:08:22 am »
I wouldn\'t think it was be a graphic driver problem since I played it before with no changes. I think it is an issue of the server not sending me all of the data.

I guess I will do what I can to debug this for the time being.

I was able to crash my client messing around though. After trying to create a new character, then going back and trying again. The CP is set to -1 and it checks to make sure I have a name, but doesn\'t change for a race this time and creates an exception.

5
I was playing earlier today with no issues and then I left to do some RL things and when I come back I can\'t join the game. One of my characters isn\'t listed and I don\'t have an option to join the game with my other and I don\'t have the option to create a new character.

The server is up with 55 people, so obviously they are playing.

My account is: prziborowski@gmail.com

I tried making a new account to see if there was just a problem with my account but on the new account it doesn\'t progress after picking my race and name.

I ran the updater in both modes and there weren\'t any files to pick up. I guess I will redownload the whole thing but in the mean time I was wondering if this is a new problem or not.

6
Technical Help: IN GAME bugs (after loading world) /
« on: December 04, 2005, 01:21:31 am »
Ryhana_Darkblade:
Not only easy to cheat, but if you play on someone else\'s computer then that data is no longer available, so it would once again have to get it from the server.
All important information is stored on the server.
Your computer is not trusted, at all. If you altered it to run faster then the server would detect it and boot you for cheating.

7
Technical Help: IN GAME bugs (after loading world) /
« on: December 03, 2005, 10:05:59 pm »
Quote
Originally posted by tbvp
Quote
Originally posted by nprz
Not seeing how that would work because when the player logs off their HP/Mana/Stamina is not stored. So when they log back in the server doesn\'t know how much they had to do that calculation.


1) I explained that in my post, and it has been talked about in previous posts, maybe you should reread it.


I just don\'t see the point in bothering to give stats back to people while they are logged off.

Quote

Quote
Originally posted by nprz
I\'d just vote to put those stats in the database. It is annoying to exploit this feature because of having to load hundreds of megs into RAM but it does give some advantage to people who do exploit it.


2)Hundreds of megs?  You loading the whole gosh darn game into ram or something?  Sure there is the bit of a wait to reload the world map, but hundreds of megs?


I\'m not retarded, not but when I open up Task Manager and look at psclient.exe it says 245 MB, which is how much RAM it is using up.

Quote

Quote
Originally posted by nprz
If you are concerned with storage, then store the percent (rounded to the nearest integer) and it would only take 1 byte. But if you are grabbing all of that user\'s information from the database already, 3 cells won\'t change access time.


3)Huh?  if players vitals are already stored, which I don\'t think they are yet, then there wouldn\'t be any storing of other numbers.  The simple calculation would be done when the trigger would be called once the player started the relog process.


Once again, I don\'t see the importance of regenerating while not in the game. The importance would be not having it start at 100% everytime they enter the game. And my argument was that since vitals aren\'t stored, it would add to the database, but since each character\'s data is probably all being fetched at once, 3 cells won\'t make any large effect on CPU usage. Especially since it only needs to be updated when the player leaves and fetched when they enter (of course with the reliability of the server, this might upset people after regenerating their stats to have the server crash and not save them).

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4) welcome to the forums. have a nice day.


Thank you for the warm welcome.

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Technical Help: IN GAME bugs (after loading world) /
« on: December 02, 2005, 09:44:08 pm »
Quote
Originally posted by tbvp
whoo, the search button worked.  anyways, after seeing a player abuse this method of health all night long it got me thinking about the subject again.

Quote
Originally posted by DaveG
Yeah, yeah, yeah... I just try to avoid adding more crap for the server to load (added up for every client, it is something that may me noticeable).  But, Koshdukai already convinced me we might as well do it...  :P  It\'ll get put in... soon...


Since its been awhile, I\'m not sure if this was done or not, but my suggestion follows assuming it was.  I\'m not a programmer anymore so my skills are a bit, out of date, but would it be hard to take the last time a player logged out (Not sure if this is stored or not) and subtract that from the time the player is relogging in?  Converting that number acheived to seconds and then running that number through a simple calulation to get a total amount of health gained while away and then adding it to the players health that they logged out with would fix the problem.

IE, a player logs out for a total of 40 seconds with 50% health (thier client crashed).  That 40 seconds runs through the calculation (simplfied: 1% of health gain for every 2 seconds of real time, gives 20% health to be added).  This 20% is added to thier recorded health upon log out, 50%, and they log in with 70% health.

This could be also added to the other player vitals as well.  Welp, back to being silent I go.

EDIT: fixed a few typos.


Not seeing how that would work because when the player logs off their HP/Mana/Stamina is not stored. So when they log back in the server doesn\'t know how much they had to do that calculation.

I\'d just vote to put those stats in the database. It is annoying to exploit this feature because of having to load hundreds of megs into RAM but it does give some advantage to people who do exploit it.

If you are concerned with storage, then store the percent (rounded to the nearest integer) and it would only take 1 byte. But if you are grabbing all of that user\'s information from the database already, 3 cells won\'t change access time.

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