Thread: [OSHD] RedRune

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  1. #121  
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    When you say "Scratch" what do you mean? do you mean your own framework, networking, updating ect? or do you mean you're using a base that you just converted to 666? I assume your old 667?
     

  2. #122  
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    Quote Originally Posted by Trey2k View Post
    When you say "Scratch" what do you mean? do you mean your own framework, networking, updating ect? or do you mean you're using a base that you just converted to 666? I assume your old 667?
    This isn't anything converted. It's a scratch 666 framework.
    Quote Originally Posted by blakeman8192 View Post
    Keep trying. Quitting is the only true failure.
    Spoiler for skrrrrr:

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  3. #123  
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    7/11/17
    Code:
    +   Recognized an error in the dark bow special projectiles + hit delays and fixed it, they're 100% now. [thx aero for pointing this out]
    +   Started progress on our new master server (tossed the old one so we could use netty 4)



    7/10/17
    Code:
    +   Added multi zone area listeners + flag setting when we walk in and out of a multi zone
    +   Added object names to dialogue subscriptions [dialogues with subscriptions mapped will be fired when the interaction starts]
    Quote Originally Posted by blakeman8192 View Post
    Keep trying. Quitting is the only true failure.
    Spoiler for skrrrrr:

    Attached image
     

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  5. #124  
    Why, hello there!

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    Quote Originally Posted by Tyluur View Post
    7/11/17
    Code:
    +   Recognized an error in the dark bow special projectiles + hit delays and fixed it, they're 100% now. [thx aero for pointing this out]
    +   Started progress on our new master server (tossed the old one so we could use netty 4)
    &nbspIMG]http://i.imgur.com/7HcWPf5.gif[/IMG]


    7/10/17
    Code:
    +   Added multi zone area listeners + flag setting when we walk in and out of a multi zone
    +   Added object names to dialogue subscriptions [dialogues with subscriptions mapped will be fired when the interaction starts]

    Looks great. Getting more excited every day knowing the release is getting closer.
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  6. #125  
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    Keep it up man. It looks nice so far!
     

  7. #126  
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    Quote Originally Posted by Arlo View Post
    bumity bumpity
    Quote Originally Posted by BloodLie View Post
    Keep it up man. It looks nice so far!
    Quote Originally Posted by Lexium View Post
    Looks great. Getting more excited every day knowing the release is getting closer.
    Thanks a lot guys =]
    Quote Originally Posted by blakeman8192 View Post
    Keep trying. Quitting is the only true failure.
    Spoiler for skrrrrr:

    Attached image
     

  8. #127  
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    7/12/17

    Code:
    	+   Progress continued on master server
    	+   Successfully integrated it into the real game server
    		-   Login requests are all handled on the master server
    		-   Response codes are sent from the master server to the game server
    		-   Each world has their own lobby server
    		-   Still using json for player file saving, we're now encoding & transmitting the player file over the network (serialization saving ease of use)
    		-   Added private messaging over the network
    		-   Automatic reconnection listener incase of connection drops
    		-   Connection verification for packets so we don't send packets when the server is offline
    		-   Connection verification for game server, if the master server is offline and someone tries to log in, they get a 'login server offline' messaeg
    			+   If the master server goes offline, players online aren't affected but private messages/logins will be broken

    Quote Originally Posted by blakeman8192 View Post
    Keep trying. Quitting is the only true failure.
    Spoiler for skrrrrr:

    Attached image
     

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  10. #128  
    Why, hello there!

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    Quote Originally Posted by Tyluur View Post
    7/12/17

    Code:
        +   Progress continued on master server
        +   Successfully integrated it into the real game server
            -   Login requests are all handled on the master server
            -   Response codes are sent from the master server to the game server
            -   Each world has their own lobby server
            -   Still using json for player file saving, we're now encoding & transmitting the player file over the network (serialization saving ease of use)
            -   Added private messaging over the network
            -   Automatic reconnection listener incase of connection drops
            -   Connection verification for packets so we don't send packets when the server is offline
            -   Connection verification for game server, if the master server is offline and someone tries to log in, they get a 'login server offline' messaeg
                +   If the master server goes offline, players online aren't affected but private messages/logins will be broken

    Awesome! Can't wait for the release on August 7th!
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  12. #129  
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    Release date: August 7th.
    Beta testing is a week before. PM for information. Join our discord to be up-to-date. Register on forums to lock your username in [forums and game will be synced].

    Quote Originally Posted by blakeman8192 View Post
    Keep trying. Quitting is the only true failure.
    Spoiler for skrrrrr:

    Attached image
     

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  14. #130  
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    Finally will play
     

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