Day 1 was helpful, because it highlighted a number of issues with how the code differs from the live game to the test server. Files that we expected to be the same have errors that break the game. For instance, you can’t initiate battle anymore.
Other files have changes we’re aware of, some of which we’ll roll back. One we have, was the 0-0-0 line on event logs. This was originally added to make it more obvious that other events existed outside the log. However, due to how the table sort works, it needed to have a number assigned so it’d appear in the right place in the table. It still appears at the top, which it will continue to do.
That particular change came with the table sorter being implemented on other tables. The event table in particular wasn’t a regular table beforehand. It was a definition list. Which wasn’t sortable (I tried), just filterable. Now it’s both. Might be a note for down the line that we make other tables similarly filterable.
On a different note, there has been some more discussion about how battles and equipment should work going ahead. I think we’re all on the same page about equipment changes, but how battle will work is another story altogether.
I realize that I am posting this on Monday morning, JST, but I actually got a test server operational for Might & Fealty a couple hours ago, so I’m pleased to report I came through on that mention of having a test server operational by the end of the weekend! 😀
If you’d like to check it out: http://valengard.lemuriacommunity.org
Even with the short amount of time it’s been live, some of you have already helped me find some errors in things, and I’ll be working out the rest of them over the coming days, with the goal of having the server move completed by the end of the month.
So, the last week or so has been spent trying to smooth out the database import process. When the current M&F database is imported to a different server’s database, the code for the website encounters an error when loading some pages. I’ve worked around this before, but I’ve never gotten a good solid fix down, probably because I’ve never properly documented what I did. I just kept trying things, and eventually it just worked.
My efforts of late have been to document what does and doesn’t work. I’ve got three different sets of instructions that do not resolve the problem. And literally in the middle of typing this, literally between this sentence and the last, I figured out how to fix the major errors I’d been having. I don’t understand why they were a thing, but they’re fixed. Not that it was really a thing that needed “fixing”, it’s more there was a step I didn’t realize I needed. Continue reading “The Last Week’s Efforts”
So, it partially began as a thought exercise to see if I could figure out what you’d need to do to make BattleMaster use Might & Fealty’s combat script. Eventually, I got to the point where I wanted to see if I could put my thoughts to paper (or computer, as is the case), and that happened today.
Until we think of a better name, I’m calling it the Unified Combat System, and the goal is to have it work for both M&F and BM. Continue reading “Unified Combat System”
So, I’m going to make an effort, at least until someone complains or I forget or get too busy or something, to take a few minutes each night to document my efforts on the game, if there are any. Continue reading “April 18 Efforts”
I had the realization an hour or so ago that I’d not put anything up on here in a long time, and I’ll admit that looks bad on my part. Time for an update then about where we are.
So, originally, I’d planned to, at least initially, use the same hosting provider as M&F is currently using. That original plan, is not going to work out. For reasons involving addresses, that I’m not going into.
But, I registered a new provider today. Continue reading “A Mid-April Update”
Ack! I did not mean to neglect this place. We’ve gotten some stuff done though!
Among other things, an exploit that allowed anyone to change the permissions of any settlement was fixed. A number of equipment values were modified to make things more or less deadly depending on how long it took to train them. Soldier logs are now sorted, and sortable. And along that same line, all event logs, everywhere, are now user sortable. Continue reading “1 Month Later”
So, we had our first major taste of a dependency update this last week, and it was not tasty at all.
As some of you may be aware, Might & Fealty relies on the FOS User Bundle to handle it’s User system, and it underwent an update this week that consumed several hours of my day. Would you like to know the results?
Short answer: it broke the game. Continue reading “Dependencies, oh dependencies~”
As some of you may be aware I recently went on a one week trip to Tokyo, where I spent a lot of time just enjoying not having to work. I highly recommend visiting if you ever get the chance, Tokyo is a pretty cool city. That said, I spend, personally, a lot of time imagining how things could work, and what systems I’d like to bring to the game that will add to the level of immersion and give players new opportunities and directions to pursue. Continue reading “Combat Update & Solar Realities”
So, a lot’s happened over the last month or so that I haven’t mentioned here, but I figured it’s time we did a proper update on what’s happened lately.
Firstly, and probably most importantly development-wise, I’ve gotten the M&F source code to actually run. And it’s not as hard as I was making it out to be with that multi-part guide. Now that I know how it’s done though, I’ll get around to make a right and proper guide soon. There’s still one last thing we need to have a playable (and thus truly usable) test server, the map data. I hope to have that handled in the next week.
Secondly, I’ve setup hosting for the server that will soon be hosting M&F, as well as it’s project tracker and, ideally (when I find one), translation tool. The server is intended to be as close to the current server’s configuration as possible. If everything goes well, we could be talking about a server move as soon as, well, this month, perhaps.
Continue reading “Quiet but Busy!”