Test Server “Valengard” Operational

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.

The Last Week’s Efforts

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”

Unified Combat System

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”

A Mid-April Update

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”

1 Month Later

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”

Dependencies, oh dependencies~

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~”

Combat Update & Solar Realities

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”

Quiet but Busy!

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!”

Server Move Successful!

If you’re seeing this, that means you’ve successfully reached our new home with LemuriaCommunity.org! Or rather, you reached the home of the NEW LemuriaCommunity.org, would be much more accurate.

We’ve not quite set that up yet, but we’ll get there.

So, you may be wondering: “Why?”

Well, that’s an easy thing to answer. Because our old hosting plan couldn’t handle M&F in all it’s glory. We managed to hit the memory limit trying to install it, so we could have a proper test server. 😀

So we’re on a new plan, on a different server, that has the added benefit of fewer restrictions! This means that we’ll be able to do other cool things that we couldn’t before (like host our own chat server) and we’ll be able to do other things even better.

And with all that new space, we’re expanding the MaFFans project to include BattleMaster and Black Forest and [explorers] and whatever other silly thing Tom cooks up next.

We also took a moment to swap to maffans.org as the primary from mightandfealtyfans.org, because it’s easier to type places. Never fear though, we’ll still have it setup so that if you type the secondary, it’ll do a wild-card redirect to the primary. We’ve no intentions on getting rid of that anytime soon either. 🙂