A Year, a Day, Then, Now, and Tomorrow

Hello everyone! Given how long it’s been since I’ve posted here, I think we should catch up on things. So, the last post talked about the “Upcoming 1.1 Update” which has now long since been applied and I’m working the 1.3 update. Since last November, a lot has happened, so let me see if I can get you a quick version so we can talk about what comes next. Continue reading “A Year, a Day, Then, Now, and Tomorrow”

Our First Big Update: “To Your Positions”

So, we’re super happy to report that Might & Fealty’s first big update, which we call the “To Your Positions” update, or more boringly: 1.0.3; has gone live to the game yesterday, with only a couple hiccups so far (because no update survives first contact with the production server).

This update adds a ton of new features to the game’s existing Realm systems: Continue reading “Our First Big Update: “To Your Positions””

Server Move Mostly Smooth?

So, as you may know, last weekend the game moved from Tom’s server, where it had been hosted for the last few years, to our server, where it immediately got a couple dozen or so different updates applied, both fixing long broken things and adding in smaller new features.

That’s not to say that the server move was entirely smooth, though. One of our updates to the game was glitchy, an update to some of the code the game is reliant on broke a few pages, and I discovered that I, Andrew, don’t know how to setup an email server as well as I thought I did.

That said, I’d like to do a bit of a post mortem here for any future Symfony developers out there who run into the same situation I did, and if you’re curious what exactly happened, read on. Otherwise, I’ll take more about the game itself and it’s future in a later update.

Continue reading “Server Move Mostly Smooth?”

All Systems Green?

Ah, that reads with so much less impact with a question mark at the end, but as far as I can tell, everything is good to go for the server move. I’ve already emailed Tom letting him know I think everything’s good to go and asking if there’s any last things I should check, so the move should be happening sometime in the next few weeks I’d assume. We just need to work out a date that works for both of us.

As for the problems I was encountering when last I posted . . . Continue reading “All Systems Green?”

Nearly Fully Operational

So, I’ve not been keeping good on my wanting to post something here when I get something done, and I apologize for that, but progress is continuing.

The test server, which I’ll henceforth refer to as “Valengard”, is nearly fully operational. There are a handful of bugs left to squash before I let Tom know that we’re good whenever he’s good and I put in a request for a second server to host the live game on. Continue reading “Nearly Fully Operational”

One Week Later

So over this last week, we’ve been pretty busy figuring things out and fixing things and figuring out what we were missing and maybe even fixing another long-time error in M&F.

Firstly, we’ve managed to identify several places where how forms were rendered ended up resulting in extra greater than signs, ‘>’, being scattered about. I think we’re up to five now, that we’ve corrected.

Past that, thanks to some assistance from Anaris from the BattleMaster development team, hierarchy and family trees will now render on the test server. I was apparently missing an application called graphviz. Telling my server to install it solved the problem right promptly. Continue reading “One Week Later”

Valengard Day 2

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.

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”