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16  Game Administration, Installation and Configuration / Game Administration Chat / Re: GDPR Privacy in the EU (and those who accept EU players) - Issues with Lotgd on: February 04, 2018, 05:30:55 PM
I think I attached it in this thread "charrestore".
But I fixed minor things, mostly a search bug which did not show any chars saved if you leave the email address.

The very same actually, just minor modifications.

It works on my site well, I already restored a few.
And I like it  better w/o user email - you don't have to dally around "I can't tell you what email that char was made", because you simply don't know anymore Cheesy

So should I now use this one you just attached...or the one I was using?  The first one you posted?
17  Game Administration, Installation and Configuration / Installation and Configuration Assistance / Re: Upgrade 1.1.0 to 1.1.2 on: February 03, 2018, 03:03:42 PM
Is there some reason why I could not leave my existent database in the server and just clean out everything else?

You have to have a database first, anyway, in order to run the installer, right?

I think you misunderstood Anharat just a little bit. He is not saying to leave the database on the server,  'clean the server' here means to wipe everything. You can actually skip the installer outright and just write a dbconnect.php file if you already have a compatible* populated database ready to access - the installer is only there to populate an empty database and write the connection info.

* I am not sure if the 1.1.0 database structure is the same as 1.1.2's - which would make it incompatible.

I think I found a few places where the databases are not compatible.

Notably, in Creatures.  1.1.2 has a place for Creature A.I. and 1.1.0 does not.
When I dropped my table on my test server, so that I could import my existing creatures table...it worked, and my creatures are there...but now I cannot use the Creature Editor, and I have to edit creatures directly in PHPMyAdmin...which is not a huge problem, but it's there.

I just need to know a way to upgrade my site where my players do not lose everything they have gained.

And without having to manually copy everything, one at a time, from the old database to a new database.

As I said...what I did on my test server DID work...but of course I now have no way to add any A.I. features to my creatures...though I confess to not knowing what that field is for or is capable of doing.
18  Game Administration, Installation and Configuration / Installation and Configuration Assistance / Re: Upgrade 1.1.0 to 1.1.2 on: February 02, 2018, 04:42:21 AM
Not realy done this before, but this is about what I would do.

1. Export and Backup your live database and files
2. Import all (at least vital) information from the old database into the new one on your local test server
3. Inform your players that some recent progression (the last day or something) may be lost and that the site will go down for a couple of hours due to updating
4. Clean your server and upload your copy of 1.1.2
5. Run the installation process
6. Import your prepared local DB into the new live server

If your local DB is good enough prepared you might even skip installation and create the dbconnect manually.

Like I said that's only what I would do and there might be something missing which I'm not thinking about right now.

Thanks.
I am not yet ready to do this, because I am testing a few more things.  But want to be prepared for what I would do.

Is there some reason why I could not leave my existent database in the server and just clean out everything else?

You have to have a database first, anyway, in order to run the installer, right?

Of course I would back up the database before I did anything.
19  Coding Support / Coding Support Desk / Re: The Desert - Question on: January 30, 2018, 11:58:55 AM
Just one thing, if you use
Code:
<?php
$args
['creaturelose'] = $row['creaturelose'];
you should select that field from the DB as well, which you do not in the code you posted.

By Jove, you done it!!  Thank you tons and tons!!
You pointed me in the right direction and I plugged it in and it worked.

Sincerely huge thanks!

here is the new line
Code:
$sql = "SELECT c.creaturename AS creaturename, c.creatureweapon AS creatureweapon, c.creaturelose AS creaturelose
FROM $creatures AS c
INNER JOIN $module_objprefs AS mo ON mo.objid = c.creatureid
WHERE mo.objtype='creatures'
AND mo.modulename='desert'
AND mo.setting='desertcreature'
AND mo.value=1
AND c.creaturelevel = {$args['creaturelevel']}
ORDER BY rand(".e_rand().")
LIMIT 1";
20  Coding Support / Coding Support Desk / Re: The Desert - Question on: January 30, 2018, 11:43:34 AM
Just one thing, if you use
Code:
<?php
$args
['creaturelose'] = $row['creaturelose'];
you should select that field from the DB as well, which you do not in the code you posted.

Oy vey!!  Of course you are right there, but I am cross-eyed from staring at code and trying different things for hours.

Let me plug that in!
21  Game Administration, Installation and Configuration / Installation and Configuration Assistance / Re: Upgrade 1.1.0 to 1.1.2 on: January 30, 2018, 09:50:55 AM
No such patches exist because it should not be necessary for them to exist.

Nobody should be using 1.1.0, as 1.1.2 is the only supported version of the code.

Updating from a long-deprecated version is the fault, and therefore responsibility, of the site owner.

Fine.  Then what would I actually do?  Since I already have the live site up and running...would I then just copy the 1.1.2 files into my existing server, which has a database...and run the installer?

As I already have a dbconnect file...would the installer simply over-write my old one?

Or would I need to just launch a new site from scratch, installing my existing database (since you have to put a database in first) and then run the installer THERE?

When I upgraded from 1.0.6 to 1.1.0 a patch existed and I used it.  Since so many here have been after me about this...and I am now showing willingness to upgrade, one would think someone would be willing to help me make it work.
22  Game Administration, Installation and Configuration / Installation and Configuration Assistance / Upgrade 1.1.0 to 1.1.2 on: January 29, 2018, 07:49:40 PM
I have my test server working now, running 1.1.2 - and it would seem like everything in my modules that broke...has been fixed.

Of course I need to do some more testing, but it is now time to look at doing this...so that I am ready.

I do not see a download for an upgrade patch from 1.1.0 to 1.1.1 or to 1.1.2

There is an upgrade patch from 1.1.1 to 1.1.2

Is it possible to jump from 1.1.0 direct to 1.1.2 or would I first need to upgrade to 1.1.1 - and what do I need to accomplish this?

Since I see no downloads for upgrade patches from 1.1.0
23  Coding Support / Coding Support Desk / The Desert - Question on: January 29, 2018, 03:37:24 PM
OK, so, I have my test server set up and working.

I have been fooling around with The Desert module.  I notice that when I am fighting creatures in the desert...the creaturelose message does not correspond to the creature I was fighting...it just seems to pull a creaturelose message at random.

I am guessing this is because it is pulling a special array of creatures that you could fight, and no others.  But...valhalla does this same thing.  Although valhalla creates a string for the badguy, whereas desert seems to handle this a different way.

The desert appears to hand off the creature to the normal /lib/fightnav - while valhall's fighting is contained within the valhalla module.

Now, with regular forest fights...the correct creaturelose message comes up.  But, in The Desert...it seems to pick one at random.

So, I have tried fiddling around, and I can't get where I need to get to.

This is the best I have managed so far...

I added this line in The Desert
Code:
$args['creaturelose'] = $row['creaturelose'];

right below
Code:
case "creatureencounter":
if ($session['user']['location'] == get_module_setting("location")) {
$creatures = db_prefix("creatures");
$module_objprefs = db_prefix("module_objprefs");
$sql = "SELECT c.creaturename AS creaturename, c.creatureweapon AS creatureweapon
FROM $creatures AS c
INNER JOIN $module_objprefs AS mo ON mo.objid = c.creatureid
WHERE mo.objtype='creatures'
AND mo.modulename='desert'
AND mo.setting='desertcreature'
AND mo.value=1
AND c.creaturelevel = {$args['creaturelevel']}
ORDER BY rand(".e_rand().")
LIMIT 1";
$result = db_query($sql);
if (db_num_rows($result)) {
$row = db_fetch_assoc($result);
$args['creaturename'] = $row['creaturename'];
$args['creatureweapon'] = $row['creatureweapon'];
$args['creaturehealth'] = round($args['creaturehealth'] * (0.1 + get_module_setting("expbonus")));
$args['creatureattack'] = round($args['creatureattack'] * (0.1 + get_module_setting("expbonus")));
$args['creaturedefense'] = round($args['creaturedefense'] * (0.1 + get_module_setting("expbonus")));

What THIS produces now...is NO creaturelose message at all...when fighting in the Desert...and still the correct creaturelose message in regular forest fighting...which is better than where I was at.  And if I gotta live with that, then fine.

But...is there a way to make it carry this info through to the /lib/forestoutcomes.php file...so that a correct creaturelose message will appear?

I'm sorta out of ideas.

P.S. this is where it is fetching the creaturelose message in forestoutcomes.php
Code:
if(isset($badguy['creaturelose'])) $msg = translate_inline($badguy['creaturelose']);
tlschema();

P.S.2 - if it helps...the correct creature name is shown as having been slain...even when the wrong creaturelose message shows up.
So maybe there is a way in forestoutcomes.php to fetch the correct line and set it?
24  Game Administration, Installation and Configuration / Game Administration Chat / Re: GDPR Privacy in the EU (and those who accept EU players) - Issues with Lotgd on: January 28, 2018, 09:09:44 AM
You can try to get the module working Smiley

Mostly try deleting or expiring a char, then it should be in the save directoy on the file system. It should now feature a sha1-hashed email.

If it doesn't generate a character copy, something might be not working.

I've had no time to work on the module - busy at work atm.


OK.  Is this like the old one, where you have to have gotten at least 5 dragon kills before it will have saved anything?

Let me know.  Then I could test it for you.
25  Game Administration, Installation and Configuration / Game Administration Chat / Location Info Disappears?? on: January 24, 2018, 04:56:46 PM
OK...I promise, before going any further, that I have tried for hours to find an answer on my own...and I am stuck.

UPDATE:  Solved my own problem!!  I had to uninstall everything and reinstall things, I installed cities first THEN the races...and it worked.  Just in case anyone else ever has this problem!

UPDATE 2: Maybe not.  Well, the problem still solved, or solved again, anyway.  I had it happen again, right after installing the Dwellings Core.  No idea why.  I ended up uninstalling it, and downloading a fresh copy of it here, replacing all my files...and then re-loaded it in....problem solved.  So something must have got corrupted somehow there...but I cannot imagine what I could have done, in the Dwellings Core...to cause it to have this kind of problem....whatever it was that i did...works in 1.1.0 but not 1.1.2 apparently.  (Meaning this is nothing that anyone here could have helped me with anyway, I absolutely had to find it on my own.)

I have done code string searches, side-by-side compares of code from different modules, gone thru the coding line by line...and I can't see what is happening.

But I swear i have really, really tried.

Now...here's the deal.
I have a test server set up, running 1.1.2 on XAMPP (a virtual machine inside my local machine...you all probably knew that)  What is happening right now...I am not sure if it is related to the fact that I am running it on XAMPP....or if it is a problem which would then happen on my live site, were i to upgrade.

Here is what is happening...

As long as I am logged in, villagenav() works correctly, and it directs me back to the village i was in.
But when I log off and log back in...villagenav() always sends me to Degolburg, no matter where I was when I logged out.
And on the news.php screen you are redirected to on login...the village nav only shows "Retirn to" - not "Return to Glorfindal" or whatever.

I have tracked this with PHPMyAdmin.
When I am logged in...the Location field in the accounts database...updates correctly.
When I log off, the Location field remains intact, and is correct...it is the location in which I logged off.

And I have literally refreshed my PHPMyAdmin at each step to see this.

When I log IN....
The Location field goes blank.

Where is it losing this data and how can I make it retain the data?

It has GOT to be somewhere in login.php, news.php, /lib/villagenav.php or cities.php
At least, this is what I would think, anyway.

My point being...is there something I do not know about, in the upgrade from 1.1.0 to 1.1.2 - where an old module breaks and causes this problem...
Or is it just because i am using XAMPP to do this?

I'd hate to upgrade my own site and then have this problem.

Is there a new, 1.1.2 version, of Cities, maybe?  Yes.  there is.  I downloaded the 1.1.2 core modules.  And installed THAT version of cities.php, not my old 1.1.0

Is there a new version of City Prefs, maybe?  I have not seen one.

I am sorta at a loss here...and I promise I have tried.
26  Game Administration, Installation and Configuration / The Idea Place / Re: concerning the core module "oldman.php" on: January 24, 2018, 04:44:59 PM
TgTarheel, you earlier wrote: "Ya wanna know what is positively evil?  there are modules out there, I have seen where...when you do the GOOD thing you get punished/killed and if you do the EVIL thing you are rewarded!  And they are written to look like other modules, so that you never know for sure which one you are encountering!  Now that's evil.  And challenging!" I know 2 of such events on Hogwartslive: Mrs Norris can be kicked or not, if you kick her you sometimes get a reward, sometimes you are killed; but your alignment always goes down. If you let her be and don't kick her you only get good alignment and no other reward. Another module is about a Sicilian who kidnapped a princess, if you accept his challenge and drink one of the glasses of wine (one of them is poisoned) you can be killed, robbed but also you can be rewarded if the Sicilian kills himself. But your alignment always goes up; if you refuse the challenge you don't take the risks, but your alignment goes down. Are these the scenario's you referred to? Or are there more of them? Conclusion: you get the reward (if you do good) in the alignment statistics. Concerning the Sicilian I would introduce the bezoar to help the player, but when I start discussing this, I must start a new topic. Now it feels more like playing Russian roulette and not as a challenge to show your wittyness. But with the old man scenario's I currently see on Hogwartslive, these are more straightforward and doing good results in a reward; but my point is, I sometimes am rewarded/punished without me doing anything, and that's the point I would like to change.

There are others, but yes, those are two of the modules I was talking about.
27  Game Administration, Installation and Configuration / The Idea Place / Re: concerning the core module "oldman.php" on: January 19, 2018, 01:09:58 AM
Thanks for the tip TGTarheel, I applied (or tried to apply) for the role of Fantasy writer in the topic you suggested. Perhaps they can use some of my ideas? Best, WW

You're welcome.  Thank you for your enthusiasm, it is nice to see the kind of creative energy and enthusiasm you have.  i welcome it.
28  Game Administration, Installation and Configuration / The Idea Place / Re: concerning the core module "oldman.php" on: January 18, 2018, 07:38:19 AM
I'm not copying modules of hl or whatever; I only have the impression on hl there are more modules that react at random in which the player can't do anything and not modules that can be interacted with by the player. I only am trying to suggest improvements to modules to make them more challenging for the players. I often encounter that old man and am rewarded or punished, as I said, without me doing anything or having the possibility to do anything to deserve that reward or punishment. The issue is, that Hogwartslive or hl is currently not accepting ideas for new scenario's or improvements and the petition form is the only way to contact the staff members of hl. So, I suppose it's more easy for hl to come to dragonprime and eventually find updated modules or new versions of modules they currently use and implement these than rewriting modules they use themselves. Why inventing the wheel if it already exists? And why to try to build a improved wheel if you don't have the tools to do that, if there's a place where you can find the tools and the knowledge and use the improved wheels they have over there? The only thing I wanted to do, is sharing my thoughts about the wheels I already know and propose some improvements to let the carriage travel more smoothly. I'm not skilled to rewrite modules, the only thing I can do is delivering ideas and scenario's. Hope this clarifies the things? Best, WW

Ya wanna know what is positively evil?  there are modules out there, I have seen where...when you do the GOOD thing you get punished/killed and if you do the EVIL thing you are rewarded!  And they are written to look like other modules, so that you never know for sure which one you are encountering!  Now that's evil.  And challenging! (by the way that is a compliment)  As we have already been working and chatting some together, WW, I am always willing, time permitting, to run with any idea you have that seems good and do-able.  But if HL is not going to implement the ideas that you have, as you seem to indicate...not sure that posting here at DP is going to make that difference.  Different Admins are like different people...and all run their sites their own way.

For my part, I am enjoying your posts and suggestions, I find it refreshing, actually, to have someone like you, a fountain bubbling over with fresh ideas!  Have you hooked up at all with the people who are working on the latest LOTGD?  I believe this is one that will work with PHP 7.0 (current incarnations of LOTGD will not) and the project is called Daenerys, I believe...there is a topic here about it - always pops up in Recent Topics...it's there as I write: http://dragonprime.net/index.php?topic=12736.msg107437;topicseen#new

I bet they would love some of your fresh ideas!  I know that I do.
29  Coding Support / Coding Support Desk / Re: How Would I Block Certain Words From Being Used in Character Names at Creation? on: January 15, 2018, 01:57:58 PM
Actually, yes. There is a module, called creationaddon that allows you to filter badnames and titles, along with a few other things you may find handy. It gives you the editor option of what badnames and titles you'd like to block from making it happen. It is attached for your convenience.

Thank you kindly, I shall try it!
30  Coding Support / Coding Support Desk / How Would I Block Certain Words From Being Used in Character Names at Creation? on: January 15, 2018, 08:03:43 AM
I got a stalker and he keeps using similar words.  I use the blocker and the brendan blocker module, and I require email verification, plus only one email per account.

The guy like has no life and keep finding a way way back.  He's just a pain in the ass.

Is there a way to cause certain words to be rejected ONLY in character names without putting it in the naughty words filter?  

I know, for example, you can't use "account" anywhere in your character name.  That has to be somewhere in the core.  I'd like to add a few things to that.

Guy will probably still find a way, but I'd like to be as much a pain in the ass to him as he is being to me.

I find this code in the create.php file...i wonder if it could be useful...
Code:
if (strlen($shortname)<3){
$msg.=translate_inline("Your name must be at least 3 characters long.`n");
$blockaccount=true;


Could we make other lines in there that checks for other values in $shortname?
Any way to do a wildcard...so that no matter where in an account the characters come up...it causes $blockaccount to be set to true?

Ideas??

Like I said, that is the place I have looked not sure where I go from this point though.

example of what I am thinking...
Code:
if (strlen($shortname)="forbidden"){
$msg.=translate_inline("Your name must be at least 3 characters long.`n");
$blockaccount=true;

or
Code:
if (strlen($shortname)="*forbi*"){
$msg.=translate_inline("Your name must be at least 3 characters long.`n");
$blockaccount=true;


something like that would be helpful.
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