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[TF2] TF2 RPG WEBSITE UPDATE (Alpha 0.2)


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El Diablo War3Evo
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Join Date: Jun 2013
Old 10-21-2014 , 20:08   Re: [TF2] TF2 RPG WEBSITE UPDATE (Alpha 0.2)
Reply With Quote #41

I'm tired.. I'll continue to update the developer branch tomorrow.

Maybe if we can get someone to finish up the "weapons" section of this file, would be awesome!

You can find the items definitions here: https://wiki.alliedmods.net/Team_for...nition_indexes

Here is the link to what I have so far for the XP configuration:

https://github.com/War3Evo/tf2rpg/bl...tf2_rpg_xp.cfg

I'll take a pull request for it and submit the upcoming update to Arkarr.
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Arkarr
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Old 10-22-2014 , 14:42   Re: [TF2] TF2 RPG WEBSITE UPDATE (Alpha 0.2)
Reply With Quote #42

Quote:
Originally Posted by El Diablo War3Evo View Post
I'm tired.. I'll continue to update the developer branch tomorrow.

Maybe if we can get someone to finish up the "weapons" section of this file, would be awesome!

You can find the items definitions here: https://wiki.alliedmods.net/Team_for...nition_indexes

Here is the link to what I have so far for the XP configuration:

https://github.com/War3Evo/tf2rpg/bl...tf2_rpg_xp.cfg

I'll take a pull request for it and submit the upcoming update to Arkarr.
Woah ! Amazig work ! But, please, let me do something as well (hehehe) ! Also, won't be at home until the next week, don't except me very active during this time.

Also note : I don't think we need to add ALL weapons to the exp file. I think we should do something like : Weapon not listed -> get 1 exp point for kills Weapon listed -> get X exp points for kills.
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Last edited by Arkarr; 10-22-2014 at 14:50.
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El Diablo War3Evo
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Old 10-22-2014 , 16:48   Re: [TF2] TF2 RPG WEBSITE UPDATE (Alpha 0.2)
Reply With Quote #43

Arkarr, okay. That will give me time to write out a good bit of structure of the source code.

Any weapons not listed will only gain base xp per kill.

I want to let you know, I do not plan to write the Database until everything else is working first. The Database will be last and will save every X seconds (default 60 = 1 minute).

The Database will be added last so that we can create every possible aspect we wish to save into a player's profile.
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Last edited by El Diablo War3Evo; 10-22-2014 at 16:50.
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Arkarr
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Old 10-23-2014 , 12:11   Re: [TF2] TF2 RPG WEBSITE UPDATE (Alpha 0.2)
Reply With Quote #44

Quote:
Originally Posted by El Diablo War3Evo View Post
Arkarr, okay. That will give me time to write out a good bit of structure of the source code.

Any weapons not listed will only gain base xp per kill.

I want to let you know, I do not plan to write the Database until everything else is working first. The Database will be last and will save every X seconds (default 60 = 1 minute).

The Database will be added last so that we can create every possible aspect we wish to save into a player's profile.
This seems to be a solid plan, and I totally agree with your database idea. I actually plain to script the exp level based on your config file, if it doesn't create any problems ?
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El Diablo War3Evo
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Old 10-23-2014 , 13:07   Re: [TF2] TF2 RPG WEBSITE UPDATE (Alpha 0.2)
Reply With Quote #45

About the Develop Branch:

Right now, in progress, is the Shop Item Engine.

It will allow server owners to create a unlimited amount of shop items. They will be able to choose the item name, description, short description, type of buff, the item cost, etc. It will be expandable as in, developers can add new shop item addon engines to extend functionality for which the server owners can use to manipulate their new items. There will be basic functionality that shop items can have and numerous configurations will be nearly unlimited.

^ Like I've said, this is just a progress report.

The develop branch is probably going to take some time to fully flesh out and get in working condition.

I should have a functioning shop menu in a few days.

RoadMap:

- Get Leveling to function
- Get Weapon Upgrades to function
- Get Database to function
- Server Beta Testing
- Merge to Master

Currently TF2 RPG is undergoing some redevelopment via the Develop Branch.
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Last edited by El Diablo War3Evo; 10-23-2014 at 13:10.
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Arkarr
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Old 10-23-2014 , 13:34   Re: [TF2] TF2 RPG WEBSITE UPDATE (Alpha 0.2)
Reply With Quote #46

Some pretty good news we have here! Thanks! I'm gonna finish the website first. So people could use a form to submit errors / help / request / stuff...
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tatercrisp
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Old 10-24-2014 , 11:13   Re: [TF2] TF2 RPG WEBSITE UPDATE (Alpha 0.2)
Reply With Quote #47

Any plans too add sqlite support? Or the plugin creating mysql tables itself?
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El Diablo War3Evo
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Old 10-24-2014 , 11:48   Re: [TF2] TF2 RPG WEBSITE UPDATE (Alpha 0.2)
Reply With Quote #48

Quote:
Originally Posted by tatercrisp View Post
Any plans too add sqlite support? Or the plugin creating mysql tables itself?
The redevelopment of this plugin will support auto creation of tables via MySQL and SQLite.

It will the the last part of our development before it goes to production status. At this time, the redevelopment isn't alpha yet.
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Last edited by El Diablo War3Evo; 10-24-2014 at 11:49.
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tatercrisp
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Old 10-24-2014 , 12:10   Re: [TF2] TF2 RPG WEBSITE UPDATE (Alpha 0.2)
Reply With Quote #49

Sqlite would be nice for testing and feedback purposes IMO
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El Diablo War3Evo
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Old 10-25-2014 , 19:16   Re: [TF2] TF2 RPG WEBSITE UPDATE (Alpha 0.2)
Reply With Quote #50

I'm curious, should i create a limited number of shop items a player can hold, or create a maximum set array number that the server owner can choose from?

The reason for this question is that RPG_GetOwnsItem(client, itemid) will be used frequently, and maybe used ongameframe() or a fast 0.1 timer. Thinking in that logic, if I use CreateArray, and then use GetArrayCell, will it be fast enough to handle it looping thru the array to find if the player owns the item or not?

If not, I may have to create #define MaxItems and require the server owner to recompile if they want to expand the number of items a player can hold.

in previous code this is what we used:


MAXPLAYERSCUSTOM= MaxClients for TF2

new bool:playerOwnsItem[MAXPLAYERSCUSTOM][MAXITEMS];

If I create a "CreateArray" for this.. would be nice, but im not sure how "slow" it is compared to a normal array.
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Last edited by El Diablo War3Evo; 10-25-2014 at 19:21.
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