Raised This Month: $ Target: $400
 0% 

[L4D2] کkצ!rpg v3.4.6.4 - Updated 5/02/2024


Post New Thread Reply   
 
Thread Tools Display Modes
Author
Skyy
AlliedModders Donor
Join Date: Jan 2010
Location: Toronto, Canada
Plugin ID:
8658
Plugin Version:
v3.4.6.4
Plugin Category:
All
Plugin Game:
Left 4 Dead
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    کkצ !rpg rewritten from the ground up for the new transitional syntax, supporting SM1.11+
    Old 03-06-2024 , 05:11   [L4D2] کkצ!rpg v3.4.6.4 - Updated 5/02/2024
    Reply With Quote #1

    Update 3.4.6.4 added a full crafting/reroll/pity system for the augments/persistent loot system.
    Here's an animation showing off the new feature: http://skyrpg.org/skyrpg/augment_pity_reroll.mp4

    Description

    RPG Maker is a data-driven RPG plugin for Left 4 Dead 2, utilizing a giant parser, which reads a bunch of different config files and interprets them, essentially providing a shell with a bunch of parameters, allowing you to create the RPG of your dreams (within some reason) without ever having to write a single line of code -- though support for expansion plugins to extend the functionality of talents does exist via IPC native/forward calls, and will be covered in a later post.

    Most features of RPG Maker 2 can be disabled/enabled as you see fit.



    Requirements/Dependencies

    RPG Maker still requires Ready Up ( https://github.com/exSkye/rpgmaker2/...y)/ReadyUp-8.x ) and I don't see myself ever removing this dependency, as it provides many important natives/forwards to greatly-extend the amount of events that occur in l4d2. This version is still on old syntax, but is running perfectly-fine on my server, which runs the latest version of SM. I will, however, be porting Ready Up to the new syntax in the near future for uniformity.

    SM Lib - I use this for custom chat/text colours that are otherwise unavailable.
    Left 4 DHooks
    l4d_stocks.inc (/include/ is found in the archive included on this page.)



    A MySQL database is required even if localhost. SQLite is not supported, and I have no plans to add support for it, though if you do and would like it merged into the official code branch, please open a ticket on the github page.


    Github

    I will try to keep regular updates here, but don't forget to always check the github for the latest updates just in case, and if you need to post any issues/bugs that need fixing, it is preferred that you do it on github tickets so that it is all in one place.

    https://github.com/exSkye/rpgmaker2/...RPGMaker2/v3.x



    I'm sure there's something I forgot to post, since it's super late, I'm super baked, and I've been coding non-stop for many hours... many, many hours. Remind me, or I'll remember later and add it.

    You can connect to the server and test out the plugin running the exact version of the files that are in the archive/posted on the github, here: http://skyrpg.org - click the server, then click 'connect' on the drop-down, or alternatively connect skyrpg.org in console.

    If anyone has questions, feel free to ask, and I'll attempt to answer them.
    Attached Files
    File Type: zip RPGMaker_v3.4.6.4_May02_2024.zip (788.1 KB, 0 views)

    Last edited by Skyy; Today at 05:19. Reason: update to v3.4.6.4
    Skyy is offline
    Skyy
    AlliedModders Donor
    Join Date: Jan 2010
    Location: Toronto, Canada
    Old 03-10-2024 , 09:13   Re: [L4D2 (Any Source)] RPG Maker 2 - v3.x - Supporting SM1.11+
    Reply With Quote #2

    Version update history will be posted here.

    May 2, 2024
    Code:
    Version 3.4.6.4
     - Added first iteration of gear comparator when considering whether to equip a new augment.
     - Reroll functionality is now in the mod!
     - Marketplace is removed - it detracts from the users individual experience in a shared-world.
     - Full augment info is displayed on the augment inventory page.
     - Fixed a bug that replicated survivor bot levels over and over.
     - Added "talent cooldown minimum value?" for talents, so that the starting cooldown time isn't the lowest possible cooldown time.
     - Rolled-back the change that saw attributes only affect augments. Attributes now affect talents - not augments - again.
     - Players can now use the !autodismantle feature for multiple purposes - type the !autodismantle command in chat for more info!
     - Players can now favourite augments they don't want to be destroyed by the !autodismantle command.
     - Players now have their handicap level reset if they die and are no longer eligible for their current handicap level - client is notified.
     - Only medkits can reset the incap count now.
     - FINALLY patched the bug that caused player data to not load properly during live rounds when connecting onto a bot.
    
     Version 3.4.6.3
     - Survivor bots with handicaps no longer have those handicaps contribute to the common limit.
    
     Version 3.4.6.2
     - Added a new variable to track whether a melee weapon is equipped or not.
     - Optimized the SetMyWeapons(client) method.
     - Fixed a math bug in GetTalentInfo()
     - Fixed a bug in GetAttributeMultiplier() where I was using the wrong variable for the calculation.
     - Bags will no longer be created and instead augment parts given when a potential item does not meet the players item loot% threshold setting.
     - Players can no longer choose to auto-destroy minor augments specifically under the new auto-dismantle on roll system, as minor augments are determined after the player picks the item up, not at the time of bag generation.
     - Redesigned attributes for linear (instead of exponential) multiplication.
     - Added a new variable to control if attribute talents are additive or multiplicative:
    	"are attribute talents multiplicative?"			"0"			// By default, if this key is omitted attribute talents are additive.
     - Tanking now earns score.
     - Tanking now earns experience from common infected.
    
     Version 3.4.6.1
     
     - Removed hard-coded melee weapon damage cooldown due to potential bug crash related.
     - Redesigned healing to scale off of healing talents, not damage talents. This means healing will no longer scale with damage.
     - Fixed a bug where items in healing or throwable slots could be recorded as a clients weapon and the wrong type of proficiency would get called.
     - Heal strength will now display proper values on the ability bar.
     - Max health capped to 30,000 for survivors because engine breaks around 33k health
    
     Version 3.4.6.0
     - Fixed a bug in a certain calculation.
     - Optimized memory usage.
     - Optimized keyvalue arrays.
     - Survivor bots will now ignore Defender common affix mobs and hurt them as normal mobs due to the difficulty programming support for L4D2's AI to recognize Defenders.
     - Fixed melee weapon damage not working properly (it was registering as blast/explosion damage)
     - Changed hard-coded melee damage cooldown of 0.25s -> 0.1s
     - Optimized many methods to used memoized data.
     - Handicap levels now increase common infected allowance across the board == living survivor handicap levels.
     - Fixed a logic error causing a visual bug where infected health numbers would not drop (but the health bar would)
    
     -Rolled-back changes to the GetInfectedAbilityTrigger method as it was causing random crashing without any error logs.
    
     - Added more new keys for talents:
    	"require ally on fire?"							"1"			// If 1, requires a teammate within "coherency range?" to have [Bu]rn stacks from fire.
    
     Version 3.4.5.9a
     - Spells/Abilities now receive buffs from augments and their governing attribute, where applicable.
     - Corrected an issue where spell/ability stamina cost was always being set to 1.
     - All damage/health of enemies is now calculated in the same method so enemy level/character data always shows accurate values.
     - Patched a rare bug where common infected would be designated as super commons, but not be super commons.
     - Added new keys for talents:
    	"must be within coherency of talent?"			"cleric"	// this talent would only trigger if the activating player is within coherency range of a teammates cleric talent.
    	"must be unhurt by si or witch?"				"1"			// if 1, talent is skipped if the target is common infected, or if the witch/special infected has hurt the survivor.
    	"skip talent for augment roll?"					"1"			// for specialty talents designed for coherency triggers, so they don't roll as buffs on augments as they would buff nothing.
    	"require ally with adrenaline?"					"1"			// If 1, must be paired with the "coherency range?" talent. If an ally within the coherency range has active adrenaline, this talent fires.
    	"require ally below health percentage?"			"0.5"		// This talent requires an ally within coherency range that is at 50% health or lower.
    	"require ensnared ally?"						"1"			// If 1, there must be an ensnared ally within the "coherency range?" for this talent to trigger.
    	"target must be ally ensnarer?"					"1"			// If 1, the target of this talent must be a special infected that is ensnaring an ally in range.
    	"multiply strength ensnared allies?"			"0.05"		// If > 0.0, increases the talent strength by multiples of this value, for each ensnared ally within "coherency range?"
    	"require enemy in coherency range?"				"1"			// If 1, this talent will only activate if there is an enemy within the coherency range. Best used with talents that passively trigger, as they're on a timer.
    	"enemy in coherency is target?"					"1"			// If 1, this talent will automatically set the target of the talents "target ability effects?" to an enemy special infected (or survivor) within coherency range.
    	"no augment modifiers?"							"1"			// if set to 1, augments will not affect that specific talent
    	"health percentage remaining required?" 		"0.75"		// % health required to trigger this talent.
    	"health cost on activation?"					"0.01"		// 1% cost to health each time this talent triggers.
    	"multiply strength downed allies?"				"0.05"		// % to multiply the talent strength for each incapacitated ally in range. (survivor only)
     - Added the "explosion" "ability trigger?" that fires off whenever a special infected, witch, or common infected takes damage from a pipebomb, fireworks, explosive ammo, or other explosive source triggered by the activator.
    
     Version 3.4.5.9
     - Added a new method in rpg_wrappers, GetClientsInRangeByState; Added 4 SURVIVOR STATE definitions to accompany it.
    
     - Several bug fixes:
    	- buying ammo now restores the proper amount instead of the vanilla amount.
    	- fire no longer triggers talents, and is only buffed if a player has fire damage increasing talents.
    	- over-killing special infected will no longer provide more score than intended.
     - Patched an exploit that was being used to circumvent losing bonus multiplier.
     - Fixed a bug where enemy data could become bugged if a players handicap data didn't load properly.
     - Fixed a bug that required a player to swap weapons at the start of the round to activate the correct talents for that weapon.
     - Fixed a bug where common infected triggered OOB errors
     - Fixed a bug wherein super commons could occasionally error and no longer take damage
    
     There are a lot of keys that I added support for, but are either unused or were commented-out from when the mod had severely-poor time complexity.
     I've gone ahead and re-enabled a key for talents:
     "activator ability trigger to call?"
    
     I've added a new key that does the above but for the target(s) of talents, and renamed the key above for consistency from "ability trigger to call?"
     "target ability trigger to call?" - for example, being on the receiving end of another players AoE heal ability could fire a specific trigger that could fire off other
     talents, and those talents could each have different scenario requirements, creating even more potential for branching talent builds.
    
     At this time, the default talentmenu.cfg only contains one talent that takes advantage of this: Blood Warrior I, which triggers Blood Warrior II with this call.
     This means that Blood Warrior II can only trigger when Blood Warrior I triggers, and only triggers at this time if it's not on cooldown. Otherwise it will trigger the next
     time that Blood Warrior I triggers.
     This key allows you to fire off other talents based on certain scenarios, assuming the player has unlocked those talents.
    
     Version 3.4.5.8a
     - Fixed the double-loading of player augments when loading a saved profile.
     - Fixed a stack overflow bug related to the CreateAoE method - it could indefinitely call itself but that is no longer the case.
     - Fixed an error when a player left that it would not properly set the basename, so new joining players would have their name.
     - Fixed an error that caused new players to sometimes not create data due to a very rare index out of bounds error.
     - Players who are no longer eligible for a handicap level will have it taken from them on load.
     - Changed ability bar active/cooldown times to show as whole numbers instead of floats.
    
     Version 3.4.5.8
     - Survivor bots now have a handicap set equal to the highest handicap player in the server.
    	- Survivor bots handicap level should now also display on their name / when players look @ them.
     - Re-ordered survivor augments to load AFTER the action bar has fully-loaded, to prevent handle/array errors.
     - Survey says I need to find a workaround for data storage when steam servers are down.
     - Fixed a logic error where new players names would be set blank.
     - All minor augments will now disassemble if a player sets minor disassembly to enabled.
    	- Previously, minor augments that were "upgradeable" would not be disassembled.
     - Patched an oob error related to memoization of talents; should now be resolved.
     - Redid how common infected health is calculated and removed non-instanced storage of common infected health.
     - Refactored & Memoized ability triggers; redesigned IsAbilityFound in rpg_wrappers.sp
     - Corrected an issue where bot handicap values would not always be set to the correct value.
     - Redesigned damage and health calculations to use a new method called GetInfectedData in rpg_menu.sp
     - Restructured perfect augment menu name representation.
     - Now, target effect augments can roll even if activator effect augments don't roll.
     - Fixed an issue preventing some players with no saved data from saving data for the first time.
     - Finale survival bonus has been moved to the CallRoundIsOver() method, and players will now see the finale bonus if it applies to them.
    
     Version 3.4.5.7b
     - Patched a bug I created while memoizing action bar talent menu positions =)
     - Refactored/optimized several methods/calls related to the action bar.
     - Changed handicap level in player name to orange text... maybe let SO's customize this?
     - Formatted values in the handicap menu since gains/penalties can rise above 999%
    
     Version 3.4.5.7a
     - Fixed a bug with slow effect and killtimer.
     - Fixed a bug wherein sometimes players would load without a name.
     - Fixed a crash where survivor bots would save endlessly.
     - ISSLOW variable changed from Handle to bool.
     - Datascreen now reflects which limb a player is aiming at when calculating/showing damage.
     - Fixed a visual error in the menu where ability cooldown and active times were not displaying.
     - Handicap level (if applicable) now shows in chat and as part of player names; eg. [handicap] [level] name
     - Added static definitions for HITGROUP types.
     - Added Handle ActionBarMenuPos[] to memoize menu position of talents assigned to action bars.
    
     Version 3.4.5.7
     - Added !autodismantle feature. Using the command provides the syntax as a response in chat.
    		!autodismantle minor - toggles on/off auto dismantling of minor augments.
    		!autodismantle <score> - toggles the auto dismantling of ANY augment that rolls below this score value.
     - Rewrote !giveaugment to support both two methods of giving augments away.
    		!giveaugment aim <augment id no.> - gives the augment to the survivor player you're aiming at.
    		!giveaugment <name> <augment id no.> - gives the augment to the first survivor found whose name contains the substring provided.
    
    		When a player gives another player an augment, it now will automatically try to re-open the gifters augment inventory.
     - Fixed a bug where the timer for talent cooldowns was not checking that the cooldown array size matched the # of talents, which could happen
       if a player disconnected after the cooldown was created, and that same client ID is replaced by another client before the cooldown finished.
    
     Version 3.4.5.6
     - Added config.cfg key "level required to earn score?" so new players can get accustomed to the mod for a few levels before difficulty starts to increase.
     - Handicaps, which can be set in handicap.cfg are now fully-integrated into the mod.
     - Added support for players setting a minimum required score for augments or they are auto-dismantled; !autodismantle <score>
    
     Version 3.4.5.5
     - Talents in talentmenu.cfg now hide/display to users based on whether a survivor or infected class can activate the talent via the "activator class required?" key.
    		This should make it so that talents for both infected and survivor can be added to the different categories in each tree, but will only show to eligible players.
     - Fixed a bug that was consistently causing server crash when the start of map checkpoint door opened.
     - Todo: add a new key designed specifically for infected bots for score threshold requirements to activate layered talents.
     - Fixed a memory stack space exceeded error
     - Yay fixed the error that was crashing the server consistently; due to the way saving data works, we cannot do it on round end.
     - Augment equipped positions are saved whenever an augment is unequipped or equipped.
     - Added support for "give augment command?" key, so players can give their augments to other players (does not support selling at the moment)
     - Added Surname support for augments so they aren't bland "minor", "major" and "perfect" augments without souls any longer.
     - Added support for GetInfectedAbilityStrengthByTrigger in rpg_wrappers.sp for laying the ground work for infected talents.
     - Removed a GetAbilityStrengthByTrigger call that shouldn't exist.
     - Added support for hunter and jockey talents.
     - Added the "distance" and "pounced" ability triggers. Distance affects smoker/jockey/charger/hunter.
     - Patched CreatePlayerExplosion in rpg_wrappers.sp and fixed a logic error that caused all special infected/survivors to always get hit by certain explosions even when they were outside of range.
    
     Version 3.4.5.4
     - Added the "claw" ability trigger, which fires when a special infected hurts a survivor but does not currently have an ensnare victim.
     - Added the "poisonclaw" activator/target effect.
     - Also added the "burnclaw" trigger effect.
    		poisonclaw adds a stack of acid burn [Ab] based on the talent strength.
    		burnclaw adds a stack of burn [Bu] based on the talent strength.
     - Ability Trigger "v" now fires when a human infected player presses their primary mouse key.
     - "activator class required?" in talentmenu.cfg is no longer deprecated, though omitting the key or setting it to < 0 will ignore it.
    		0 (survivor) 1 - smoker 2 - boomer 3 - hunter - 4 spitter - 5 jockey - 6 charger - 7 witch - 8 tank 9 common infected
            Support is added back for this key in preparation of adding special infected talents
     - reminder to swap bool IsClassAllowed(int zombieclass, int classesAllowed) to bitwise in a later update; Should be fast enough for now; this method was quick (and is still relatively fast)
    
     Version 3.4.5.3d
     - As there is not limitless memory, unlimited inventory space has caused... items to disappear into the ether when server memory is reached.
    		- I've added a new kv, "max persistent loot inventory size?" with a default of 50. This should also keep the overall database size down, saving $$$
     - Updated the Central HUD (bottom, black semi-transparent background) text to not display a players level twice when looking at them.
     - Fixed a OOB logic error that could cause a crash when generating major or perfect augments.
    
     Version 3.4.5.3c
     - Added additional guard statements and checks to ensure that all players and infected are hooked; unhooked players/infected cannot deal/receive damage.
     - Players who are hit by or suffering from bomber explosions [Ex] debuff will be now placed in combat.
     - Refactored the RollLoot method and associated functions.
    
     Version 3.4.5.3b
     - Fixed a logic error in OnCommonInfectedCreated which didn't initialize common infected into players data pools on spawn
    		causing common infected to not take environmental damage until either damaging a survivor or being damaged by a survivor.
     - Bomber explosion debuff will now affect common infected caught in the blast for both the super common death and when players explode.
    
     Version 3.4.5.3
     - Fixed a bug in Timer_DeleteLootBag in rpg_wrappers.sp that could occasionally cause a server crash.
     - Common infected will no longer be deleted in OnCommonInfectedCreated (also in rpg_wrappers.sp) during inactive rounds, as this could also occasionally cause a server crash.
     - Fixed a bug that could cause a crash when generating new loot for a player.
    
     Version 3.4.5.2
     - Added the option to specify how many roll attempts are made per player on kills. Note on common kills only the player who killed it gets the rolls.
    	"roll attempts on common kill?"
    	"roll attempts on supers kill?"
    	"roll attempts on specials kill?"
    	"roll attempts on witch kill?"
    	"roll attempts on tank kill?"
    
    	- These all default to 1, so specify in the config.cfg what the values should be.
    	- Added a check when picking up bags to see if it's the same player looting multiple bags in succession. If it is, it'll only display the "x is searching a bag..." notice once every 3 seconds.
    	- Refactored the GetBulletOrMeleeHealAmount(healer, target, damage, damagetype, bool isMelee) function in events.sp
    
     Version 3.4.5.1 Rebalance/redesign
     - Added 6 new ability triggers for new talents designed to stop magetanking (super strong with no drawbacks in all 3 areas) without limiting player agency:
    	lessDamageMoreHeals
    	lessDamageMoreTanky
    	lessTankyMoreHeals
    	lessTankyMoreDamage
    	lessHealsMoreDamage
    	lessHealsMoreTanky
     - Players with no augments equipped (or new players) will now have the proper levels of 0 applied to empty augment slots.
     - Fixed talent active time incorrectly being set to 0.0s for any applicable talent; talents in the menu should now also show the correct value for this.
     - Added wider potential force and potential physics impact ranges to loot bags on spawn.
     - MoreHeals does not apply to self-health regen
     - Fixed CLERIC visual effect not showing
    	
    	these talents ignore "activator ability effects?" and "target ability effects?" and "activator / target required?" fields should be set to -1 or omitted.
     Version 3.4.4.9a hotfix
     - Fixed an issue where talents reducing incoming damage would reduce the efficacy of talents based on incoming damage, such as thorns.
     - Added rating multiplier for augment levels to balance augments.
     - Fixed a bug where common infected receiving fatal damage would not die from that attack if it was from a bullet.
     - When a client leaves the game, their augment/inventory data is now properly cleared.
    
     Version 3.4.4.9
     - Fixed visual bugs on talent info screen for abilities with consecutive hit multipliers that were showing -100% instead of the correct value previously.
     - physics objects that can be interacted with can now be generated for loot, to give players a sense of loot being 'physical' objects.
       If loot bags are disabled and the loot system is enabled, loot will be auto-rolled in text chat and given to players automatically if the infected drops anything.
     	- Added new variables associated with this feature:
    		"generate interactable loot bags?"						"1"
    		"loot bags disappear after this many seconds?"			"10"
    		"item drop model?"										"models/props_collectables/backpack.mdl"
     - FINALLY added support for pipe bombs & other explosives dealing variable damage against common infected.
    	- values can be increased by talents triggered by "S"
     - Proficiency levels now affect your damage! By default, it's 1% per proficiency level.
    
     Version 3.4.4.8b
     - Misc bug fixes, performance optimizations.
    
     Version 3.4.4.8a
     - Second attempt to fix the lag issue.
     - Second attempt to fix certain super commons having a bunch of health.
     - Laying the groundwork for a new augment feature.
     - Added support for end of map loot rolls similar to the end of map rolls in the RPG that Patriot-Games used, this time for augments instead of SLATE/CARTEL.
     - Fixed some entity oob errors resulting from refactoring.
     - Fixed void return type for OnMapStart and OnMapEnd
     - Added a new native to ReadyUp 8.3 so RPG can let ReadyUp know when the round is failed/restarted by a vote of some sorts, either artificial or real.
    	- native added: ReadyUp_RoundRestartedByVote();
     - Corrected bug causing end of map loot rolls to not reward to players who were under the augment roll required score.
    		  Now, all living players will receive a guaranteed ( by default in my server settings, no idea for other server operators)
    		  loot roll, even if they don't meet the requirements to roll augments under normal circumstances.
     + TO DO: Make commons take damage from pipebombs
     + TO DO: Make biled special/common infected be able to take damage from other infected - right now infected have no FF of any kind but this is because
    		  It has been a low-priority fix.
    
     Version 3.4.4.7
     - Redesigned how augments are rolled to be friendlier to player time investment/reward and to bring minor augments in line with major/perfect and major in line with perfect.
       Augments from the augment beta test have been destroyed for all players - I'll be adding a variable to the database to give out free rolls soon, to reward the beta testers.
     - First attempt to fix the massive lag that is caused when a survivor swaps to spectator and back.
    
     Version 3.4.4.6
     - Added support for anti-camping, so that players too close to "last kill" spots won't earn experience.
       This can be used to enforce varying kinds of 'forward progression'
    
     Version 3.4.4.5
     - Removed datapack timer while I figure out some stuff.
     - scenario_end should now properly call when the variables are met.
    
     Version 3.4.4.4
     - Added SetClientTalentStrength(client) to call when an augment is equipped or unequipped.
     + To do: Add a comparator/confirmation screen when selecting an augment slot currently occupied by another augment.
     + Add support for survivor bots to use augments.

    Last edited by Skyy; Today at 05:20. Reason: version history update to 3.4.6.4
    Skyy is offline
    kazumakiryu
    Junior Member
    Join Date: Feb 2024
    Location: nuh uh
    Old 03-17-2024 , 09:00   Re: [L4D2] RPGMaker v3.4.5.3c - Updated 3/16/2024
    Reply With Quote #3

    please add support of local server

    Last edited by kazumakiryu; 03-17-2024 at 09:28.
    kazumakiryu is offline
    Skyy
    AlliedModders Donor
    Join Date: Jan 2010
    Location: Toronto, Canada
    Old 03-22-2024 , 14:52   Re: [L4D2] RPGMaker v3.4.5.3c - Updated 3/16/2024
    Reply With Quote #4

    Quote:
    Originally Posted by kazumakiryu View Post
    please add support of local server
    Hello, thank-you for your interest in RPGMaker.

    RPGMaker2 can run on localhost, but it must still connect to a MySQL server, though that server can also be hosted locally. You'll want to google how to setup a MySQL server locally. If you're using LINUX, it's as easy as installing LAMP.

    To setup the databases.cfg to work with a localhost server, simply set the server to "localhost" eg:
    Code:
    	"rum_rpg"
    	{
    		"driver"            "default"
    		"host"				"localhost"
    		"database"			"RPGMaker"
    		"user"				"<user>"
    		"pass"				"<password>"
    		"port"				"3306"
    	}
    Skyy is offline
    kazumakiryu
    Junior Member
    Join Date: Feb 2024
    Location: nuh uh
    Old 03-24-2024 , 11:20   Re: [L4D2] RPGMaker v3.4.5.3c - Updated 3/16/2024
    Reply With Quote #5

    gotta test
    kazumakiryu is offline
    kazumakiryu
    Junior Member
    Join Date: Feb 2024
    Location: nuh uh
    Old 03-24-2024 , 11:29   Re: [L4D2] RPGMaker v3.4.5.5 - VERSUS SUPPORT - Updated 3/22/2024
    Reply With Quote #6

    }
    "rum_rpg"
    {
    "driver" "default"
    "host" "localhost"
    "database" "RPGMaker"
    "user" "Mohamed"
    "pass" "73285013Opm"
    "port" "3306"
    }
    }


    didnt work so here mine
    kazumakiryu is offline
    kazumakiryu
    Junior Member
    Join Date: Feb 2024
    Location: nuh uh
    Old 03-24-2024 , 12:14   Re: [L4D2] RPGMaker v3.4.5.5 - VERSUS SUPPORT - Updated 3/22/2024
    Reply With Quote #7

    readyup.smx (Ready Up): Listen Server Not Supported
    rum_rpg_ns.smx (RPG Construction Set): Native "ReadyUp_NtvGetCampaignName" was not found
    rum_teleportrushers.smx (Teleport Rushers): Native "ReadyUp_NtvConfigProcessing" was not found

    Last edited by kazumakiryu; 03-24-2024 at 12:40.
    kazumakiryu is offline
    Skyy
    AlliedModders Donor
    Join Date: Jan 2010
    Location: Toronto, Canada
    Old 03-26-2024 , 15:22   Re: [L4D2] RPGMaker v3.4.5.5 - VERSUS SUPPORT - Updated 3/22/2024
    Reply With Quote #8

    Quote:
    Originally Posted by kazumakiryu View Post
    readyup.smx (Ready Up): Listen Server Not Supported
    rum_rpg_ns.smx (RPG Construction Set): Native "ReadyUp_NtvGetCampaignName" was not found
    rum_teleportrushers.smx (Teleport Rushers): Native "ReadyUp_NtvConfigProcessing" was not found
    If I were to add support for local servers, I'm not sure / can't guarantee that it'll work, as it's designed for dedicated servers, and it's hard to justify trying to add a feature that may not work to begin with, and adding support for it would add unnecessary bloat, especially since you can host a dedicated server on your local machine and still connect/play on it, and steam provides all the tools required to seamlessly do it.


    If you really need it to support listen servers, the source code is public @ https://github.com/exSkye/rpgmaker2/...er_dependency) and you can always edit / compile the change.

    Last edited by Skyy; 03-26-2024 at 15:23.
    Skyy is offline
    eyal282
    Veteran Member
    Join Date: Aug 2011
    Old 03-27-2024 , 07:02   Re: [L4D2] RPGMaker v3.4.5.5 - VERSUS SUPPORT - Updated 3/22/2024
    Reply With Quote #9

    Quote:
    Originally Posted by Skyy View Post
    If I were to add support for local servers, I'm not sure / can't guarantee that it'll work, as it's designed for dedicated servers, and it's hard to justify trying to add a feature that may not work to begin with, and adding support for it would add unnecessary bloat, especially since you can host a dedicated server on your local machine and still connect/play on it, and steam provides all the tools required to seamlessly do it.


    If you really need it to support listen servers, the source code is public @ https://github.com/exSkye/rpgmaker2/...er_dependency) and you can always edit / compile the change.
    There is almost nothing that prevents listen servers, and even when it happens I just ignore it.

    SendConVarValue doesn't work as one of those caveats
    __________________
    I am available to make plugins for pay.

    Discord: Eyal282#1334
    eyal282 is offline
    Skyy
    AlliedModders Donor
    Join Date: Jan 2010
    Location: Toronto, Canada
    Old 03-27-2024 , 12:41   Re: [L4D2] RPGMaker v3.4.5.5 - VERSUS SUPPORT - Updated 3/22/2024
    Reply With Quote #10

    Quote:
    Originally Posted by eyal282 View Post
    There is almost nothing that prevents listen servers, and even when it happens I just ignore it.

    SendConVarValue doesn't work as one of those caveats
    Great to hear; I'll remove the dedicated server requirement from readyup and rpg when I port readyup to new syntax. It's on my bucket list now that my RPG is nearly feature-complete.
    Skyy is offline
    Reply



    Posting Rules
    You may not post new threads
    You may not post replies
    You may not post attachments
    You may not edit your posts

    BB code is On
    Smilies are On
    [IMG] code is On
    HTML code is Off

    Forum Jump


    All times are GMT -4. The time now is 11:28.


    Powered by vBulletin®
    Copyright ©2000 - 2024, vBulletin Solutions, Inc.
    Theme made by Freecode