fodev.net

General => News and Announcements => Topic started by: AHS-9 on July 02, 2013, 12:31:23 pm

Title: Open Source FOnline: 2238
Post by: AHS-9 on July 02, 2013, 12:31:23 pm
As promised a few days ago, we are releasing the source code of FOnline: 2238 with some additional tools.

The source code is a snapshot of the game code and content from the time shortly before we closed the server (some changes introduced during the final days were reverted). The access to the original repository used for the development of FOnline: 2238 in the past, with all the revisions up to this point, will stay closed.

Server and related tools
https://github.com/rotators/fo2238

Client + Mapper
http://fo2238.fodev.net/source/FOnline2238.client+mapper.zip

More tools (with sources)
https://github.com/rotators/tools
https://github.com/rotators/WitchLord
https://github.com/wipe2238/FOUpdaterEx
https://github.com/whine/vtdb

Alternative Download (those files will stay as they are, any further changes on github won't be included)
http://fo2238.fodev.net/source/

Autogenerated documentation (using Doxygen) (the Reference section is the most interesting there)
http://fo2238.fodev.net/source/docs/

For those who cannot wait to run your own server and look around from a whole new perspective, we prepared a short tutorial (http://fodev.net/forum/index.php/topic,29382.0.html) which should help you with the first steps as an authenticated character in the game world. Have fun!
Title: Re: Open Source FOnline: 2238
Post by: Spiritwind on July 02, 2013, 09:07:31 pm
Awesome!!! Thanks a ton rotators, it is very much appreciated! 

For some reason whenever I launch the server, it creates this dump :(.
http://pastie.org/8104293
Title: Re: Open Source FOnline: 2238
Post by: Atom on July 02, 2013, 09:13:54 pm
For some reason whenever I launch the server, it creates this dump :(.
http://pastie.org/8104293

This is presumably because of unconfigured SQL connection (see Sql* fields in the main server config file). SQL is used for logging of various ingame events.
I have disabled SQL usage (and thus logging of those events) in the last commit, everything should be working now.
Title: Re: Open Source FOnline: 2238
Post by: Spiritwind on July 02, 2013, 09:16:00 pm
Awesome, thanks for the help Atom. 

Checking out the last commit now :).
Title: Re: Open Source FOnline: 2238
Post by: T-888 on July 02, 2013, 09:59:18 pm
Thanks for this, really nice.
Title: Re: Open Source FOnline: 2238
Post by: Spiritwind on July 02, 2013, 10:04:01 pm
Hmm, Now I'm having a problem with the client (For some reason the old client is doing it too)



(http://imagicraft.net/other/error1.jpg)

http://pastie.org/8104488

Pretty much that over and over; log was too long for pastie.  Any help is appreciated :).
Title: Re: Open Source FOnline: 2238
Post by: wladimiiir on July 02, 2013, 10:11:50 pm
Title: Re: Open Source FOnline: 2238
Post by: Spiritwind on July 02, 2013, 10:12:23 pm
  • Did you change port to 2238 on client (or maybe you changed it in FOnlineServer.cfg)?
  • Do you have master.dat and critter.dat in client directory?
Address is localhost and port is 4000

Dats are in the right location and the client is reading them.


Found it out, FOnlineServer.cfg was set to listen on port 2238, changed it to 4000 and it works :).
Title: Re: Open Source FOnline: 2238
Post by: JovankaB on July 02, 2013, 10:38:45 pm
Yea, client never had port configured properly. 2238 as open source continues this tradition :P
Title: Re: Open Source FOnline: 2238
Post by: raynor009 on July 02, 2013, 11:20:13 pm
Omg, I'm so excited. Can't wait to study all the scripts and code  ;D ;D . Thanks for sharing your work with us.
Title: Re: Open Source FOnline: 2238
Post by: BenKain on July 03, 2013, 05:27:48 am
Thanks guys!
Title: Re: Open Source FOnline: 2238
Post by: JovankaB on July 03, 2013, 06:59:00 am
Some client files were missing. You can re-download client+mapper package if you don't see some graphics.
Title: Re: Open Source FOnline: 2238
Post by: PariaH on July 03, 2013, 09:37:16 am
Please give an example of a file GetAccess.cfg
Title: Re: Open Source FOnline: 2238
Post by: Wipe on July 03, 2013, 09:54:06 am
Please give an example of a file GetAccess.cfg
For those who cannot wait to run your own server and look around from a whole new perspective, we prepared a short tutorial (http://fodev.net/forum/index.php/topic,29382.0.html) which should help you with the first steps as an authenticated character in the game world. Have fun!
Title: Re: Open Source FOnline: 2238
Post by: JovankaB on July 03, 2013, 10:16:10 am
Please give an example of a file GetAccess.cfg


Code: [Select]
[JovankaB]
Access=admin
Password=ilovepiratecats

[PariaH]
Access=moder
Password=whyimonlymoder
Title: Re: Open Source FOnline: 2238
Post by: Dark. on July 03, 2013, 02:56:21 pm
Nice work, really appreciated.
Title: Re: Open Source FOnline: 2238
Post by: Marktk on July 03, 2013, 08:56:32 pm
Apparently i cant set up the admin part right, cause when i do the getaccess part, it doesn't give me admin as well as i cannot even use the ~getaccess command as it will just kick me off, am i doing something wrong?
Title: Re: Open Source FOnline: 2238
Post by: JovankaB on July 03, 2013, 09:06:59 pm
Apparently i cant set up the admin part right, cause when i do the getaccess part, it doesn't give me admin as well as i cannot even use the ~getaccess command as it will just kick me off, am i doing something wrong?

If your password is any of these: pass, password, love, sex, god
change it to something else. There was a little joke scripted in 2238 for people trying to get admin access with these passwords.
Title: Re: Open Source FOnline: 2238
Post by: Yarf on July 03, 2013, 09:09:03 pm
Everything is working fine. Thanks for sharing your source and the tools. I'm a noob at Fonline modding (I almost just tranlated it in french and had a short experience of Fonline 2238). I bought the first in 97 for my 17's birthday. I'm a little sad you took down FO 2238, but I'm so thankful you shared it with us. Thanks again and sorry for my soooo bad english. (Useless post but I wanted to thank you for sharing your work with us, and of course, thanks to all the modders)
Title: Re: Open Source FOnline: 2238
Post by: Wipe on July 03, 2013, 09:12:52 pm
If your password is any of these: pass, password, love, sex, god
change it to something else. There was a little joke scripted in 2238 for people trying to get admin access with these passwords.

Also, password checking doesn't happen if you have debug mode enabled; in repository it's disabled by default, so it act like server previously running on fonline2238.net
Title: Re: Open Source FOnline: 2238
Post by: Marktk on July 03, 2013, 09:17:34 pm
Hmm, well i did have different passwords then those, as well as that i even tryed changing things around in the server.cfg file but it still wont use it for some reason.
Title: Re: Open Source FOnline: 2238
Post by: JovankaB on July 03, 2013, 09:21:37 pm
Did you make GetAccess.cfg like described in the tutorial linked in the announcement?
FOnline: 2238 stores passwords in different way than FOnline SDK.
Title: Re: Open Source FOnline: 2238
Post by: Marktk on July 03, 2013, 09:23:55 pm
Yeah, i made the getaccess.cfg file with a text document but it didnt seem to do anything and i put the character name and pass and admin in it aswell.
Title: Re: Open Source FOnline: 2238
Post by: ronin5432 on July 03, 2013, 09:33:17 pm
I have been looking at the old sdk from Moddb a while back. But whit this ...just maybe i can finally get my Fallout 2 coop mod. If nothing else i can finally put that dream to sleep. been waiting and searching for 10+ years for a fallout2 coop mod and if no one will make it for me , I will just have to try to make it myself.       
Title: Re: Open Source FOnline: 2238
Post by: JovankaB on July 03, 2013, 10:10:45 pm
Yeah, i made the getaccess.cfg file with a text document but it didnt seem to do anything and i put the character name and pass and admin in it aswell.

Maybe you created the file in a wrong folder (should be in Server\config\ ). Nothing else comes to my mind.
Title: Re: Open Source FOnline: 2238
Post by: Marktk on July 04, 2013, 12:01:26 am
Well i did put it in that folder im not quite sure whats with it.
Title: Re: Open Source FOnline: 2238
Post by: Kilgore on July 04, 2013, 11:29:26 am
Hmm, was anyone able to make a faction? I keep getting "sorry never heard about you guys" message whatever name I type into SAY box. After a small investigation it looks like this part:

bool IsFactionNameValid(const string& name)

always gives false to me. And yep no typos etc.
What's in server logs during initialisation:

Quote
[23:695] factions : Initializing factions names lookup
[23:695] factions : Reading strings from filetext/engl/fotext.msg
[23:698] factions : Read 2453 lines
[23:771] debug : factions WARN: Faction name: Unknown has got no associated msg string number
[23:771] debug : factions WARN: Faction name: None has got no associated msg string number
[23:771] debug : factions WARN: Faction name: Brotherhood Of Steel has got no associated msg string number
[23:771] debug : factions WARN: Faction name: Enclave has got no associated msg string number
[23:771] debug : factions WARN: Faction name: The Unity has got no associated msg string number
[23:771] debug : factions WARN: Faction name: New California Republic has got no associated msg string number
[23:771] debug : factions WARN: Faction name: Vault City has got no associated msg string number
[23:771] debug : factions WARN: Faction name: Raiders has got no associated msg string number
[23:771] debug : factions WARN: Faction name: Mordinos has got no associated msg string number
[23:771] debug : factions WARN: Faction name: The Tanker Vagrants has got no associated msg string number
[23:771] debug : factions WARN: Faction name: The Redding Guttersnipes has got no associated msg string number

Also ~ffn gives a proper list of factions so it looks like they are loaded.

Any clues?
Title: Re: Open Source FOnline: 2238
Post by: Ox-Skull on July 04, 2013, 12:03:12 pm
FOnlineServer.cfg file,

Is this file in the the server folder?
My server folder is empty.

How does one setup SDK for singleplayer?

P.S. I am complete noob at this, i can use mapper with my eyes closed,add scenary, but beyond mapper i get abit lost.

Currently im getting screen with error, like others have mentioned. But i cannot locate the fonlineserver.cfg.

Title: Re: Open Source FOnline: 2238
Post by: fonliner on July 04, 2013, 01:17:07 pm
Download:
- http://fo2238.fodev.net/source/FOnline2238.client+mapper.zip
- https://github.com/rotators/fo2238

1. FOnlineServer.cfg is in Server folder, check on GitHub.

2. FOnlineServer.cfg find

Code: [Select]
# Listening port
Port=2238

and change to 4000.

When you run client use localhost and 4000 port, you could have errorss but press enter or restart client to get working cache files (I hope you understand).
Title: Re: Open Source FOnline: 2238
Post by: Ox-Skull on July 04, 2013, 03:07:59 pm
OK ive done this, im still getting the error screen. listening port is set to 4000 in FOnlineServer.cfg and its set in launcher to localhost 4000, master and critter.dat paths are set as well.

Im assuming i need all sub directorys of server folder which i have downloaded, after i done this the mapper works and a can make maps in the mapper.

Deleting my cache files and restart isnt helping me either.

The only thing my fonline.txt log file is saying is :file logging off.

Anything else im missing?

Thanks for your time.
Title: Re: Open Source FOnline: 2238
Post by: JovankaB on July 04, 2013, 03:20:10 pm
Make sure you actually started the server. Just running the server application is not enough you have to press "start server" button.
Title: Re: Open Source FOnline: 2238
Post by: Atom on July 04, 2013, 05:35:39 pm
Hmm, was anyone able to make a faction? I keep getting "sorry never heard about you guys" message whatever name I type into SAY box. After a small investigation it looks like this part:

bool IsFactionNameValid(const string& name)

always gives false to me. And yep no typos etc.
What's in server logs during initialisation:

Also ~ffn gives a proper list of factions so it looks like they are loaded.

Any clues?

Fixed at github, it was .gitattributes forcing a CRLF->LF conversion regardless of the local settings and this managed to break a few things.
The source snapshot hosted by us will be repacked soon.
Title: Re: Open Source FOnline: 2238
Post by: Ox-Skull on July 05, 2013, 09:05:57 am
Thank you for the help.
I patiently waited for long time for SDK 2238platform. You have made the noobs at this, so so happy. :D
Title: Re: Open Source FOnline: 2238
Post by: JovankaB on July 05, 2013, 09:55:45 am
So you managed to start it? :)

If you make something cool with it, even small, think about sharing it on the forum :)
Title: Re: Open Source FOnline: 2238
Post by: Tyler on July 05, 2013, 10:19:26 am
Am I basically able to download this and run around inside 2238 as if it were single player but with and admins abilities to change whatever I want in the game?

I know nothing about modding but have always wanted to learn.
Title: Re: Open Source FOnline: 2238
Post by: Lexx on July 05, 2013, 10:27:50 am
You won't be able to modify the game from running around inside of it with admin rights, but other than that, yes.
Title: Re: Open Source FOnline: 2238
Post by: JovankaB on July 05, 2013, 10:31:07 am
You can change many things temporarily with admin commands (basically the way events were done) but it's not really modifying the game, just reusing what there is already. If you wanted to really change the game, you have to edit maps, dialogs, scripts etc. It's all available in the server package along with tools (except the mapper which is included with client).

Others players can connect to your server too if you give your IP/port. Although typical home connection isn't suitable to handle as many players as 2238 had.
Title: Re: Open Source FOnline: 2238
Post by: T-888 on July 06, 2013, 12:14:08 am
You won't be able to modify the game from running around inside of it with admin rights, but other than that, yes.

That's a lie to be honest, you can do everything by typing the right stuff in chat.

lmfao, this forum just got even better.
Title: Re: Open Source FOnline: 2238
Post by: Ox-Skull on July 06, 2013, 12:20:08 am
So you managed to start it? :)

If you make something cool with it, even small, think about sharing it on the forum :)

Yes, got it started ;D, i thought it was freezing at first when server reloads scripts, haha.

I will definitly share anything i make. ATM i been working on making scenary for a location.


I know nothing about modding but have always wanted to learn.


Tyler as a starting point, i would make a map, and add it into the game. With the amount of info on this forum, and tips from rotaters and experiened scripters, nothing is impossible.
Title: Re: Open Source FOnline: 2238
Post by: Ganado on July 06, 2013, 04:22:23 am
I kinda just realized yesterday that this was a repository like the other SDK (I went to the "download ZIP" button the first time I downloaded this).

If I put https://github.com/rotators/fo2238 as the address on the Tortoise SVN program, it creates ".svn" (hidden), "branches", and "trunk" folders.
My question is why the .svn folder needs to be that large? This applies more to the original FOnline SDK; for that, my .svn folder is 907 MB large. For 2238, it's only 383 MB large, but still kinda large. Neither is really that big, but I still wonder why.

Also, the Client + Mapper does not seem to be a repository, just .zip file. If there are improvements to the Client or 2238 Mapper, I guess you'll make an announcement or something? Or, is that not planned?
Title: Re: Open Source FOnline: 2238
Post by: Lexx on July 06, 2013, 07:56:36 am
That's a lie to be honest, you can do everything by typing the right stuff in chat.

lmfao, this forum just got even better.

This won't be a persistent modification. Resetting the location will revert everything.
Title: Re: Open Source FOnline: 2238
Post by: Atom on July 06, 2013, 11:31:53 am
That's a lie to be honest, you can do everything by typing the right stuff in chat.

A minor disambiguation happened here. Using the console, one cannot modify the game mechanics to any meaningful extent, like replacing the combat mechanics, adding new event handlers, implementing behaviour trees, or adding a new command for that matter (nor it would be feasible to do such things from the chat window in the first place). Those are things that actually "modify the game". On the other hand, spawning items and npcs is not modding FOnline, just like typing idkfa or iddqd is not modding Doom.

Modification of the current state of the ingame world is naturally possible to a large degree even with the hardcoded set of commands (note that 2238 overrides some of those commands to handle them on its own, the prime example being getaccess). This is however limited to the already scripted (or hardcoded) commands.
Title: Re: Open Source FOnline: 2238
Post by: kevin on July 06, 2013, 08:21:59 pm
I was wondering that under what license did you guys released your source, because i didn't saw anything related? The server/client is under the original SDK license I assume, but what about the custom scripts and new tools?
Title: Re: Open Source FOnline: 2238
Post by: Ulterior on July 12, 2013, 11:40:08 am
HELLO? am I the only one who sees that its NOT open source? Just downloaded client + mapper and its only binaries there!

I am not interested in server sources - I need client and mapper sources, everyone can write their own servers, yaknow

 >:( >:( >:( >:( >:( >:( >:(
Title: Re: Open Source FOnline: 2238
Post by: JovankaB on July 12, 2013, 12:20:06 pm
The stuff we did - FOnline: 2238 scripts, dll extensions and content (maps, dialogs etc) are open sourced. That's what makes 2238 different from any other FOnline server. Client and server binaries are the same (or almost the same) as in FOnline SDK. The FOnline engine is not open source and it's not up to Rotators to make it so - you have to ask the person who created it (cvet), not us.
Title: Re: Open Source FOnline: 2238
Post by: Lexx on July 12, 2013, 03:56:00 pm
You must be the same funny guy who posted about the same "issue" over at NMA. :>

The title says "Open Source FOnline: 2238" and not "Open Source FOnline Engine". It's as simple as that.
Title: Re: Open Source FOnline: 2238
Post by: fonliner on July 12, 2013, 04:19:06 pm
For what do you need open client and mapper? What do you want to do?
Title: Re: Open Source FOnline: 2238
Post by: Spiritwind on July 13, 2013, 02:28:37 am
Any chance of releasing the launcher project/source? 
Title: Re: Open Source FOnline: 2238
Post by: Ghosthack on July 13, 2013, 11:56:07 am
Any chance of releasing the launcher project/source?

Didn't think anyone would be interested in it, I will put it in the tools folder of fo2238 repo (https://github.com/rotators/fo2238/tree/master/Tools) later today :)
Title: Re: Open Source FOnline: 2238
Post by: T-888 on July 16, 2013, 05:47:25 pm
A minor disambiguation happened here.

I know, thanks for the explanation and all for everyone else, but I was being sarcastic. :)
Title: Re: Open Source FOnline: 2238
Post by: Spiritwind on July 16, 2013, 07:31:11 pm
Didn't think anyone would be interested in it, I will put it in the tools folder of fo2238 repo (https://github.com/rotators/fo2238/tree/master/Tools) later today :)
Thanks Ghost, much appreciated :).
Title: Re: Open Source FOnline: 2238
Post by: Spiritwind on July 17, 2013, 04:36:01 am
Get this after generating _npc_pids.fos with Worldeditor.

When Launching the server;
http://pastie.org/8147633

Looks like some of the PIDs are missing from World Editor.  Wondering if I'm going to have to go through and fix it, or if it was a simple mistake on your end that can be fixed easily.

Thanks!
Title: Re: Open Source FOnline: 2238
Post by: JovankaB on July 17, 2013, 05:29:27 am
It looks like some critter names are missing in the critter proto editor in WE, though they are in the in FODLG.MSG. No idea why, but the result is in the generated _npc_pids some of the names are NPC_PID_Unknown*, which makes scripts which used proper defines to complain.

If you didn't change critter names in the first 524 protos, then I think you can just take them from the original _npc_pids that we released, and replace the unknown ones WE generated for you.
Title: Re: Open Source FOnline: 2238
Post by: Spiritwind on July 17, 2013, 05:41:54 am
Yepp, what I planned to do if I had to do it on my side.

I see your signature; sounds like someones a Game of Thrones fan :P.
Title: Re: Open Source FOnline: 2238
Post by: JovankaB on July 17, 2013, 06:04:15 am
Yepp, what I planned to do if I had to do it on my side.

I wouldn't wait on your place, because it takes a few seconds to c/p those defines and if you wait for a fix by someone else, you might wait very long :P And you don't need to generate this file everytime you change something in protos, only if you need a define of a new proto for a script, which doesn't happen too often.
Title: Re: Open Source FOnline: 2238
Post by: Spiritwind on July 17, 2013, 06:48:27 pm
I wouldn't wait on your place, because it takes a few seconds to c/p those defines and if you wait for a fix by someone else, you might wait very long :P And you don't need to generate this file everytime you change something in protos, only if you need a define of a new proto for a script, which doesn't happen too often.
Alright, I'm trying to figure out why this happened; and I noticed that most NPCs with dialog are in that list;
http://fodev.net/forum/index.php/topic,29418.msg258538.html#new (Very bottom post)

Thanks for your help b__B!
Title: Re: Open Source FOnline: 2238
Post by: CTapblu on July 28, 2013, 04:56:28 pm
Can u release backup of fo2238 wiki? Thx.
Title: Re: Open Source FOnline: 2238
Post by: JovankaB on August 02, 2013, 11:16:51 pm
There was a small update of http://fo2238.fodev.net/source/FOnline2238.client+mapper.zip file.
We forgot about running animations for the black guy in MA. It should be included now.
Title: Re: Open Source FOnline: 2238
Post by: K-9 on August 03, 2013, 09:50:52 am
I got some thing strange when launching server
Quote
[00:073] FOnline server, version 0506-EC.
[02:328] ***   Starting initialization   ****
[02:343] Script system initialization...
[02:380] Reload scripts...
[09:693] Reload scripts complete.
[09:693] Bind reserved functions...
[09:718] Bind reserved functions complete.
[09:718] Script system initialization complete.
[09:718] Loading language packs...
[09:774] Loading language packs complete, loaded<1> packs.
[09:774] Reload client scripts...
[10:843] Reload client scripts complete.
[10:843] Indexing client data.
[10:844] Indexing complete, clients found<2>.
[10:844] AI manager initialization...
[10:844] Find bags...
[10:931] Loaded<270> bags.
[10:931] AI manager initialization complete.
[10:931] Item manager initialization...
[10:947] Item manager initialization complete.
[10:947] Critter manager initialization...
[11:000] Critter manager initialization complete.
[11:000] Map manager initialization...
[11:007] Map manager initialization complete.
[11:007] Var manager initialization.
[11:007] Update template vars...
[11:026] Update template vars complete.
[11:026] Var manager initialization complete.
[11:027] Load Dialogs...[11:027] from list<dialogs.lst>.
[11:666] Loading dialogs finish, loaded<821/821>.
[11:741] FixBoy load crafts...
[11:761] FixBoy load crafts complete.
[11:765] Loaded<136> critter types.
[11:782] Loading items prototypes...
[13:273] Items prototypes successfully loaded, count<4975>.
[13:274] Loading critters prototypes...
[13:322] Loaded<524> critter protos, errors<0>.
[13:322] Load location and map prototypes...
[23:351] Load location and map prototypes complete, loaded<216> location protos.
[23:385] Script callback: Init blueprints. : blueprints : void InitBlueprints() : 45, 2 : FOServer::InitReal : Game.
[23:400] Script callback: Found 9 blueprints of level 0 : blueprints : void InitBlueprints() : 63, 2 : FOServer::InitReal : Game.
[23:400] Script callback: Found 14 blueprints of level 1 : blueprints : void InitBlueprints() : 63, 2 : FOServer::InitReal : Game.
[23:400] Script callback: Found 14 blueprints of level 2 : blueprints : void InitBlueprints() : 63, 2 : FOServer::InitReal : Game.
[23:772] Begin load world from dump file<save\world0002.fo>.
[23:783] Load game info...[23:783] complete.
[23:783] Load locations...
[23:786] Proto map<219> of proto location<4> is not init. Skip location.
[23:790] Proto map<136> of proto location<14> is not init. Skip location.
[23:790] Proto map<138> of proto location<14> is not init. Skip location.
[23:793] Proto map<220> of proto location<40> is not init. Skip location.
[23:793] Proto map<220> of proto location<41> is not init. Skip location.
[23:793] Proto map<220> of proto location<42> is not init. Skip location.
[23:794] Proto location<260> is not init. Skip location.
[23:794] Load locations complete, count<21>.
[23:794] Load npc...
[24:127] Load npc complete, count<2732>.
[24:127] Load items...[24:142] Create item error id<40>, pid<574>.
[24:159] Create item error id<510>, pid<574>.
[24:169] Create item error id<771>, pid<347>.
[24:169] Create item error id<774>, pid<346>.
[24:169] Create item error id<785>, pid<347>.
[24:170] Create item error id<795>, pid<346>.
[24:170] Create item error id<805>, pid<346>.
[24:170] Create item error id<806>, pid<347>.
[24:189] Create item error id<1367>, pid<573>.
[24:206] Create item error id<1842>, pid<587>.
[24:206] Create item error id<1843>, pid<574>.
[24:210] Create item error id<1961>, pid<587>.
[24:225] Create item error id<2375>, pid<346>.
[24:225] Create item error id<2376>, pid<347>.
[24:225] Create item error id<2378>, pid<346>.
[24:225] Create item error id<2380>, pid<347>.
[24:225] Create item error id<2381>, pid<375>.
[24:225] Create item error id<2382>, pid<376>.
[24:225] Create item error id<2383>, pid<374>.
[24:239] Create item error id<2736>, pid<573>.
[24:240] Create item error id<2766>, pid<608>.
[24:240] Create item error id<2768>, pid<649>.
[24:253] Create item error id<3060>, pid<608>.
[24:267] Create item error id<3407>, pid<574>.
[24:299] Create item error id<4381>, pid<608>.
[24:307] Create item error id<4621>, pid<587>.
[24:309] Create item error id<4685>, pid<608>.
[24:310] Create item error id<4707>, pid<587>.
[24:312] Create item error id<4761>, pid<573>.
[24:312] Create item error id<4762>, pid<574>.
[24:312] Create item error id<4785>, pid<573>.
[24:312] Create item error id<4786>, pid<574>.
[24:416] Create item error id<7143>, pid<574>.
[24:427] Create item error id<7455>, pid<867>.
[24:427] Create item error id<7456>, pid<855>.
[24:427] Create item error id<7457>, pid<855>.
[24:427] Create item error id<7458>, pid<855>.
[24:427] Create item error id<7459>, pid<867>.
[24:427] Create item error id<7460>, pid<867>.
[24:427] Create item error id<7461>, pid<868>.
[24:428] Create item error id<7462>, pid<868>.
[24:428] Create item error id<7463>, pid<856>.
[24:428] Create item error id<7464>, pid<856>.
[24:430] Create item error id<7517>, pid<868>.
[24:430] Create item error id<7518>, pid<868>.
[24:430] Create item error id<7519>, pid<868>.
[24:430] Create item error id<7520>, pid<868>.
[24:430] Create item error id<7521>, pid<856>.
[24:430] Create item error id<7522>, pid<856>.
[24:430] Create item error id<7523>, pid<856>.
[24:430] Create item error id<7524>, pid<856>.
[24:430] Create item error id<7558>, pid<856>.
[24:430] Create item error id<7559>, pid<856>.
[24:430] Create item error id<7560>, pid<868>.
[24:430] Create item error id<7561>, pid<868>.
[24:431] Create item error id<7587>, pid<868>.
[24:431] Create item error id<7588>, pid<868>.
[24:431] Create item error id<7589>, pid<856>.
[24:431] Create item error id<7590>, pid<856>.
[24:431] Create item error id<7591>, pid<867>.
[24:431] Create item error id<7592>, pid<855>.
[24:433] Create item error id<7643>, pid<595>.
[24:438] Create item error id<7785>, pid<587>.
[24:439] Create item error id<7807>, pid<608>.
[24:456] Create item error id<8268>, pid<573>.
[24:456] Create item error id<8269>, pid<574>.
[24:485] Create item error id<8997>, pid<585>.
[24:495] Create item error id<9255>, pid<573>.
[24:495] Create item error id<9256>, pid<574>.
[24:497] Create item error id<9312>, pid<573>.
[24:516] Create item error id<9827>, pid<347>.
[24:516] Create item error id<9829>, pid<346>.
[24:516] Create item error id<9831>, pid<347>.
[24:519] Create item error id<9899>, pid<859>.
[24:532] Create item error id<10211>, pid<573>.
[24:532] Create item error id<10212>, pid<574>.
[24:536] Create item error id<10318>, pid<608>.
[24:553] Create item error id<10758>, pid<587>.
[24:554] Create item error id<10797>, pid<608>.
[24:555] Create item error id<10810>, pid<573>.
[24:555] Create item error id<10811>, pid<574>.
[24:582] Create item error id<11522>, pid<587>.
[24:596] Create item error id<11904>, pid<346>.
[24:596] Create item error id<11907>, pid<346>.
[24:596] Create item error id<11908>, pid<376>.
[24:596] Create item error id<11909>, pid<374>.
[24:596] Create item error id<11910>, pid<376>.
[24:597] Create item error id<11911>, pid<347>.
[24:597] Create item error id<11912>, pid<346>.
[24:597] Create item error id<11913>, pid<346>.
[24:597] Create item error id<11914>, pid<374>.
[24:597] Create item error id<11915>, pid<374>.
[24:616] Create item error id<12436>, pid<851>.
[24:616] Create item error id<12437>, pid<872>.
[24:619] Create item error id<12527>, pid<587>.
[24:620] Create item error id<12546>, pid<574>.
[24:620] Create item error id<12550>, pid<585>.
[24:624] Create item error id<12651>, pid<608>.
[24:650] Initialization fail!
Title: Re: Open Source FOnline: 2238
Post by: JovankaB on August 03, 2013, 12:01:59 pm
On a clean server I don't have these errors.
Title: Re: Open Source FOnline: 2238
Post by: K-9 on August 03, 2013, 12:43:24 pm
Fixed -> ''My 2238 SDK folder was teamed with my TLA SDK folder.''
Title: Re: Open Source FOnline: 2238
Post by: cubik2k on August 03, 2013, 01:51:11 pm
Hinkley is bugged:

Example server messages:

Code: [Select]
[17:06:196] Script exception: Null pointer access : arena : bool Arena::IsWithin(Critter&inout) : 662, 28 : FOServer::ProcessCritter : Burst.
[17:06:196] Execution of script stopped due to exception.
[17:06:196] Context<FOServer::ProcessCritter : Burst>, state<Exception>, call stack<4>:
[17:06:196]   3) arena : bool Arena::IsWithin(Critter&inout) : 662, 28.
[17:06:196]   2) arena : bool IsInsideArena(Critter&inout) : 1183, 2.
[17:06:196]   1) replication : void ReplicateCritter(Critter&inout) : 2275, 8.
[17:06:196]   0) main : void critter_idle(Critter&inout) : 5383, 2.

Code: [Select]
[17:06:432] Script exception: Null pointer access : arena : bool Arena::IsWithin(Critter&inout) : 662, 28 : Map::PrepareScriptFunc : Map id<136>, pid<3>.
[17:06:432] Execution of script stopped due to exception.
[17:06:432] Context<Map::PrepareScriptFunc : Map id<136>, pid<3>>, state<Exception>, call stack<3>:
[17:06:432]   2) arena : bool Arena::IsWithin(Critter&inout) : 662, 28.
[17:06:432]   1) arena : void ProcessArena(Map&inout) : 968, 4.
[17:06:432]   0) map_arena : void _Arenas(Map&inout) : 1602, 2.
Title: Re: Open Source FOnline: 2238
Post by: DocAN. on August 15, 2013, 10:24:46 pm
Have problem with mapper, it doesnt work.
Looks like it doesnt use faction.zip files and dont know why.

Faction.zip is listed in datafiles.cfg

also tried to create folders with missing files but still got the same problems and mapper doesnt work.

No idea why i think i have tried everything.

Havnt problem with older mapper on other laptop.

Logs expamles:

Starting Mapper (v.1.29.0)...
Mapper initialization...
Sprite manager initialization...
Animation3d::StartUp - Fail to create effect, skinning switched to software.
Load sprite 'egg.png' fail. Egg disabled.
Sprite manager initialization complete.
SpriteManager::LoadFontFO - File<OldDefault.fofnt> not found.
FOnline engine initialization fail.
FOnline finished.



Starting Mapper (v.1.29.0)...
Mapper initialization...
Sprite manager initialization...
GraphicLoader::LoadEffect - Effect file<3D_Simple.glsl> not found.
Animation3d::StartUp - Fail to create 3d effects.
FOnline engine initialization fail.
FOnline finished.



Starting Mapper (v.1.29.0)...
Mapper initialization...
Sprite manager initialization...
Animation3d::StartUp - Fail to create effect, skinning switched to software.
Load sprite 'egg.png' fail. Egg disabled.
Sprite manager initialization complete.
SpriteManager::LoadFontFO - File<OldDefault.fofnt> not found.
FOnline engine initialization fail.
FOnline finished.



any clue?


Title: Re: Open Source FOnline: 2238
Post by: JovankaB on August 17, 2013, 03:32:13 pm
Works for me. Make sure that client path in Mapper config points to client folder.
Title: Re: Open Source FOnline: 2238
Post by: Wipe on December 08, 2013, 04:46:29 pm
Small update to release, as requested by FOnline: Reloaded devs - VTDB code (https://github.com/whine/vtdb).
Additionally, backup of characters (http://rotators.fodev.net/wipe/vtdb/) (as saved for VTDB) used on 2238.
Title: Re: Open Source FOnline: 2238
Post by: Kilgore on December 08, 2013, 08:49:04 pm
Thanks, I'll use this magic.
Title: Re: Open Source FOnline: 2238
Post by: Mojostormcrow on February 15, 2016, 10:55:58 pm
Others players can connect to your server too if you give your IP/port. Although typical home connection isn't suitable to handle as many players as 2238 had.

Please tell me what you mean. How can I get let my friends join my server
Title: Re: Open Source FOnline: 2238
Post by: remake on April 10, 2016, 08:54:17 pm
If you will run this server at machine with global IP adress, give this adress to your friends and tell to them what port you use for it then they will can connect to your server. Sometimes home connection isn't so great to handle 50+ players, but it depends from your Internet provider and location.