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Share Your Work / Re: [Graphics] GGBot Art
« Last post by GGBot on August 17, 2019, 12:50:45 pm »
DKS-501 Sniper Rifle – Dragon Lore
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List was updated!
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Questions and Answers / LAN Server Low Ping & FPS Problems...
« Last post by Whungerman on August 01, 2019, 07:49:52 pm »
I've created a LAN server using the Reloaded S2 SDK with some minor tweaks and modifications.

The server is running on my PC, which is connected to the router through LAN. (Connected to server via LocalHost)

My friend is connected to the router using LAN with his laptop. (Connected to server via IP Address)

We can both connect and play the game but the laptop (connected to the server through my IP address using LAN) is having some issues with high PING and low FPS.

The connection speed and PING on the router are fine and everything else is working but for some reason the client is having connection issues. Both computers are high end gaming machines and running windows 10.

Any help is appreciated.
3
FOnline Projects / Re: FOnline: Aftertimes Season 2 SDK
« Last post by remake on July 27, 2019, 09:06:28 am »
My custom engine mod dedicated for this project has been moved to: https://github.com/worldremaker/FOnline-custom-engine-mod-412-based-
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Share Your Work / Re: Another FOnline Font Generator
« Last post by JovankaB on July 26, 2019, 08:32:32 pm »
Sorry, but I don't know the answer to your question.
I don't remember much details about the generator.
I will no longer provide a technical support for this app.
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Share Your Work / Re: Mini-vault
« Last post by JovankaB on July 26, 2019, 08:24:25 pm »
Perhaps, I lack patience :)
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Share Your Work / Re: [Graphics] GGBot Art
« Last post by rifleman17 on July 26, 2019, 02:04:39 pm »
hmm, looks like "Minimal interface" can be successfully used for Fonline TLA Android version :)
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Questions and Answers / Re: Where and how to change basic skin for new player?
« Last post by C4N on July 24, 2019, 09:44:54 am »
I finally got the chance to try this out with success

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Questions and Answers / Re: Where and how to change basic skin for new player?
« Last post by C4N on July 24, 2019, 12:37:34 am »
Thanks Vice Dice, really useful information right there, nice explanation and a perfect starting point to start working with critter data. I'm personally still learning how all is structured in FOnline code and I don't have a working environment to test things out, but from what I can read what OP is seeking could be achieved by changing some constants definitions:

From:

Code: [Select]
// Critter base types
#define CRTYPE_MALE_DEFAULT                      (CRTYPE_MALE_VAULTSUIT)
#define CRTYPE_FEMALE_DEFAULT                    (CRTYPE_FEMALE_JUMPSUIT)

To:

Code: [Select]
// Critter base types
#define CRTYPE_MALE_DEFAULT                      (CRTYPE_MALE_LEATHER_ARMOR)
#define CRTYPE_FEMALE_DEFAULT                    (CRTYPE_FEMALE_LEATHER_ARMOR)
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Questions and Answers / Re: Where and how to change basic skin for new player?
« Last post by Vice Dice on July 23, 2019, 08:39:25 pm »
You use "bool ChangeCrType(uint newType);" engine Critter method function for that. Normally SDK holds something like "Base" critter type inside some stat, normally it is ST_BASE_CRTYPE, then to use this critter type value to restore "nude" skin of critters that take off their armors etc.

If you still don't quite understand, critter type is a structure that contains lots of data, such as animations indices allowing, run/walk time, and most importantly the actual animation BASE name ( which is technically a part of skin graphics file name). It is hooked up in plain non-negative number, you can check them in your CritterTypes.cfg file, normally its located in server/data folder, normally this file should be self-explanatory what is inside for you to get used to it. So when you want to change the critter type you logically feed the desired critter type ID ( the number its declared with ). Directly you can do it with plain number, i.e if your critter type is marked with 13 ID, you just call it with critter.ChangeCrType(13), normally people define those IDs as some verbose and easy to understand constants, then to make it easier to read and refer to in future.

At which point of execution to do this is up to you, but NORMALLY such things done via critter_init server engine callback, that allows globally handle all newly generated critters, players included. And if you do it in there, you probably want it to be executed only when firstTime is true.

Example
Code: [Select]
    if(firstTime)
    {
        // INITIALIZE PARAMS
        if(cr.IsPlayer())
        {
            cr.StatBase[ST_BASE_CRTYPE] = (cr.Stat[ST_GENDER] == GENDER_MALE ? CRTYPE_MALE_DEFAULT : CRTYPE_FEMALE_DEFAULT); // set our base critter type (presumably forever)
            cr.ChangeCrType(cr.StatBase[ST_BASE_CRTYPE]); // apply it;
        }
    }

If you want to change only the visual representation of a critter without changing it critter type, you might want to teach engine/rename graphic files ( why though ).
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Questions and Answers / Re: Admin Panel?
« Last post by C4N on July 23, 2019, 05:26:47 pm »
Any subsystem relying on telnet for remote tasks shouldn't be accessible from outside an isolated network inside same server's network, without a replacement for that admin panel or a firewall to only allow that feature to work from a specific network, it should be just disabled and forgotten.
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