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mwituni

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Everything posted by mwituni

  1. I guess its the spoiler, or a lot of text I trimmed out a lot of uma messages (recipe info etc), and uploaded it to http://mwituni.com/koos/mwituni-errors.txt Thanks for jumping in ... since I upgraded to 2.6.1 my character creation is dead, so can't use that as the workaround ... thus trying to see if i can fix this by fiddling some value in the db or something. The reason it broke is I did a lot of UI changes prior to 2.6.1 and the update changed a lot and I had conflicts galore. I made a few hacks to get it running, so probably stuffed something up. I was stalling fixing that - in case the next update is a lot of changes again. When i create new chars they appear in the db, but they do not appear in the select character list, and aren't selected (upon creation) to login. BTW: any idea where the (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) comes from? ... I have no folder C:/buildslave/... I guess my problem is related to the logs ... at UGUICharacterSelectSlot.SetCharacter (.CharacterEntry character) [0x00000] in :0 theres just your std code in that function. Most of the calling functions look ok too, but theres a few so i'll need to try work back through them to see if i changed anything.
  2. Wow - Sooms! Nice to hear from you ... hope you are doing a bit better? Cant post reply to this forum ... Forbidden You don't have permission to access /forum on this server. Additionally, a 403 Forbidden error was encountered while trying to use an ErrorDocument to handle the request.
  3. I have some users that can't get their characters into the world anymore. They can login, and get to the CharacterSelection scene, but can't Enter the world from there. I seem to recall this was caused by making db changes and after restarting the server, and at one point the suggestion was to recreate accounts and characters each time. Does anyone know what causes this and what the fix is to use existing character accounts? I've been looking at the db, but don't see anything obvious that may be causing this.
  4. YES ... to the totally insane part ... (and getting insaner)
  5. Thanks for changes.... much better on mobile now
  6. Thanks ... I do that already. But good luck trying to do that on a smaller screen - like a mobile browser. Go try it a few times. The point is - we have no option. Those of us who don't use the website chat are getting spammed by it. Why is it ON by default - what % of your users use it ... I've not seen many. It's the first website I've seen where chat is open and enabled by default. Normally you have a button to click to open it. At least make it a preference on our account if you don't want it off by default. And everytime we refresh it re-opens. I'm not complaining because I like complaining ... it's a real PITA, and not everyone uses the chat. Thx
  7. Hi, Can the chat on the website be turned off by default? Or at least minimized. It's really a PITA to have to logout and close it every time we open the website. And when on a mobile (phone etc) its really fiddly and difficult to get rid of. thx
  8. mwituni

    More Sprites

    +1 Or in Gimp - its free
  9. Yeah - that spam thing is a pain ... stopped me trying to post a few times too. I think it caught me every time I posted an image. Hope its better now! Surely registered licensed members shouldn't have a spam-filter check applied? I can understand it for the public, or unlicensed members.
  10. Hi, I didn't see the mobile screen-shot - very nice. There is a spelling mistake you might want to fix : In green should be: Authentication Server Running you have: AuthNETication Re using this... I'm not yet sure how atavism can be setup on large multiplayer games. I imagine that sometimes it may be setup regionally. So there may be "USA East", "USA West", and say "Europe" regional servers. I'm thinking to use MySQL multi-region replication to replicate some data in the account / auth db ... to move some player stats and logins across regions etc So what I'm saying is there may be some concept of different clusters to connect too. Perhaps you can just keep this in a simple list but by default will be just one like "Server Cluster", but user can edit that and add a few ("USA East", "USA West", "Europe" etc) so its like a drop-down when there is more than one. This will also be useful where one wants to manage multiple games ... maybe "Live Cluster", "Dev Server", "Test" etc. So I think maybe a dropdown combo-box and maybe 'Connect' button next to it - just under "Server Dashboard" on mobile will help.
  11. Nice. 1) I (suspect) that may need a bit of extra work once multiple servers etc are added. Or is there some sort of master list that can be updated as servers are added? 2) Also ... might I suggest you rethink the naming convention ... so the date / time is YYYY-MM-DD_HH:MM:SS ... easier to sift through and organize files
  12. Nice. Well done. Its what Atavism needs ... once someone gets enough users connected they're going to battle managing their system without tools like this.
  13. Re 6 ... you can start with another scene, i've moved my login a few times. Actually, I don't have a Main_World scene at all anymore. Its been a while so I can't rem exactly how I did it, but i think: - Just add the new scene to the scenes plugin, and mark it as create at startup (or whatever the option is) - Set spawn point (use object or enter co-ords in scene plugin. - Re-arrange scenes in Build Settings view I think that was it, but i fiddled quite a bit so hope I didn't change something else I'm missing! EDIT: Think I remeber having to change something on the character setup plugin too - like starting scene. Sorry, can't check atm. Note that characters spawn on the scene they were last in. so use the change instance command to goto a new scene ... new chars should start at the new scene you setup. EDIT : Theres a "atavism_demo" in the db ... it would be nice to change that - not tried yet though, so it may be straightforward. In fact a setup script would be nice ... to create a shiny new world using our own name etc that sets up everything needed. As well as a 'clearout' script - that deletes everything that can be safely deleted - in dev one typically does this once in a while (not for production! ).
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