Author Topic: How cRPG works  (Read 2332 times)

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Offline zagibu

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How cRPG works
« on: June 01, 2013, 02:02:21 pm »
+30
Maybe you have wondered how exactly it is possible for a mod to introduce persistent character data, when the main game doesn't even have it. I certainly have. One day in IRC, I asked cmp about it, and he was kind enough to explain it to me. With his explanation, I was able to reproduce the core of cRPG: getting a warband game server to talk to a custom webserver and receiving its responses. Of course, this is not really groundbreaking, as many other people have long since achieved this, and you can find a lot of information in the TW forums. I merely wanted to post this here so cRPG players have easier access to this information.

Part 1: Basic roundtrip
(click to show/hide)

Part 2: Making items available to players dictated by the character server
(click to show/hide)
« Last Edit: September 28, 2013, 12:44:54 am by zagibu »
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Offline Byrdi

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Re: How cRPG works
« Reply #1 on: June 01, 2013, 05:28:10 pm »
0
Very interesting. But why do we need this information?

I doubt anyone will or can make a good alternative to cRPG before the release of M&B 2.

Anyway, nice to know how it all works.

Offline BASNAK

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Re: How cRPG works
« Reply #2 on: June 01, 2013, 05:39:07 pm »
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Incoming Razfrenzy RPG without any clans and autoblockers
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Offline JackieChan

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Re: How cRPG works
« Reply #3 on: June 01, 2013, 06:10:41 pm »
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time to hack crpg and steal all the looms

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 Wهاهاهاهاهاهاهاهاهاه

Offline zagibu

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Re: How cRPG works
« Reply #4 on: June 01, 2013, 06:16:17 pm »
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Very interesting. But why do we need this information?

I doubt anyone will or can make a good alternative to cRPG before the release of M&B 2.

Anyway, nice to know how it all works.

Well, I don't know. Persisting character data must not necessarily lead to a cRPG alternative. And I agree that nobody really needs this information.
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Offline zagibu

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Re: How cRPG works
« Reply #5 on: June 02, 2013, 11:28:05 pm »
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Part 2 is up explaining how to make items available to a player based on information taken from the character server.
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Offline Tore

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Re: How cRPG works
« Reply #6 on: June 03, 2013, 12:41:56 am »
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wat

Offline Johammeth

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Re: How cRPG works
« Reply #7 on: June 03, 2013, 04:16:51 am »
+5
I am extremely disappointed that a thread entitled "How cRPG works" has content other than "get killed by somebody and complain that their class is OP."
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Offline Taran

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Re: How cRPG works
« Reply #8 on: September 27, 2013, 11:32:35 am »
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I want third part!!!!


Thank you very much

Offline zagibu

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Re: How cRPG works
« Reply #9 on: September 27, 2013, 12:50:48 pm »
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I'm currently working on something else, sorry, but I might get back to it eventually. The other thing is also cRPG related, though, at least that's something, right?
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Offline Ellie

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Re: How cRPG works
« Reply #10 on: September 27, 2013, 03:29:09 pm »
+1
I am extremely disappointed that a thread entitled "How cRPG works" has content other than "get killed by somebody and complain that their class is OP."


I'm more disappointed by the lack of "It doesn't work."
Nerf everything. Buff naked fist fights.

Offline Tomas_Miles_again

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Re: How cRPG works
« Reply #11 on: September 27, 2013, 10:07:37 pm »
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Very interesting... maybe one day someone will take this info and make a lineage or dynasty based mod whereby people can choose troops from the currently alive generation...until they die and have to choose another. Random idea

Offline Senni__Ti

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Re: How cRPG works
« Reply #12 on: September 28, 2013, 12:05:02 am »
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knows_common = knows_riding_1|knows_trade_2|knows_inventory_management_2|knows_prisoner_management_1|knows_leadership_1
It's listed near the top of module_troops (~line 100).


Offline zagibu

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Re: How cRPG works
« Reply #13 on: September 28, 2013, 12:45:30 am »
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Thanks, I have removed that flag from the troop definition.
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Offline Senni__Ti

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Re: How cRPG works
« Reply #14 on: September 28, 2013, 01:00:49 am »
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Also for the event type (the 113 bit), I'd recommend making a new multiplayer_event_###### entry in header_common in the client section. (setting it to 113 there)

Helps keep everything in one place, obvious in function and prevents overlapping of events :p.

e.g.

multiplayer_event_admin_set_disallow_ranged_weapons           = 47 #I think this is the last native client one :p
multiplayer_event_set_player_gear                                          = 113

#server events

Then using multiplayer_event_set_player_gear instead of 113 elsewhere :).

113 works fine for basic demonstration purposes though :p, not sure how far you wanted this to go.