[WIPz] GHF Census and Excise Office

Post » Fri May 27, 2011 8:01 am

I understand.

I just don't think a full integration is the best thing to do. *shrugs*.

But, I guess it doesn't matter now anyways.
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Cathrin Hummel
 
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Post » Fri May 27, 2011 12:40 am

Upon trying to register at GHF, I get this error:

SQL ERROR [ mysqli ]Incorrect integer value: 'us' for column 'user_flag' at row 1 [1366]


Also, your captchas are freaking ridiculous. I had to cycle through like 12 before I could find one I could even make a guess at
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maya papps
 
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Post » Fri May 27, 2011 11:11 am

Upon trying to register at GHF, I get this error:

SQL ERROR [ mysqli ]Incorrect integer value: 'us' for column 'user_flag' at row 1 [1366]


Also, your captchas are freaking ridiculous. I had to cycle through like 12 before I could find one I could even make a guess at

I get the same error :huh:

:cold:
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Chris Jones
 
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Post » Fri May 27, 2011 1:14 am

Exorince let me know about the error today. I believe I got the issue resolved; there were some code conflicts left over from the site upgrade I did last week. I've also messed with the CAPTCHA a bunch. I've had a lot of bots get through lately, though I think I've found a better method. So it's a lot easier to get through now.
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Allison Sizemore
 
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Post » Fri May 27, 2011 3:38 am

I understand.

I just don't think a full integration is the best thing to do. *shrugs*.

But, I guess it doesn't matter now anyways.


Take a look at it now and see if you think I'm on the right track. :hehe:
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Dean Brown
 
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Post » Fri May 27, 2011 3:32 am

Exorince let me know about the error today. I believe I got the issue resolved; there were some code conflicts left over from the site upgrade I did last week. I've also messed with the CAPTCHA a bunch. I've had a lot of bots get through lately, though I think I've found a better method. So it's a lot easier to get through now.

The CAPTCHA is still a pain but the registration works now! :goodjob:

How long until I can start begging you to allow me to beta test this project? :hehe:
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jess hughes
 
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Post » Fri May 27, 2011 4:26 am

*If* all goes as planned, I think we may begin the BETA testing this weekend. To be perfectly honest though, it's more of an ALPHA test. There are still an awful lot of features that I haven't even started working on yet.
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Victor Oropeza
 
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Post » Fri May 27, 2011 10:16 am

*If* all goes as planned, I think we may begin the BETA testing this weekend. To be perfectly honest though, it's more of an ALPHA test. There are still an awful lot of features that I haven't even started working on yet.

:lol:

Judging by my previous experience with web development I'm going to go ahead and say I'll be ready for testing next week :P

no offense
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Damian Parsons
 
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Post » Fri May 27, 2011 1:24 pm

:hehe:

Point well understood. Actually, there's really only two steps left to complete before we begin the real testing. I need to make the main "hub" page that will link you to search/view characters, and then make the mod side of it. The mod is the easy part (for me. ;) ) I can probably knock that out in 30 mins. I'll have most of Friday to devote to this...so yeah, those are the plans that I said *if* about.

Edit: http://www.fliggerty.com/phpBB3/viewtopic.php?f=3&t=2150&p=34662#p34662
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Kathryn Medows
 
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Post » Fri May 27, 2011 2:44 am

Take a look at it now and see if you think I'm on the right track. :hehe:

Your getting there ;)
I think you should play with the theme a little like make it a lighter color to go with the banner better. :P

I have a question. Are you still going to give out those ids to accounts?
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Lifee Mccaslin
 
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Post » Fri May 27, 2011 3:14 pm

One complaint about your "better method", Fligg: when I tried to edit my profile and claimed to be a bot, it told me my profile wasn't complete. That offends me deeply, as bots are people too. :P

On my end, I'll tentatively say it'll be ready for a test once I find where the files store current health. I've got max health, but right now I haven't found the current yet (or even where it could keep it).
I just moved my stuff to an external HD, so no more comp switching to work on CnE (C::B took kindly to the copy, which is nice, seeing as CnE won't compile in VC++). That'll mean things will go a little faster (and compile at 6 times the previous speed :D).
I'm going to spend today getting my char beat up and checking for that in the save, code it in (everything on Fligg's end for that is ready), then I'll upload char #2. :D
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Kevin S
 
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Post » Fri May 27, 2011 11:44 am

Your getting there ;)
I think you should play with the theme a little like make it a lighter color to go with the banner better. :P

I've still some things to change along those lines. I have a different background I'm trying to use for example. As far as colors and such though, there's not a whole I can do without screwing up the entire GHF theme. phpBB3 is somewhat limited in that regard.

I also am working on an actual page structure; by that I mean there will be a CnE Main Menu on the left side in a box, a statistics box, etc. Once that is implemented it will feel quite a bit more like it's a different site.

I have a question. Are you still going to give out those ids to accounts?

Yes. Actually, each "owner" (you) will input a unique 4-digit pin number the first time you register a character. This will identify all of your characters within the system. Then each character that you register will be given an id. You will need to put both the id and your pin (so someone doesn't overwrite your character) in the mod setup.
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JD FROM HELL
 
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Post » Fri May 27, 2011 5:01 pm

So I've been brainstorming while at work (that's what I do when I can't actually sit at my computer...I still make progress. :hehe:) I've been working on a list of some things that I believe we will be able to upload with the MWSE version of this (we are considering having two versions, MWSE and non.)

So besides the normal character data that it already records (which we just get from the save file,) and quest data, etc, these are some things I believe we can showcase as well:

  • Current Activity (from user input)
  • Current mood (from user input)
  • Current location
  • Cell name (coords if in "Wilderness")
  • Current weather
  • Is a vampire (and what clan)
  • Is a werewolf
  • # of kills as a werewolf
  • Current companions
  • Currently equipped items
  • Amount of gold in inventory
  • If Fargoth has been killed
  • # of cliffracers killed
  • # of arrows shot
  • # of times a weapon has been "swished"
  • # of hits on targets
  • # of NPCs killed
  • # of creatures killed
  • # of times the console has been opened
  • #of spell cast attempts (for each school)
  • #of spell cast failures (for each school)
  • #of spell cast successes (for each school)


That's all I've got so far. I can't guarantee that I can properly get all of these; this list is just what I think I can get with my scripting abilities. Peachykeen and I have been discussing transfer methods for non-save file data, and we think we've got a decent method worked out.

You will also be able to upload an avatar for your character (done through the website directly,) as well as your journal, and screenshots. Each character will have a screenshot gallery of their own. That is actually the reason I took down the GHF Screenshot Gallery; I wanted to focus such things around the specific player more. This is, after all, entirely about role playing.

Pretty nifty, huh?
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Sarah Edmunds
 
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Post » Fri May 27, 2011 5:02 am

Ha ha this is a great project indeed.

Would be very interesting to use.

Good work as always Fliggerty.
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Megan Stabler
 
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Post » Fri May 27, 2011 2:25 am

One last issue to check (my computer can't connect to the server, and I want to make sure it's just me and not an actual issue) before I send Fligg the alpha testing copy of this.

There's no installer, just copy the exe (and two dlls it needs) to a folder (right now it has to be where the saves are) and it'll go from there. Run it, pick a save, click upload. Simple as that.
I'm still working on making sure all the data is right and is what I think it is. A few fields may be off (they all look right though), but that's what this test is for. :D
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Laura Tempel
 
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Post » Fri May 27, 2011 8:13 am

Really looking forward to this. You're innovation is wonderful!
I like the idea of MWSE and non-MWSE versions.

Is there a way to measure things like:
- # of slaves released
- Accumulative time spent sneaking
- # of successful pickpockets
- # of certain ingredient eaten (like moonsugar/skooma)
- # of Silt Strider rides

Some of these might have been mentioned before, just some ideas I had while typing ;)
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GPMG
 
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Post » Fri May 27, 2011 2:30 am

I've given thought to badges now as well. Here are some ideas I'm considering:

  • Levels: 10, 25, 50, 75, 100, 150, 200
  • Opponents Killed: 10, 25, 50, 75, 100, 150, 200, 250, 500, 1000
  • Creatures Killed: 10, 25, 50, 75, 100, 150, 200, 250, 500, 1000
  • Slaves Freed: 10, 25, 50, 75, 100
  • Complete Morrowind Main Quest
  • Complete Tribunal Main Quest
  • Complete Bloodmoon Main Quest
  • Leader of Each Vanilla Faction (1 Badge Each)
  • Millionaire
  • Gave Fargoth's Ring Back
  • Killed Vivec
  • Nerevarine


Any suggestions for others?
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megan gleeson
 
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Post » Fri May 27, 2011 8:51 am

What about

Successfully soultraping Vivec, Dagoth Ur, Almalexia Etc...

Being a Vampire, Being a Werewolf: and maybe Getting Cured.

Skill level: 40, 55, 70, 85, 100
Attribute level: 40, 55, 70, 85, 100
(Because it's easy to get it up to 20-30 through Chargen)

Maybe some Moral choice ones, Like killing that guy for his notes or taking him to Pelagaid.

Bounty: 500, 1000, 1500, 2000, 2500 Etc... Maybe with a special term for each one.
Repuation: 1-(The limit) Maybe with special terms as well

Guild levels

Donating all Items to the Museum of Artifacts

What about a badge for using the console too may times, something like a cheater badge

That's all I have for now...

Can help test the site?
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Ebou Suso
 
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Post » Fri May 27, 2011 4:32 pm

Since people are talking about achievements for quests, an Idea would be for mods to ship some kind of document or additional information, this would in turn upload possible achievements for that mod to the CnEO webpage. This way, you won't need to cover all mods yourself, less work for you if you make a modular approach to achievements.

This would enable more people to work on making "achievement packages" for the website.

Just random thoughts.
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ANaIs GRelot
 
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Post » Fri May 27, 2011 10:39 am

Thanks for the suggestions. :goodjob:

Yes, I am setting things up to be mod-expandable. I will include function for some of the most widely used mods; for example a badge for becoming a Vampire Ancient in Vampire Realism. Although all of that will come last in this project.
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JaNnatul Naimah
 
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Post » Fri May 27, 2011 4:12 pm

Just wondering, this may have been mentioned already, but will this work with GCD?
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Natasha Callaghan
 
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Post » Fri May 27, 2011 4:18 am

Just wondering, this may have been mentioned already, but will this work with GCD?


Levels: 10, 25, 50, 75, 100, 150, 200

;)

This will work with any mod at all. The data we are uploading is generic to the game, despite what mods you are using. But it will reflect the use of some mods.
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Cesar Gomez
 
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Post » Fri May 27, 2011 4:25 pm

Almost time for a new thread... can't wait to start using this :-)
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Danial Zachery
 
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Post » Fri May 27, 2011 4:58 am

Believe it or not, this will be my first WIP thread that has ever hit the limit. I either release them quickly, or don't give any updates. :hehe:

Almost time for a new thread... can't wait to start using this :-)


Is that a hand in the air to volunteer for testing? ;)
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Jack Walker
 
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Post » Fri May 27, 2011 12:49 pm

I will follow this mod closely as well.

KUTGW Fliggerty (200 posts yet?)
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lillian luna
 
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