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#76 2011-08-02 17:18:27

bobbybee
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Registered: 2009-10-18
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

@Dinoclor
I really can't help you there, I don't know what the password for your mysql installation is.

@jji7skyline
It is already out, however my web hosting company's disks crashed, so I'll have to redo my website. (which I don't currently have the time to do)


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#77 2011-08-03 16:14:45

Dinotest
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Registered: 2011-08-03
Posts: 5

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

bobbybee wrote:

@Dinoclor
I really can't help you there, I don't know what the password for your mysql installation is.

@jji7skyline
It is already out, however my web hosting company's disks crashed, so I'll have to redo my website. (which I don't currently have the time to do)

I'm going to try reinstalling mysql, because my pass to mysql is my pass to my acc. Should I install it with a database or without a database?

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#78 2011-08-05 06:54:38

bobbybee
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Registered: 2009-10-18
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

Oh, if you know what your password is, type it in in the mysql.h MYSQL_PASSWORD define.


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#79 2011-08-05 07:22:36

Scratchthatguys
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Registered: 2010-07-16
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

MAC PLEASE.
I want a mac version, since Mono doesn't work that well with my computer. I'd like to program the project, and be a beta tester, but I just use books to help me create code for C++, C and C#. I also use books for java, but I've memorized Batch and VBScript. Javascript is a bit inbetween, and Scratch is visual code.

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#80 2011-08-05 07:47:06

TRocket
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Registered: 2009-08-18
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

Please can i beta test
languages:
scratch
JAVA
php
Sorry not much  c but i can still help you!


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#81 2011-08-05 11:54:53

Dinoclor
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Registered: 2010-06-10
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

TRocket wrote:

Please can i beta test
languages:
scratch
JAVA
php
Sorry not much  c but i can still help you!

Beta testing is over.


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#82 2011-08-05 16:03:44

bobbybee
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Registered: 2009-10-18
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

@Scratchthatguys
I originally did this on a mac, this is a mac that I am typing this message on. I do not know what you mean about Mono not working, I did not even provide a Visual Studio Solution that you could have used. Anyways. (sigh)


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#83 2011-08-05 22:03:14

Dinoclor
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Registered: 2010-06-10
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

bobbybee wrote:

Oh, if you know what your password is, type it in in the mysql.h MYSQL_PASSWORD define.

It's still a problem.


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#84 2011-08-06 14:19:37

bobbybee
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Registered: 2009-10-18
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

I really couldn't help you in that case.


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#85 2011-08-08 09:28:31

bobbybee
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Registered: 2009-10-18
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

Have you fixed it, yet?


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#86 2011-08-08 09:47:00

Magnie
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Registered: 2007-12-12
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

http://firemmo.site50.net/readme.html - Seems that there was a server failure at 000webhost. The site was lost D:

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#87 2011-08-08 10:18:39

bobbybee
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Registered: 2009-10-18
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

Yeah, I realized that. If you are interested in this, I can re-upload the files, (in a zip, of course), but I don't have a backup of the docs. (I will be able to help you within these forums)


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#88 2011-08-18 12:07:28

Dinoclor
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Registered: 2010-06-10
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

Can you post a link to the download so I can try installing this on a mac? (Maybe that will work.)


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#89 2011-08-25 13:38:10

bobbybee
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Registered: 2009-10-18
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

Sorry for the late response, but I fixed it (partially). I uploaded the original, along with a version that does not have the mysql stuff in it. Try that version, it might work better.


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#90 2011-08-26 11:09:35

Dinoclor
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Registered: 2010-06-10
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

bobbybee wrote:

Sorry for the late response, but I fixed it (partially). I uploaded the original, along with a version that does not have the mysql stuff in it. Try that version, it might work better.

OK
<EDIT>
I get this error message in the no mysql version:
/tmp/ccTwrB73.o: In function `main':
main.c:(.text+0x337): undefined reference to `pthread_create'
collect2: ld returned 1 exit status

Can you tell me how to fix it?

Last edited by Dinoclor (2011-08-26 11:34:03)


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#91 2011-08-26 13:21:12

bobbybee
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Registered: 2009-10-18
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

The command I gave you is what to use with a mac, you need to use a different command for ubuntu: 'gcc -pthread -o server handlers.c main.c' (without quotes)

EDIT: Also, add at the top '#include <signal.h>' (it was in the mysql version, but it was deleted when I removed the mysql code.)

Last edited by bobbybee (2011-08-26 13:22:06)


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#92 2011-08-26 15:41:51

Nodog438
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Registered: 2011-06-10
Posts: 100+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

Wait, what
How do you make pets like the scripted ones in Club Penguin?


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#93 2011-08-26 17:34:21

bobbybee
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Registered: 2009-10-18
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

Make 'em in scratch, and have them follow you. (I don't really understand what you mean)


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#94 2011-08-26 18:58:18

Dinoclor
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Registered: 2010-06-10
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

YESS! It compiled!

So what do I do with it now?


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#95 2011-08-27 06:57:51

bobbybee
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Registered: 2009-10-18
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

Type './server' to start the server, and I'll upload an example application for you to try out. Use the first post for general guide of what to do, learn some stuff about remote sensor connections, (they're on the wiki, a link is on the first post) and try to make some small stuff. Soon, you may want to start with the MySQL version, but you can always implement something simple that just has a bunch of variables to store everything you need to have stored. It shouldn't be too complicated (I hope).


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#96 2011-08-27 10:03:58

Dinoclor
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Registered: 2010-06-10
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

Now I get this error:

ERROR Binding

When I run ./server.

Last edited by Dinoclor (2011-08-27 10:04:48)


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#97 2011-08-27 13:35:19

fanofcena
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Registered: 2008-07-03
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

@Bobbybee , instead of writing the server on c / C++ you might want to try out node.js first  big_smile  as that is evvent based and with things like socket.io for flash and well nodes inbuilt client event emitter thats much much more powerful and realtime with easyness of code then C or C++ (trust me i did both and for me Node.js is much much better then C++ )

1 more benifit is node.js runs flawlessly on all platforms so you dont have the above said bugs !  tongue

Last edited by fanofcena (2011-08-27 13:39:34)


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#98 2011-08-27 16:40:51

bobbybee
Scratcher
Registered: 2009-10-18
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

@Dinoclor
That means that you have the port set to something that was already binded (basically another application is using it). If it is the first time running the server, it is possible that another application uses the port you had it set to. If you ran it before, and the applications open are the exact same, then that means that my application could properly close (I had a fix implemented before, but it didn't do much). Wait about 5 minutes in between closing the server so the operating system registers that the application is closed. If the problem does not cease when the above instructions are perform, you may consider rebooting you system.

@Fanofcena, I haven't looked into node.js, but I would almost guarantee you that it would be much, much slower than pure vanilla C, as C is closer to the hardware. Also, this project was mostly done for a learning purpose, and i doubt would be practical in a real world application. Either way, if you looked at the code (which I'm starting to the doubt) you would know I have implemented an easier alternative to event based applications, and it benefits be because I have the implementation at my fingertips, and there is no reverse-engineering involved.


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#99 2011-08-27 22:18:15

Dinoclor
Scratcher
Registered: 2010-06-10
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

K, it's bound. However, I don't get what I'm supposed to do with the drawing project and what it's supposed to demonstrate. I'm finding this a little confusing...


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#100 2011-08-28 14:51:51

bobbybee
Scratcher
Registered: 2009-10-18
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

On computer 1:

1. Open scratch.
2. Open the drawing project.
3. A dialog should pop up that says "Remote sensors connection enabled"
4. Start the server
5. Open client.fla
6. Modify the host variable to your ip address.
7. Modify the port variable to match the port you have set in FireMMO's code. (If you didn't change the port it will be 7070)
8. Publish it to a mac executable
9. Close flash
10. Open client.app (it should be created in step 7)
11. Go back to scratch

On mac 2 (important that this one is a mac):
1. Copy client.app from computer 1 onto drive. (thumb drive comes to mind)
2. Download the drawing project
3. Open client.app
4. Open the drawing project
5. Again, the dialog box should pop up.
6. Drag the set variable block onto the workspace (no idea what its called)
7. Change the variable to host
8. Change the value to 0
9. Double click it
10. Drag it back to the block palette

On both computers click the green flag.

On computer 1 draw with the mouse
...and on computer 2 the design should appear (there are bugs, it will look distorted)

(I know that was a bit confusing and long, but that would be a life of programming. Feel free to ask any questions if you need to)


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