What is Mango Roleplay? Mango is an emulator originally programmed and developed by 1ntel. Although its missing features, I found that it would be perfect for a barebone generic roleplay emulator and so I started development. Being barebone, this means the emulator will only have the basic features of a roleplay included.
Not only is the code clean and wonderful to work with, I have thought through the project thoroughly alongside making changes to the original source code where memory usage and performance could be maintained.
I don't plan on making this project long however I thought it would be nice to have a thread going. This project was started yesterday morning and I've already got most of the core features done. Opposed to other roleplay emulators, I'd say this would be one of the cleanest roleplay bases to date once completed. Ofcourse there is most likely going to be one or two things that I can clean up. I can release revisions if need be although I don't plan to.
Not to be offensive to other developers but the current choice of roleplay emulators isn't good at all. Where as they 'do what it says on the tin', the quality of code isn't up to standard.
This project is currently under reviewal and has been completed. I'm attempting to finish the process within spare time that I have. This is not an easy process and I'm currently conflicted with work in real life. So please bare with me.
Ingame snippets are available throughout the thread, so feel free to take a scroll through!
(I know this should have been released a while ago but I'm up to my knees with actual work, I shall finish when I get the time to do so)
13-05-15
MrSpooks
Re: MangoRP - Generic Roleplay Emulator
Good luck with the project. It will be interesting to see what you can come up with!
13-05-15
Francis Joseph
Re: MangoRP - Generic Roleplay Emulator
Banking System is complete, alongside the interaction for atm machines.
Also had to update some packet headers due to some issues.
13-05-15
Jordan34
Re: MangoRP - Generic Roleplay Emulator
A very good project, good luck with the project.
13-05-15
Jonteh
Re: MangoRP - Generic Roleplay Emulator
1 class per command? Gross.
13-05-15
Francis Joseph
Re: MangoRP - Generic Roleplay Emulator
Each command is implemented through an interface.
This means that each command has a template to follow and the parsing for the suggested command is a much neater process.
One class per command is a clean and manageable approach rather then using a switch.
It's what mango already came with and even if it didn't, I'd still implement one regardless.
So I hope when you say gross, you say that out of preference. :sleep:
13-05-15
Jonteh
Re: MangoRP - Generic Roleplay Emulator
Quote:
Originally Posted by TheEdit0r
Each command is implemented through an interface.
This means that each command has a template to follow and the parsing for the suggested command is a much neater process.
One class per command is a clean and manageable approach rather then using a switch.
It's what mango already came with and even if it didn't, I'd still implement one regardless.
So I hope when you say gross, you say that out of preference. :sleep:
I say gross because that is my opinion.
Good luck
13-05-15
Oliveri
Re: MangoRP - Generic Roleplay Emulator
This seems real nice project, looking forward to it! Any idea when will it be released/when are you ready?
Good luck.
13-05-15
Robot
Re: MangoRP - Generic Roleplay Emulator
Good luck on the development, Cannot wait to see how it turned out in the end.
13-05-15
Abduction
Re: MangoRP - Generic Roleplay Emulator
neat, good luck
14-05-15
Francis Joseph
Re: MangoRP - Generic Roleplay Emulator
Weapon Management is now complete.
User weapons are now handled through a component initialized by the suggested user.
Weapons are stored in the database, from there you can personal or add weapons.
Down to there distance, ammo and other attributes.
Whats next?
I have a small list today and CorporationEmployees are to be removed.
They will use a component initialized by the suggested user like weapons.
- - - Updated - - -
The Ranking system and management have been completed.
Nice work Francis, I wish you the best of luck with this project.
Its nice to finally see somebody use Mango, especially turning it into a role-play.
15-05-15
iGalaxy
Re: MangoRP - Generic Roleplay Emulator
Quote:
Originally Posted by Jonteh
Sure it could be good, but I doubt anyone in this section will use it like that and I just don't think that it's needed in a Habbo Emulator to make a new class for each command. Personal preference, I don't like to overdo things.
In other words you don't like to write clean and easy to maintain code.
15-05-15
Jonteh
Re: MangoRP - Generic Roleplay Emulator
Quote:
Originally Posted by iGalaxy
In other words you don't like to write clean and easy to maintain code.
In other words I like to find my own approach to things like this, such as a scripting plugin system. I don't like the idea of having to make a new class for each command.
15-05-15
Francis Joseph
Re: MangoRP - Generic Roleplay Emulator
Quote:
Originally Posted by Jonteh
In other words I like to find my own approach to things like this, such as a scripting plugin system. I don't like the idea of having to make a new class for each command.
But wouldn't a scripting plugin system be more over the top then a command manager? :wink:
- - - Updated - - -
This is just a short update, I'm looking to come off the current build of Mango.
Would you prefer an update to one of the latest builds, RELEASE63-201504231229-352136561.
Or keeping it basic and updating off a few builds from the current one.
Please let me know because I need to make this decision today.
If I choose to go to RELEASE63-201504231229-352136561, please note that
I will only program headers that I currently need. Others will not be accessible
as I'll be removing swf components through the xml.
Thanks! :):
15-05-15
iGalaxy
Re: MangoRP - Generic Roleplay Emulator
@TheEdit0r that's your decision. Habbo retro softwares should be produced in a product oriented approach.
15-05-15
Moogly
Re: MangoRP - Generic Roleplay Emulator
Quote:
Originally Posted by TheEdit0r
Each command is implemented through an interface.
This means that each command has a template to follow and the parsing for the suggested command is a much neater process.
One class per command is a clean and manageable approach rather then using a switch.
It's what mango already came with and even if it didn't, I'd still implement one regardless.
So I hope when you say gross, you say that out of preference. :sleep:
One class per command is not manageable. I prefer the idea from Woodpecker (maybe from Thor) where you have classes for commands based on rank (Global,VIP / HC, Moderator, Administrator), and if they don't have that level of access the command isn't even loaded into memory for their instance, added security. Much more manageable to work on 500+ commands if they're in their respective classes than if they're spread accross 500+ files. Also you repeat a lot less code (which is much better) by putting them together than by dividing them.
Just my observation, not my opinion, but my experience. Not trying to bring you down, but make you consider the facts.
15-05-15
Francis Joseph
Re: MangoRP - Generic Roleplay Emulator
Quote:
Originally Posted by Moogly
One class per command is not manageable. I prefer the idea from Woodpecker (maybe from Thor) where you have classes for commands based on rank (Global,VIP / HC, Moderator, Administrator), and if they don't have that level of access the command isn't even loaded into memory for their instance, added security. Much more manageable to work on 500+ commands if they're in their respective classes than if they're spread accross 500+ files. Also you repeat a lot less code (which is much better) by putting them together than by dividing them.
Just my observation, not my opinion, but my experience. Not trying to bring you down, but make you consider the facts.
Mango uses a permission management system, based on the parsing players rank and if they have the permissions necessary to use a command.
The parse method in the CommandManager is what handles if the player has the necessary permissions. Then it executes the 'parse' method in the suggested command. So security isn't a problem. :):
But wouldn't a scripting plugin system be more over the top then a command manager? :wink:
- - - Updated - - -
This is just a short update, I'm looking to come off the current build of Mango.
Would you prefer an update to one of the latest builds, RELEASE63-201504231229-352136561.
Or keeping it basic and updating off a few builds from the current one.
Please let me know because I need to make this decision today.
If I choose to go to RELEASE63-201504231229-352136561, please note that
I will only program headers that I currently need. Others will not be accessible
as I'll be removing swf components through the xml.
Thanks! :):
Phoenix 2.0 had a LUA plugin system that was really nice and easy to use. If I were to make something like a command manager, then it'd be similar to that and probably support more than just commands.
But I only really see it being useful in a closed source environment, because, usually when I add commands I'm adding other features to my Emulator as well, so it's basically impossible to avoid a reboot.
Also, you should stay at your current release. You can modify the SWF much easier and remove things from the menu and disable features easier which you need to do if you own a RP.
15-05-15
The General
Re: MangoRP - Generic Roleplay Emulator
Quote:
Originally Posted by Moogly
One class per command is not manageable. I prefer the idea from Woodpecker (maybe from Thor) where you have classes for commands based on rank (Global,VIP / HC, Moderator, Administrator), and if they don't have that level of access the command isn't even loaded into memory for their instance, added security. Much more manageable to work on 500+ commands if they're in their respective classes than if they're spread accross 500+ files. Also you repeat a lot less code (which is much better) by putting them together than by dividing them.
Just my observation, not my opinion, but my experience. Not trying to bring you down, but make you consider the facts.
Why instantiating every command for every player?
Having every command being a derived class from some abstract command class makes it fairly easy to implement new commands. Store them as key value pair with :command - command object. When someone enters a command it just gets the instance from the list and runs the execute method. Using events would simplify this even more.
15-05-15
dominic
Re: MangoRP - Generic Roleplay Emulator
Quote:
Originally Posted by Moogly
One class per command is not manageable. I prefer the idea from Woodpecker (maybe from Thor) where you have classes for commands based on rank (Global,VIP / HC, Moderator, Administrator), and if they don't have that level of access the command isn't even loaded into memory for their instance, added security. Much more manageable to work on 500+ commands if they're in their respective classes than if they're spread accross 500+ files. Also you repeat a lot less code (which is much better) by putting them together than by dividing them.
Just my observation, not my opinion, but my experience. Not trying to bring you down, but make you consider the facts.
Though what if Administrators have a command that Moderators also should have? Then you'd have to replicate it in either Administrator or Moderator class.. :)
15-05-15
Caustik
Re: MangoRP - Generic Roleplay Emulator
Quote:
Originally Posted by Dominicus
Though what if Administrators have a command that Moderators also should have? Then you'd have to replicate it in either Administrator or Moderator class.. :)
Use a parent class?
15-05-15
dominic
Re: MangoRP - Generic Roleplay Emulator
Quote:
Originally Posted by Caustik
Use a parent class?
You'd still have to replicate the command within one of them?
15-05-15
The General
Re: MangoRP - Generic Roleplay Emulator
Quote:
Originally Posted by Dominicus
Though what if Administrators have a command that Moderators also should have? Then you'd have to replicate it in either Administrator or Moderator class.. :)
Give every command an permission node. Have in your database an table with all the permission nodes as individual columns.
Then you can create a rank and set custom permission nodes per rank. Then once someone triggers the command it first checks if the rank someone is on has the permission node for that specific command. If they do it will execute the command.
If it is too difficult for you to undertand I'll hapilly provide an snippet from Arcturus.
15-05-15
dominic
Re: MangoRP - Generic Roleplay Emulator
Quote:
Originally Posted by The General
Give every command an permission node. Have in your database an table with all the permission nodes as individual columns.
Then you can create a rank and set custom permission nodes per rank. Then once someone triggers the command it first checks if the rank someone is on has the permission node for that specific command. If they do it will execute the command.
If it is too difficult for you to undertand I'll hapilly provide an snippet from Arcturus.
That's nowhere near the same method that Moogly explained, lol.
15-05-15
Francis Joseph
Re: MangoRP - Generic Roleplay Emulator
Quote:
Originally Posted by Dominicus
That's nowhere near the same method that Moogly explained, lol.
TheGeneral has got it spot on for how the permissions node works.
Moogly's way would only waste resources where they could be saved.
Always keep the grounds simplistic and clean.
16-05-15
Francis Joseph
Re: MangoRP - Generic Roleplay Emulator
Hello, thought I'd drop an update by since I've been working on the RP for the past two hours.:):
A lot of other stuff was completed tonight too such as timers and what not.
It's also come to my attention so I should upload in-game screenshots.
I shall do this tomorrow whilst testing features.
If on schedule and I stop playing counterstrike so often then I should be ready to release within the next two days.
16-05-15
KyleeIsProzZ
Re: MangoRP - Generic Roleplay Emulator
Quote:
Originally Posted by TheEdit0r
Hello, thought I'd drop an update by since I've been working on the RP for the past two hours.:):
A lot of other stuff was completed tonight too such as timers and what not.
It's also come to my attention so I should upload in-game screenshots.
I shall do this tomorrow whilst testing features.
If on schedule and I stop playing counterstrike so often then I should be ready to release within the next two days.
Amazing progress, I have been watching this development since you started it and honestly I don't play RP much, probably because there is no Roleplay Emulators out there currently that are good and obviously lack everything and are not stable. But this looks promising, can't wait for it's release. Looking at your code, I say there is nothing wrong with using underscores or methods you have been using, I use it. Forget the haters, Mango is an awesome base to work with. :ott::):
17-05-15
Moogly
Re: MangoRP - Generic Roleplay Emulator
Quote:
Originally Posted by The General
Give every command an permission node. Have in your database an table with all the permission nodes as individual columns.
Then you can create a rank and set custom permission nodes per rank. Then once someone triggers the command it first checks if the rank someone is on has the permission node for that specific command. If they do it will execute the command.
If it is too difficult for you to undertand I'll hapilly provide an snippet from Arcturus.
You mean what Phoenix did? TERRIBLE!
Quote:
Originally Posted by TheEdit0r
TheGeneral has got it spot on for how the permissions node works.
Moogly's way would only waste resources where they could be saved.
Always keep the grounds simplistic and clean.
Waste resources? Explain.
17-05-15
iGalaxy
Re: MangoRP - Generic Roleplay Emulator
Quote:
Originally Posted by Moogly
You mean what Phoenix did? TERRIBLE!
Waste resources? Explain.
It would save a query.
17-05-15
Francis Joseph
Re: MangoRP - Generic Roleplay Emulator
Quote:
Originally Posted by Moogly
You mean what Phoenix did? TERRIBLE!
Waste resources? Explain.
Have you actually had a look at Mango, Moogly?
You might want to go ahead and do that before attempting to come to a conclusion of how it handles commands?
It saves you from looking a bit silly. :):
Secondly lets be realistic. 500+ commands for a roleplay? this won't occur. As the file structure was shown, commands have their own relative folder. Commands are loaded into a dictionary. There is a seperate permission manager. When the command is parsing if finds the command with the relative tag. Once its found the command and got the suggested interface. It then checks the parsing client has the required permissions and rank necessary. If not, then no access.
What's so hard to understand? This approach is far better then the one you tried to offer regarding Woodpecker.
17-05-15
The General
Re: MangoRP - Generic Roleplay Emulator
Quote:
Originally Posted by Moogly
You mean what Phoenix did? TERRIBLE!
Explain to me why it was terrible? You could set permission nodes for each individual rank instead of having all ranks have the permission nodes from its lower ranks.
Also this way you're able to set custom permissions per user making it even more dynamic.
17-05-15
jaden83
Re: MangoRP - Generic Roleplay Emulator
Trying to diss Francis's RP emulator? :lol: At the end of the day you'll always look silly!
Goodluck with this again.
18-05-15
seanrom
Re: MangoRP - Generic Roleplay Emulator
Why not make a value based permission system?
18-05-15
KyleeIsProzZ
Re: MangoRP - Generic Roleplay Emulator
How's Development coming along? @TheEdit0r
When do you think, you will release it :). Looking forward to using it.
18-05-15
Francis Joseph
Re: MangoRP - Generic Roleplay Emulator
Quote:
Originally Posted by KyleeIsProzZ
How's Development coming along? @TheEdit0r
When do you think, you will release it :). Looking forward to using it.
I've finished everything but gangs, infact everything has been at this state for the past two days.
The only reason, I'm held back at the moment is because I messed up on some packet headers
and can't find the original version of Mango to revert the packets back to their original state.
The only version available with its original source is FatalLuz version which has the majority of headers missing. I had a copy of the original but I have mistakenly deleted it so I'm unsure of what is right and what is wrong.
Once I can sort this out, I need to do testing of the newer components that I've programmed, overview of the emulator and then I shall be ready to release.
The overview process will only take a few hours but its on hold until can sort my school boy error on the headers.
I'll take a look into it again now, it I manage to find the correct headers once again then I can release it by tomorrow evening. :):
18-05-15
RickyMeekle123
Re: MangoRP - Generic Roleplay Emulator
can't wait for this project! - Good luck!
21-05-15
RickyMeekle123
Re: MangoRP - Generic Roleplay Emulator
Is this project still in development cause I know some developers don't finish their work and they give up.
21-05-15
Francis Joseph
Re: MangoRP - Generic Roleplay Emulator
You think I'd stop after everything but arrows was complete?
Some stuff irl that I'm sorting out.
I didn't realize alot of people were waiting, I'll get it pushed out when I can.
A tiny bit busy for the next two days.
24-05-15
Francis Joseph
Re: MangoRP - Generic Roleplay Emulator
Hiya,
Finally got a break off from life. I'm not on my development laptop however hopefully I'll get it released within this week. Features are complete but I'm testing and simplifying code where I can.
I took advice based on your user import and haven't changed versions. However I've changed packets accordingly, so your not missing out on anything. You can also thank @Leon for helping with packet orientated stuff and helping with a few other things.
I'm not sure what to put here in terms of screenshots? So here's me doing random operations throughout the game.
I'll update this thread tonight with a list of features integrated and the command list.
As for the code, its pretty wonderful. So if you have any requests for snippets then just ask.
Are there any other features that anyone would like me to add? so long as they're not large features then they can be programmed.
p.s SWF editing will not occur until I've finished my testing period.
- - - Updated - - -
Roleplay configuration and settings can be altered in the RoleplayStaticSettings.cs.
I know its not exactly noob friendly but the reason I'm making this emulator is to try get more people involved with coding.
Other then that, this emulator noob friendly.
Timers can be added and I've left guidelines behind for the user to follow.
I shall also be writing a small documentation to make it easier to find where things are.
Yeah but your opinion doesn't really have much clout considering your code is famously messy, awful and strewn with exploits.
All the best with the project, Francis :cool:
24-05-15
Jake Morency
Re: MangoRP - Generic Roleplay Emulator
Hey Francis
The development seems to be going good.
Just wanted a quick answer if you could As we all know Mango emulator
had missing features like cfh system and mod tools etc...
Do you think you will be adding those? or will you be making it open source
where others can code that?
24-05-15
Francis Joseph
Re: MangoRP - Generic Roleplay Emulator
100% Open source.
In response to your cfh system and mod tools questions,
I've set all permissions in place for what ranks can access what.
So all you have to do is mark yourself with a rank in the `users` table.
24-05-15
Robot
Re: MangoRP - Generic Roleplay Emulator
I'm really looking forward to the end result, great work on this!
25-05-15
Explote
Re: MangoRP - Generic Roleplay Emulator
Will the one way gate system be implemented? In a way that only working users can go through a certain gate, alive users through one, people that aren't jailed/dead through another etc?
25-05-15
Francis Joseph
Re: MangoRP - Generic Roleplay Emulator
Quote:
Originally Posted by Explote
Will the one way gate system be implemented? In a way that only working users can go through a certain gate, alive users through one, people that aren't jailed/dead through another etc?
Already implemented.
Just a quick update, the 'Roleplayer Lifestyles' system has been removed.
It didn't really wow me and seemed pointless to have included so its now gone.
This was intended so that users could retrieve some sort of powerup upon signing up.
- - - Updated - - -
Added an automatic time conversion static method.
It's based on multiplication, percentage and division.
Returns a string based on the ticks given and interval given.
This makes a chance since most roleplaying servers simply go by the tick and don't have the actual time in the format of (M:S).
Right now, I'm doing the default spawn points and then arrows!
Sorry got distracted. However spawn points are now finished for hospital, jail, public locations, etc.
Example hospital scenario.
Once you are locked onto a bed, you can not move until your time is up.
If a bed currently has a user on, then it will search for another spot free.
If EVERY bed has a user on, then it will begin overlapping users so for obvious reasons.
Feeling to have a go at pixel art again.
Let me know.
25-05-15
Explote
Re: MangoRP - Generic Roleplay Emulator
Arrows, much more recognisable for an RP :)
- - - Updated - - -
Also, if there isn't already would you be able to implement an energy system? Example, 100 energy, each hit/shot takes 5 energy, get more energy by sleeping/using drinks machines :) Thanks
25-05-15
Francis Joseph
Re: MangoRP - Generic Roleplay Emulator
Quote:
Originally Posted by Explote
Arrows, much more recognisable for an RP :)
- - - Updated - - -
Also, if there isn't already would you be able to implement an energy system? Example, 100 energy, each hit/shot takes 5 energy, get more energy by sleeping/using drinks machines :) Thanks
Already implemented. :-)
26-05-15
SubDababa
Re: MangoRP - Generic Roleplay Emulator
Quote:
Originally Posted by Explote
Arrows, much more recognisable for an RP :)
- - - Updated - - -
Also, if there isn't already would you be able to implement an energy system? Example, 100 energy, each hit/shot takes 5 energy, get more energy by sleeping/using drinks machines :) Thanks
Checkpoints. Or maybe both?
26-05-15
Francis Joseph
Re: MangoRP - Generic Roleplay Emulator
Today I've thought about the architecture and how resources could be saved.
Every roleplaying emulator I've encountered, normally saves their timer data in the database.
This is not necessary whatsoever and can be avoided.
For jail inmates, there is a JailManager class, which contains a collection of all active roleplayers whom are in jail.
Upon loading, there data is checked to see if its contained within the jailed inmates collection.
If so, then their timer definition is set against the instance within the jailed inmates collection.
The same applicable method is applied to the hospital.
How would this work for individuals who use the 'rob' command and need a cooldown, you may ask? simple.
The same protocol for the jailed system although this time it goes against the wanted manager. When a user robs another user, they are placed on the wanted list.
This means there is NO need whatsoever to save timer definitions into the database.
It's simply a waste when the roleplayer's timer data could be cached and saved if need be.
I've also notice that Mango uses unnecessary resources where it doesn't need to use them.
This in terms of creating collections where they don't need to be created and the disposal processes.
It's the little things that count.
27-05-15
Francis Joseph
Re: MangoRP - Generic Roleplay Emulator
Couldn't sleep so went ahead and implemented a few things.
- Bank robberies can be started by going to the bank vault.
Each robbery takes around ten minutes, without leaving the vault.
If you are arrested, hospitalized or leave the vault, the process is cancelled.
- Wanted system similar to GTA has been implemented.
The wanted enum value goes up depending on a random probability.
On a side note, here's a lovely list of all the commands currently programmed.
Spoiler:
Code:
Register("clearbounties", new ClearBountiesCmd());
Register("placebounty", new PlaceBountyCmd());
Register("viewbl", new ViewBountiesCmd());
Register("demote", new CorpDemoteCmd());
Register("fire", new CorpFireCmd());
Register("hire", new CorpHireCmd());
Register("promote", new CorpPromoteCmd());
Register("viewworkers", new CorpViewWorkers());
Register("superdemote", new SuperDemoteCmd());
Register("superfire", new SuperFireCmd());
Register("superhire", new SuperHireCmd());
Register("superpromote", new SuperPromoteCmd());
Register("superviewworkers", new SuperViewWorkersCmd());
Register("addwanted", new AddWantedCmd());
Register("arrestcmd", new ArrestCmd());
Register("releaseall", new ReleaseAllCmd());
Register("release", new ReleaseCmd());
Register("stun", new StunCmd());
Register("unstun", new UnstunCmd());
Register("viewprisoners", new ViewPrisonersCmd());
Register("viewwl", new ViewWantedCmd());
Register("bail", new BailCmd());
Register("balance", new BalanceCmd());
Register("deposit", new DepositCmd());
Register("hit", new HitCmd());
Register("offer", new OfferCmd());
Register("quitwork", new QuitWorkCmd());
Register("rob", new RobCmd());
Register("shoot", new ShootCmd());
Register("stab", new StabCmd());
Register("startwork", new StartWorkCmd());
Register("stopwork", new StopWorkCmd());
Register("taxi", new TaxiCmd());
Register("text", new TextCmd());
Register("withdraw", new WithdrawCmd());
Register("startrobbery", new StartRobberyCmd());
Register("givearmour", new GiveArmourCmd());
Register("giveenergy", new GiveEnergyCmd());
Register("givehealth", new GiveHealthCmd());
Register("kill", new KillCmd());
- - - Updated - - -
- Hunger and Energy timers are now completely implemented.
- You can get something to eat from a snack machine or a restaurant.
- You can get something to drink from a drinks machine or a restaurant.
I realize the animation for the handitem doesn't appear and I'll fix the issue in the morning.
27-05-15
Droppy
Re: MangoRP - Generic Roleplay Emulator
An idea would be to you add some kind of integration of money, wanted level, etc with HTML, and get informations from emulator in real time...
If I'm right Mango Emu have an command to run, right? You could tweak a little bit of this command incase your current user effect is a car, for you to be able to move faster in this case, and not just go around with the same speed as a normal user would do...
And an hability to buy perks in catalogue would be cool aswell
27-05-15
Francis Joseph
Re: MangoRP - Generic Roleplay Emulator
Quote:
Originally Posted by Droppy
An idea would be to you add some kind of integration of money, wanted level, etc with HTML, and get informations from emulator in real time...
If I'm right Mango Emu have an command to run, right? You could tweak a little bit of this command incase your current user effect is a car, for you to be able to move faster in this case, and not just go around with the same speed as a normal user would do...
And an hability to buy perks in catalogue would be cool aswell
I have considered this since using NodeJS and SocketIO but then I didn't want to give the community too much since it was generic, haha.
As for cars, I have considered this. I'll implement a car manager today so users can purchase cars or what not.
The catalogue perks idea sounds cool too! I have a good look at that later.
27-05-15
Caustik
Re: MangoRP - Generic Roleplay Emulator
Why not use SSE? Node isn't really needed for a simple stats endpoint.
28-05-15
Francis Joseph
Re: MangoRP - Generic Roleplay Emulator
Quote:
Originally Posted by Caustik
Why not use SSE? Node isn't really needed for a simple stats endpoint.
No thank you, it shalt be implemented.
28-05-15
Francis Joseph
Re: MangoRP - Generic Roleplay Emulator
- Vehicle Management is now complete.
- Vehicles can have adjustable maximum speed, maximum fuel and price.
- Credit to @Droppy for his nice idea.
I'm almost finished with the emulator and in the final stages of reviewing!
After reviewing, I just have the swf editing to do and I shall be done.
So are you gonna use SSE instead of bundling Node?
28-05-15
Francis Joseph
Re: MangoRP - Generic Roleplay Emulator
Quote:
Originally Posted by Caustik
So are you gonna use SSE instead of bundling Node?
It's not being implemented, Node or SSE.
I don't want to drift off topic so I won't say why I'd use Node. :laugh:
28-05-15
Diddy
Re: MangoRP - Generic Roleplay Emulator
Your a generally nice guy, with a good understanding of C#. I have no use for this emulator as I do not own a RP but I have enjoyed following this development. Keep up the great work man.
30-05-15
Francis Joseph
Re: MangoRP - Generic Roleplay Emulator
The development journey is not over just yet!
Still testing and what not.
- Super commands can be preformed by moderators. They allow moderators to override the default requirements of a command.
For example, a moderator could you :superfire and automatically fire a player from a corporation even though they are not a member of staff nor manager at the suggested corporation.
Spoiler:
- Using the superhire command.
You can either use a corporations id or a corporations name.
If I finish reviewing tonight, I think I'll code some game modes because why not!
- - - Updated - - -
Getting stressed out due to a Visual Studios error that makes me restart debugging whenever I make edits.
Any how tonight I shall be,
- Programming minigames such as Team Deathmatch and any others if I can think of them.
Not open to ideas as I'd rather not have every roleplay having unique gamemodes.
- Programming fishing, the idea just occurred to me but I'm not sure what you can do with the fish after.
30-05-15
Droppy
Re: MangoRP - Generic Roleplay Emulator
@TheEdit0r I know this would be a long shoot but a gaming system would be cool. I'm thinking exactly on Chess. You can do it by: when you click a char it chooses, and shows your free movements, and it teleports to the correct location. Would be hard to implement the logic, but I think you are up for this! No need to do an AI though, just do basic chess moves (doesn't even need to do special buns like roque and all), and instead of an AI just make it multiplayer (2 users at the time). Put the clothes from each char and that's it. Oh, and remember to add tiles (black and white) to the ground automactly!
Would be such a good idea to have such unique feature in a emulator.
Loving the development so far, keep the good work!
* Games such as Tic-Tac-Toe would also be a great idea! *
30-05-15
Francis Joseph
Re: MangoRP - Generic Roleplay Emulator
Quote:
Originally Posted by Droppy
@TheEdit0r I know this would be a long shoot but a gaming system would be cool. I'm thinking exactly on Chess. You can do it by: when you click a char it chooses, and shows your free movements, and it teleports to the correct location. Would be hard to implement the logic, but I think you are up for this! No need to do an AI though, just do basic chess moves (doesn't even need to do special buns like roque and all), and instead of an AI just make it multiplayer (2 users at the time). Put the clothes from each char and that's it. Oh, and remember to add tiles (black and white) to the ground automactly!
Would be such a good idea to have such unique feature in a emulator.
Loving the development so far, keep the good work!
* Games such as Tic-Tac-Toe would also be a great idea! *
Sounds like a cool idea, I can always give it a shot. Today, I've been working on the swf. :love:
I've found a way to re-enable some old habbo bootstraps still present.
I just want to see what unique things I could add not just programming wise.
That's hella cool now won't have to worry about adding a top bar and etc!
31-05-15
NoBrain
Re: MangoRP - Generic Roleplay Emulator
Will the health and energy bars increase / decrease or just update the text?
31-05-15
Francis Joseph
Re: MangoRP - Generic Roleplay Emulator
Quote:
Originally Posted by ησвяαιη
Will the health and energy bars increase / decrease or just update the text?
Just the text increases and decreases in realtime. :):
31-05-15
KyleeIsProzZ
Re: MangoRP - Generic Roleplay Emulator
Amazing progress BRO.
Can't wait till released. Love everything.
Love the top bars and the way they update in real time.
01-06-15
Oliveri
Re: MangoRP - Generic Roleplay Emulator
I have an suggest;
Make the gangs go to the "tags"-section. For example, Gang - Owner or Gang - Recruit.
Have you implented any gang commands?
01-06-15
Francis Joseph
Re: MangoRP - Generic Roleplay Emulator
Quote:
Originally Posted by Theft
I have an suggest;
Make the gangs go to the "tags"-section. For example, Gang - Owner or Gang - Recruit.
Have you implented any gang commands?
Already thought about this but tags aren't available in this build as far as I'm aware of.
The entire gang management system needs to be implemented.
Should only take me around half an hour.
Just been a bit occupied with work and tiny lack of motivation.
That's the last thing on my list.
Still implementing other things and then after that, I have to optimize the emulator its self. Outside of an RP perspective.
01-06-15
Oliveri
Re: MangoRP - Generic Roleplay Emulator
Maybe it'll motivate if i tell you there will be many retros using this? :)
01-06-15
Explote
Re: MangoRP - Generic Roleplay Emulator
Just wondering if roomads will be in this? Also what about commands such as the usual staff commands, summon etc? aswell as ;give x amount for giving credits for normal users?
02-06-15
Francis Joseph
Re: MangoRP - Generic Roleplay Emulator
Quote:
Originally Posted by Explote
Just wondering if roomads will be in this? Also what about commands such as the usual staff commands, summon etc? aswell as ;give x amount for giving credits for normal users?
Yes standard staff commands are in there and ofcourse normal users have the standard set of roleplay commands as I previously listed before...
As for roomads, I haven't checked if they are existing in Mango and have no plan to implement them.
Incredibly sorry for lack of update but I've been conflicted with work in real life.
I'm unsure of when the Mango reviewal process be completed due to this.
I'll try my best but at the moment, real life my main focus.
I will however, update this thread whenever the emulator changes or
something new has been completed or finished reviewal.
I have updated the original main thread post with new code snippets
and the reviewal listing so you atleast know the current state of
progress. Everything is completed but gangs at the moment.
Incredibly sorry for lack of update but I've been conflicted with work in real life.
I'm unsure of when the Mango reviewal process be completed due to this.
I'll try my best but at the moment, real life my main focus.
I will however, update this thread whenever the emulator changes or
something new has been completed or finished reviewal.
I have updated the original main thread post with new code snippets
and the reviewal listing so you atleast know the current state of
progress. Everything is completed but gangs at the moment.
Please bare with me in this time,
Thank you.
Just keep cool and take your time mate, You're doing a great job stick with it!
At 14:49pm, MangoRP Emulator was completed.
I'm unsure of when it shall be released as I still need to archive and upload the files.
Thank you all for your support and hopefully we can see some amazing work done to Mango.
Both on the original and on the rp edition.
My only wish is that renames do not occur and credits are not removed.
Not only is it obvious due to the fact that the swf is unique but its disrespectful in the long run.
This is my only wish and if you could respect me enough to do so then that would be amazing.
I'm evident there are no bugs whatsoever however, I will release an update every so often
with more features if all goes well.
At 14:49pm, MangoRP Emulator was completed.
I'm unsure of when it shall be released as I still need to archive and upload the files.
Thank you all for your support and hopefully we can see some amazing work done to Mango.
Both on the original and on the rp edition.
My only wish is that renames do not occur and credits are not removed.
Not only is it obvious due to the fact that the swf is unique but its disrespectful in the long run.
This is my only wish and if you could respect me enough to do so then that would be amazing.
I'm evident there are no bugs whatsoever however, I will release an update every so often
with more features if all goes well.
Awesome news mate, I've been watching this development from day 1 and I've been impressed, Cannot wait to see it live :)
13-06-15
MrSpooks
Re: MangoRP - Generic Roleplay Emulator
Amazing great to see a dev actually get finished and be released.
13-06-15
KyleeIsProzZ
Re: MangoRP - Generic Roleplay Emulator
Quote:
Originally Posted by TheEdit0r
https://forum.ragezone.com/cache.php...%2520ready.gif Well this is the end, my friends.
At 14:49pm, MangoRP Emulator was completed.
I'm unsure of when it shall be released as I still need to archive and upload the files.
Thank you all for your support and hopefully we can see some amazing work done to Mango.
Both on the original and on the rp edition.
My only wish is that renames do not occur and credits are not removed.
Not only is it obvious due to the fact that the swf is unique but its disrespectful in the long run. This is my only wish and if you could respect me enough to do so then that would be amazing.
I'm evident there are no bugs whatsoever however, I will release an update every so often
with more features if all goes well.
Well done. Can't honestly wait to see the release thread! and to have it live and running. I've been watching this development from the day you posted the thread and I have to say I've seen lovely work. I thought it would take much longer though, but I was wrong. :). Glad to see a dev actually finished especially a RP emulator cause lets face it, a rp emulator is and was always needed since others are terrible.
15-06-15
Explote
Re: MangoRP - Generic Roleplay Emulator
Looks really good, nice to see a developer finish something :) Any estimate on a release date for this?
16-06-15
Francis Joseph
Re: MangoRP - Generic Roleplay Emulator
Quote:
Originally Posted by Explote
Looks really good, nice to see a developer finish something :) Any estimate on a release date for this?
No idea as of yet but it shalt be long. I'll upload the thread when so. :):
Something has recently happened in real life and I'm taking a short break from retros.
Not that it concerns you whatsoever TheGeneral nor does it concern your sly comments.
I don't know why you're saying "/surprise" as if you know me on a personal level to know what my characteristics are like.
Secondly, isn't it a bit ironic that you're attempting to say its not going to release when your Arcturus thread has closed a number of times that only God knows. Please remove yourself from further discussion of my plans to save yourself further embarrassment. @TheGeneral
The emulator is completed and shall be released when I'm ready.
If you wish to doubt me then go ahead, its still going to be released when I'm ready.
I'm not here to please anyone so I'll wait until I WANT to release it.
Right now, I don't need to deal with this and its really not a priority as of now.
Sorry if I sound like a dick but personal matters come first when arisen.
You take as long as you need. we can clearly see you have put a lot of work in to the emulator and at some point it shall be released,
as @Caustik said if you are not ready your not ready.
Ignore the stupid comments.
And I do hope everything is okay and you work things out soon :)
24-06-15
Droppy
Re: MangoRP - Generic Roleplay Emulator
If he ain't ready, he ain't ready. I believe that the OP eventually will release his server, as the best time as he fits convenience. I won't talk about this matter anymore unless there's actuall some proof that the OP will not release it, so far he didn't gave any, so as far as I'm concern this matter should be over.
Next chats regarding this, without proof, will take a warning.