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255 chars at playerflags
When requesting the playerflags of the player (Client-RC), it will cutoff the textwidth to 255 chars.. can this be fixed or something? Its quite annoying.
Whenever I edit my attributes, it overwrites the old variables that contain more then 255 chars... I can't edit my attributes without that I mess something up.. |
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Maybe Skyld's Client RC doesn't contain that problem? You could always try it out if you havn't already. |
The scripted RC use something new (requesttext) for editing the flags separately, which doesn't have problems with the flags length. It would be possible to add that to the external RC too.
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Excuse my bluntness, but its a huge ass problem. I can't cache certain things in client flags because they'd be immediately cut off if attributes were edited, something that happens often during development.
And I'd really like it if there was some way to delete flags from client right when player logs off. |
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Actually, when for example opening a clients attributes or serverflags on NORMAL RC, the flags length also gets cutoff. So if you were to click on the "Apply" button, the strings get cutoff at 255 letters. This "problem" has been around for as long as Ive used RC, and thats a mighty long time now.
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Well, this 255 chars stuff just hates my mudlib >_>
Since, in my mudlib I store items as clientr.mud.item<ID> = { ... }; but the description of the item, plus requirment, stats, and attributes takes so much chars :[ So I gotta make a whole new mudlib, or wait until this can be taken care off.. |
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Indeed. Perhaps
clientr.mud.item22="banhammer",quantity,{additiona l buffs/mods}; Reference banhammer from either a file or dbnpc. |
I've made two mudlib so far, one was just by files (player fiels had information of what files the player had etc.. was totally laggy since it had to go to serverside all the time to get info), this is my second mudlib, but, I have quite alot of vars assigned to the item.. enchants, buffs, requirments, adds (when equipping), type, mode, etc.., but I might try a other mudlib with like
clientr.mud.item<ID> = { ... }; clientr.mud.item<ID>_info = { ... }; hmm.. atm I am making my third mudlib :] |
You need to go object-based like mine. Since you can store infinite number of variables in the item object and only reflect the ones you need to clientr flags, and that is only for displaying the player's inventory, everything else is done serverside.
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I simply define an array of what variables I want to display to client and they're searched for and writen to clientr flags. And I also use a function when getting the item data from clientr flags. mud_getitemrefvar(varname, itemid) So i'm not dependent on index of stuff in the array.
A good example of the usefulness of this is I only display the fullname on client. In the item object the full name is created from name_pre, name_suf, name_sl, and name_pl. For Prefix, Suffix, Singular and Plural. I'm sure its obvious how that goes. So if I used some spell called Disentigrate Weapon, it would reduce the damage of the active weapon and change the item's prefix to "Rusted" or something. And because the item would then have differences from the archetype its marked as unique and the new prefix and damage are saved with the item, then any operations done by archetype only don't include that item since its unique, something must be done to it by specific ID. |
Uhh...the character limit only happens when you /open your self o_o
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How retarded >_>
I hope this is fixed soon for the external RC. Also, Is there any way to fix this thing with the external RC where sometimes windows open with the edges outside of the screen, its really irritating when you have to move stuff back alot. |
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I had to move my archetype variable array and other mud stuff into a weapon because there are like 30+ and I think it was getting cut off or about to be.
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Sorry for double-post but I would like to know if this is going to be fixed soon -_- I can't imagine why it would be that difficult.
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I don't see anything that is cutting the flags, it's only a problem for the old RC with supports a maximum of 220 characters per flag.
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Stefan simply test it out for yourself, make a very large string and open it in RC then check to see if it cuts, then there is no doubt.
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It does cut in RC. RC is what cuts it o_o
Graal doesn't. |
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Well its working fine for me, 350+ characters without problems
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You're using the normal RC version and even on a normal server?
Well, here are two pictures to show you what I did. For the first one, I made a simple script to write a string to client flags with the numbers 1 to 199. I had the last 5 characters of the string displayed on RC immediately afterwards to verify if the string was right. Next I opened the player's attributes and saved again without changing anything in it. Then I opened the script back up and commented out the string writing part and simply displayed the last 5 characters on RC again, notice how they've been cut off. And in both cases the horizontal scroll is all the way to the right. Edit: I went back and checked the length of the string and got 208, if this helps at all. |
I have already said that the external RC/RC2 are limited to flags of 220 characters. The question here is about the client-rc/scripted-RC
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Hm, I must have missed that then, my fault.
... So why the hell is it limited? Does it have something to do with GTK+ or so? I really hope you can fix this soon. |
Because that is how RC was coded a while back...each line in your flags was to only be 255 characters long (I guess for memory? o_O)
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Oh cool, it's been released?
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bump
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So the scripted one also cuts to 255 chars.. :[ |
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Trying to open certain accounts on Zodiac causes RC to crash >_<. Too much data for RC to handle ;).
Mainly Yen's bad mud handling but it's still annoying. |
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