Biocross Server Management System
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FLRead is now being released to the community it is a part of the BiocrossMasterLibrary (containing over 100 functions and subroutines for Biocross) and is as far as I’m concerned finished! However please let me know of any bugs etc.
Documentation: http://www.redhazard.spacialhosting.com/FLRead/FLRead%20Documentation.doc
DLL: http://www.redhazard.spacialhosting.com/FLRead/FLRead.dll
be sure to read the documentation - it helps muchly and remember due to the nature of Biocross this DLL is designed to handle FL Files which HAVE ALREADY BEEN DECODED!
use on encoded files will cause havoc! Well a small box with a red cross in it really…
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http://www.freeworlds-mod.net/forum/viewtopic.php?f=34&t=987
If I could all direct you to here and ask you get an account and log on etc. As freeworlds is my base of operations as it were and I read my freeworlds blog comments and dev section quite a bit more than I come here.
Feel free to PM me on Freeworlds and email me etc.
Also a big thank you to Sajuuk who has (with his hard work and effort) made the release date to the Biocross open BETA so much shorter away.
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Just a simple question.
Will Biocross have a hardcoded message like in IFSO saying: “This Server is running Iioncross Server Operator by Joe Boomz” ?Note: Sry for posting this here but i cant sign on in another forum i have enough board, blogs, forums etc. to watch and its much easier to do this here ;D
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Just thought I would update you all on how this project is going to let you know the project isn’t dead and to let you know I am doing quite well
I am now in the process of copying the source code over into a NEW project ready for the creation of an autoupdate installation procedure whilst reviewing changing and debugging as I go - this process is long and hard, it’s basically like copying BFSO into a new project except I iron over the code getting out kinks and bugs…
During this ironing out and copying over process I will be adding the project to Source control whilst implementing the Biocross Error Library I created which provides feedback for every error encountered and saves it on log files…
as you can imagine this will take a while :S sorry for the delay folks but I really want this to go down well
EDIT: apologies to Stormblast
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No worrys take the time u need.
I’m still looking forward to the release and will surely be one of the first persons testing it.Greetz
Mind -
Oh yeah mindhunter I forgot to tell you, the 12th banner does have a message like the ioncross one BUT there is button which says enable reserve banner for customisation - which allows you to change it, but I ask in my program that you keep it there unless you really need it
but nonetheless it IS optional
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I dont want to remove it at all but more than one banner u’ve seen thousend times on hundrets of servers would be nice. ;D
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Its a figure of speech, i’ll ask him to change it.
No need for harassing our Biocross developer, it was just a head-up.
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Just thought I’d let you all know - thanks to my optimization process (which granted is unorthodox when compared to that of usual programming standards) I have shaved off minutes in the XML Generation stage…
not only that - I have managed to fix it so that after decoding a database of 612 players full of different equipment and all sorts…NO errors were reported unlike last time when we had some problems…
A friend over at FW’s also pointed out to me FLHook can save things without a space such as (name=0090 etc.) instead of name = 0090) which has fixed a potential bug…
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Well, I think 2+1/2 minutes for only 600 is…
bloody awful!
Just kidding. Go for it. -
The factors in speed are the following:
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Size of your XML Gamedata
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Size of your Player Files
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Power of your CPU (bearing in mind, mine is nothing special)
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Hard drive Speed (again nothing compared to server standards)
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RAM helps too (a higher Read/Write speed for RAM)
please be aware this test was run on my home PC - with tonnes of other processes in the background and not really an ideal server environment…
How long was it on IONCross?
I’ll re-test again on another server and let you know…
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2.5 minutes sounds ok for me IFSO needs about 5 minutes for our 856folders with something around 1600char files.
So while expecting that Hazard meaned 612 chars not folders i would say its ok cause it would be a bit faster than ifso.
If its player folders and not char files than WOW thats a good time. -
After the generation you will NEVER have to regenerate again - synchronization does all of the following things:
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Checks for FL Files that no longer exist and deletes the corresponding XML
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Checks for FL Files that don’t have an XML reference and creates it
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Checks for FL Files that have a later modified date than when the XML was created then re-creates it (updates)
all 612 files did/do this in under a second…
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