Module Effects Class Implementation

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Server Development

Posts: 571

Joined: Tue Mar 25, 2014 6:47 pm

Post Fri Dec 25, 2015 2:30 am

Module Effects Class Implementation

hello all.
i have finished preliminary work and initial testing on updated module system.
this system includes module effects, module classes, and the module manager.
currently, this work enables all passive modules, most active modules, back-end code for rigs (not working yet) and enables subsystems for t3 ships.

this work has not been updated on main server yet, but will be soon.

after a bit more fixing, i will be wiping db again, and switching to a single-constellation system for live alpha release playing.
this will also remove all privileged account status...meaning everyone will be 'normal' players.

more to come...


~me

Server Development

Posts: 236

Joined: Fri Apr 10, 2015 3:08 pm

Post Fri Dec 25, 2015 1:36 pm

Re: Module Effects Class Implementation

Yay *\o/*
about the server - maybe we should just switch it to another port and keep it for new stuff testing? like - make it some sort of sisi.
this will help us to get the features tested even better before pushing it to the gameplay server, thus increasing the stability.

Cheers!

Server Development

Posts: 571

Joined: Tue Mar 25, 2014 6:47 pm

Post Fri Dec 25, 2015 11:43 pm

Re: Module Effects Class Implementation

oh, very good idea. do like live, and have 2...one main and one testing.
the main playable server will stay on default port 26000, and we'll put the test server on something else.....26010 maybe.
i already have the webpage set up for multiple servers on multiple ports, so that'll be nothing to change and get back on.
will get with ya later on what constellation to open and how to do that in the db.

cheers mate

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