Tele-Arena
Posted: Sat Oct 01, 2011 1:04 pm
ok for those that know this is old news, for those that don't continue reading.
as most of you know for the past few years i have been working on a new tele-arena, first using constant arrays of data i had to manually add, then on to a btrieve database engine, and now to the newer sqlite engine i finished creating.
problem with most of em is the lack of tis or that caused me to scrap them, well im happy to inform you i have finally finished one, a complete remake of the original engine compiled in borland c++ 5.5.1 using sqlite 3.7.2 and compatible with all worldgroup NT systems.
content is the major thing right now, for testing sake i took the old DBASE V databases from the tele-arena editor version 1.0m and converted them to ms-access databases, then exported all the data to XML files and used navicat-lite to import each XML file into its own table within an sqlite database.
i then navigated each of the records and made sure nothing was referring to message numbers (original tele-arenas databasing method) and wrote from scratch a tele-arena engine that would read the sqlite database.
to preserve the original game itself i decided to port tsgarn-2.c tsgarn-3.c tsgarn-4.c and tsgarn-5.c to WGNT using my new data sets over what was originally used so it would read from my databases with ease, since tsgarn-1.lib was a turbo c++ 3.1 libraqry it was rendered useless, and would be anyhow b/c im not using mcv flatfile databasing so i recreated each of the functions within the tsgarn-1.lib to do things my way which differed slightly from the way it originally handled but at the same time netted the same exact results, and due to the differences in the turbo c++ 3.1 compiler Sean Ferrell used in the 90's and bcc 5.5.1 one i used change isn't always a bad thing.
i decided to stay to the approach of loading all data upon initialization and all changes require a server restart just because its much faster to have the data indexed and ready to go, and so far the engine has been tested with very little issues.
since its using sqlite as the data storage system sysosp can edit their own tables through a gui database editor or the console sqlite3.exe app, and for the developers out there they can just write their own if they choose.
now since Worldgroup is slowly slipping away from us i also decided on making a standalone server, after conferring with Sean Ferrell for over a week he informed me Rick Hadsall purchased the rights to continue development on the mbbs/wg platform with a no competition clause however he definately was interested in pursuing other platform avenues most notably a mobile client and possibly a facebook app.
with that said i have no intention of straying away from wg module development, but i am also engaging in a standalone server which i have already completed the initial socket server nicknamed JavaArena.
this standalone version of Tele-Arena right now is incomplete but you can connect on X port, create your character if you do not already have one, or load your character if you already do, thyen enter the game and sit in the north plaza.
the primary focus on the initial version was socket networking and character creation.
all character data is saved to an xml file called <name>.xml and stored in
a players directory, all game content is stored in an sqlite database, and all configuration options are kept in a file called javaarena.ini
the standalone is developed using the Java JDK v1.6.0_26, sqliteJDBC 0.10, and is compiled under windows 7 32Bit with no issues.
i will either run the test server on my machine or have another sysop keep one online in which case i will let you know.
i still have alot of sysops wanting wg modules while others want to get away from a bbs software and just run doors and games on their own so i got both areas covered now.
all my other wg modules for wgnt will be finished porting to sqlite within the next month and i have all 16 of my own programs ready to ship as well as 4 others i have agreements with original authors ready to begin development (such as Usurper), and even have a new majormud engine for Worldgroup in talks, as soon as i have the DDF files at my disposal i will begin the initial engine and recreate MajorMud until metro tells me not to. so if they don't i won't and we can brinbg Tele-Arena and MajorMud back home where they belong.
pm me any questions you may have or read my information board at arczone (dot) proboards (dot) com
Daniel Spain
ArcticZone Internet Solutions
as most of you know for the past few years i have been working on a new tele-arena, first using constant arrays of data i had to manually add, then on to a btrieve database engine, and now to the newer sqlite engine i finished creating.
problem with most of em is the lack of tis or that caused me to scrap them, well im happy to inform you i have finally finished one, a complete remake of the original engine compiled in borland c++ 5.5.1 using sqlite 3.7.2 and compatible with all worldgroup NT systems.
content is the major thing right now, for testing sake i took the old DBASE V databases from the tele-arena editor version 1.0m and converted them to ms-access databases, then exported all the data to XML files and used navicat-lite to import each XML file into its own table within an sqlite database.
i then navigated each of the records and made sure nothing was referring to message numbers (original tele-arenas databasing method) and wrote from scratch a tele-arena engine that would read the sqlite database.
to preserve the original game itself i decided to port tsgarn-2.c tsgarn-3.c tsgarn-4.c and tsgarn-5.c to WGNT using my new data sets over what was originally used so it would read from my databases with ease, since tsgarn-1.lib was a turbo c++ 3.1 libraqry it was rendered useless, and would be anyhow b/c im not using mcv flatfile databasing so i recreated each of the functions within the tsgarn-1.lib to do things my way which differed slightly from the way it originally handled but at the same time netted the same exact results, and due to the differences in the turbo c++ 3.1 compiler Sean Ferrell used in the 90's and bcc 5.5.1 one i used change isn't always a bad thing.
i decided to stay to the approach of loading all data upon initialization and all changes require a server restart just because its much faster to have the data indexed and ready to go, and so far the engine has been tested with very little issues.
since its using sqlite as the data storage system sysosp can edit their own tables through a gui database editor or the console sqlite3.exe app, and for the developers out there they can just write their own if they choose.
now since Worldgroup is slowly slipping away from us i also decided on making a standalone server, after conferring with Sean Ferrell for over a week he informed me Rick Hadsall purchased the rights to continue development on the mbbs/wg platform with a no competition clause however he definately was interested in pursuing other platform avenues most notably a mobile client and possibly a facebook app.
with that said i have no intention of straying away from wg module development, but i am also engaging in a standalone server which i have already completed the initial socket server nicknamed JavaArena.
this standalone version of Tele-Arena right now is incomplete but you can connect on X port, create your character if you do not already have one, or load your character if you already do, thyen enter the game and sit in the north plaza.
the primary focus on the initial version was socket networking and character creation.
all character data is saved to an xml file called <name>.xml and stored in
a players directory, all game content is stored in an sqlite database, and all configuration options are kept in a file called javaarena.ini
the standalone is developed using the Java JDK v1.6.0_26, sqliteJDBC 0.10, and is compiled under windows 7 32Bit with no issues.
i will either run the test server on my machine or have another sysop keep one online in which case i will let you know.
i still have alot of sysops wanting wg modules while others want to get away from a bbs software and just run doors and games on their own so i got both areas covered now.
all my other wg modules for wgnt will be finished porting to sqlite within the next month and i have all 16 of my own programs ready to ship as well as 4 others i have agreements with original authors ready to begin development (such as Usurper), and even have a new majormud engine for Worldgroup in talks, as soon as i have the DDF files at my disposal i will begin the initial engine and recreate MajorMud until metro tells me not to. so if they don't i won't and we can brinbg Tele-Arena and MajorMud back home where they belong.
pm me any questions you may have or read my information board at arczone (dot) proboards (dot) com
Daniel Spain
ArcticZone Internet Solutions