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PostPosted: Sat May 14, 2011 10:33 pm 
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The Crabby Overlord
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This topic is here to suggest features that should be implemented in the server in the future. Anything you might think of as useful, feel free to post here, and I'll try to get back to you about it. :wink:

Keep in mind, I do this for fun and in my spare time, so not all requests will get the same priority (especially if they're long-term or very difficult things to do). I will take your suggestions seriously though, and I will try to at least respond to each one.


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PostPosted: Sat May 14, 2011 10:39 pm 
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Psychotic DCEmu
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Since you're busy until at least Wednesday, here's the reminders for two fixes:

  1. "Fix" the legit file to avoid the shield bug
  2. Fix the legit checker to block hidden percentages

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PostPosted: Sun May 22, 2011 8:23 pm 
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Aleron Ives wrote:
Since you're busy until at least Wednesday, here's the reminders for two fixes:

  1. "Fix" the legit file to avoid the shield bug
  2. Fix the legit checker to block hidden percentages

Both done. See r426 and r427.


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PostPosted: Tue May 24, 2011 9:52 pm 
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Psychotic DCEmu
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The next batch of reminders:

  1. Add quest XML tag to toggle quest displaying based on the number of players in the team
  2. Alter quest XML event tag to allow tying a single quest to multiple events
  3. Store user's quest language preference by account on the shipgate and send it to the ship when the user connects to avoid having to use /qlang every time the user joins a ship

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PostPosted: Wed May 25, 2011 8:04 pm 
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The Crabby Overlord
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Aleron Ives wrote:
  • Alter quest XML event tag to allow tying a single quest to multiple events
Done, as of r429.


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PostPosted: Sun May 29, 2011 1:11 pm 
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Aleron Ives wrote:
  • Add quest XML tag to toggle quest displaying based on the number of players in the team
Done in r436 (parsing) and r437 (adding to ship server). Only works with the new quest layout, as we had discussed before. :wink:


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PostPosted: Tue May 31, 2011 10:30 pm 
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Aleron Ives wrote:
  • Store user's quest language preference by account on the shipgate and send it to the ship when the user connects to avoid having to use /qlang every time the user joins a ship
Done in r441 (shipgate side) and r442 (ship server side).


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PostPosted: Thu Jun 16, 2011 11:10 pm 
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Psychotic DCEmu
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Here's a semi-uselessful feature suggestion :P:

/lmsg {no arg|off}

Display messages similar to friendlist messages whenever a player enters or exits the lobby on the user's current ship, such as:

<name>
<class> / <level>
entered|exited Lobby <#>

Unless it's too much trouble, it would probably be good to check the arriving player against the user's friend list and not show the lobby message if the new player is in the user's friend list, to avoid duplicate messages.

An additional command:

/lhide {on|off}

could also be used to store a user option in the shipgate database to prevent yourself from being shown as an arriving user, if you wish to enable it to opt-out and remain anonymous (default: off).

I have a feeling this is too much work for too little gain compared to my original suggestion. :?

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PostPosted: Sat Oct 01, 2011 1:45 pm 
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DCEmu Junior
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I would like to see an option to turn off a swear filter, because my main language isn't english, and i can't normally talk. That filter screws my text sometimes. :?


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PostPosted: Sat Oct 01, 2011 4:08 pm 
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Psychotic DCEmu
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The filter is part of the client in PC, so the server can't disable it. If you want to disable it, download this program, run it, and patch your pso.exe file to disable the filter. ;)

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PostPosted: Sun Oct 02, 2011 2:01 am 
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DCEmu Junior
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Thank you.


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PostPosted: Thu Oct 11, 2012 12:42 pm 
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This might be a difficult suggestion but here we go

A function where offline players can message online players.

Would be nice


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PostPosted: Thu Oct 11, 2012 12:54 pm 
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FaithY wrote:
This might be a difficult suggestion but here we go

A function where offline players can message online players.

Would be nice
Not possible without an outside program (or something on the website) or modifying the client. I certainly won't be modifying the client, so that only leaves the outside program as a possibility, which doesn't help you if you're playing a game in full-screen.

I had considered writing code to do simple mail from the website, but never got around to doing it.


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PostPosted: Thu Oct 11, 2012 7:38 pm 
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BlueCrab wrote:
I had considered writing code to do simple mail from the website


Yes! This.

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PostPosted: Mon Oct 15, 2012 8:11 am 
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I understand that it would likely be more effort than its worth, but it would sure be a nice feature. Many times I'll see a player on sylverant.net, and by the time I get to signing in they have left. Only to leave me thinking "gawsh I wish I could have messaged them from the website saying I'll be there in 20" :?

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PostPosted: Sun Nov 18, 2012 6:40 am 
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Team Screamcast
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I'll be honest; I didn't even know this was still running. Our Wii and PS3 both died recently (first time I've ever had console hardware die before its generation was up), so the Dreamcast is what we have left at the moment. As a result, my fiancé has been playing a fair amount of PSO offline. I'm sure she'd love to actually take the game online and experience it as intended.

It doesn't really seem like there's a practical way to get our Dreamcast online right now, though; we don't have a landline, and even our broadband connection is wifi-only. (It's our landlord's connection, and they give us the password for the network).


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PostPosted: Fri Jan 04, 2013 12:13 pm 
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DCEmu Crazy Poster
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FaithY wrote:
This might be a difficult suggestion but here we go

A function where offline players can message online players.

Would be nice


I know that the administrators have answered this for the most part with a negative so how about mofication: Would be possible to find out from the sylverant page to know who is online and perhaps what they are doing - in the lobby, on a quest, in a team?


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PostPosted: Fri Jan 04, 2013 2:00 pm 
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Psychotic DCEmu
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You can already see most of that information for people on your friend list, assuming your serials are registered on the site. ;)

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PostPosted: Mon Jan 21, 2013 9:37 am 
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It seems my only feature suggestion is what no other private server has been able to do: Episode III game support. Knowing that you're very busy and on somewhat of a hiatus, how might one of us be able to volunteer time?


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PostPosted: Wed Jan 23, 2013 7:41 am 
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The Crabby Overlord
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MichaelStenberg wrote:
It seems my only feature suggestion is what no other private server has been able to do: Episode III game support. Knowing that you're very busy and on somewhat of a hiatus, how might one of us be able to volunteer time?
Episode III has been on my list of stuff to do for a long time, actually.

The problem is that it doesn't seem like there was any sort of concerted effort to log packets to/from the official server (at least that I've seen) back when it was up. That somewhat limits the things that can be done to support it without spending a lot of time and effort that may not ever even bear fruit in the end. My time is far too limited at this point to put in that sort of effort, unfortunately. :?

If people want to work on trying to write code for Episode III support, they're welcome to try to do so. Remember, Sylverant is an open-source project for a reason. :wink: If people want to try to add that support in, they're more than welcome to do so and I'd most likely incorporate any patches into the code to do so (assuming they were relatively clean and didn't break anything else in the server).


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