Modern systems tend to have modern antivirus which usually actively scan files especially if it has anti ransomware which is very HDD heavy. Saving a small ini shouldn't be noticeable maybe it's saving multiple times. I recommend using process monitor to monitor what's going on when you save.
Posts by danworth
Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
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Appdata is owned by the user and the owner has no restrictions by default. So you are safe to use that location. As it's already been said it's best practices to use appdata. You could use any user owned folder though such as documents or even the unused saved games folder.
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You could use the binary object and parse the file as per the zip file format to get the info. Although it'll probably be better if an extension was used to do it. I'm not sure if the archive object has this functionality. Have you tried using the archive object?
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Doubt it. It uses winsock and html5 uses websockets.
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If you compile your own version of the extension they won't easily be able to use the decompiled version. Although the game will contain a runtime version. So they could possibly be able to work around things. So if you change the id's of the menu items when using the stock edit time along with your runtime extension would result in crash or unexpected results.
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I made a patch extension for this purpose.
Please login to see this link.
You could create a launcher which checks for updates and then launches the game exe. -
I'd recommend downloading the source to darkwing and adding encryption to the packets change the extension id so that if the mfa is extracted from the exe they would be missing the extension.
Move as much as possible to the server side so someone can't alter their local data and effect the packets. Any unexpected data disconnect the client and maybe autoban them.
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Program files is one of the systems protected folders. You shouldn't be saving files there.
System wide data should be in %programdata% and user specific data should be in %appdata%/%localappadata%
You'll need to be an admin to write to programdata but it isn't a system protected folder so is as troublesome as program files.
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Each client opens a socket on the server. The server would then loop through each socket to process the packet received. So the server wouldn't process all received packets at the exact same time. A server made with fusion would likely be too slow to cope with thousands of players. With C++ you can assign your own structure to a client including their socket. You could do this in fusion too but C++ is simpler I find. If your expect this amount of players I would say don't bother with a server made in fusion use C++.
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You would write the server in C++. Which will have no problem providing you make you server scalable. Ie multiple servers. Say you had 10k active users. For 1 server to handle 10k clients is going to need a pretty decent server and bandwidth and offer no redundancy. You're better off allowing 2000 per server and allow clients to hop between.
I'd budget 2 servers for patch, 2 for login, 10 for game (spread across regions) if I was looking at 10k consecutive players.
If it's around 2k then maybe 1 patch and login and 2 game.
If your server is coded to scale up you would just spin up additional servers as they are needed.
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You could also do (rrandom(0,2) *2)+1
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I can add a gui to it if need be. I prefer command line which is why it's default. But if enough want it I'll add a gui.
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Most things are possible. And in the right hands anything is possible.
I personally would have unique id's for items and then have an array which contains the requirements; id's and quantities and resulting item.
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Which language and operating system are they running?
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Thanks LB.
I'd like to be able to pack textures and load them and load them into an Active without unpacking the textures to disk. I'll see if I can find sources to extensions that used to do this. Although ideally it would nice to have documentation on performing these things.
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I was wondering if it's possible for an extenion to create an object based on its name and also replace the animation frames from a buffer loaded by an extension? I can't seem to find documentation on interacting with other objects.
Thanks.
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I made an extension to enumerate input devices for pc. But that's all it does if that's any use.
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I'm quite impressed by that video of 2kliksphilip. I really like the style.
I've attempted to copy his method and attached an example.
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I would say its best to log it in the bug tracker.
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I guess not many people are in need of a method for patching their game/app?