The BWorld Test Server!
Sat Apr 06, 2024 10:46 am
Hello all,
Thanks to the engines that run the game and server, we finally have a decently stable multiplayer experience, and have intentions on running a 24/7 main server. That server will be on a more stable release schedule in contrast to the testing server being used right now to build all the base features.
So this thread will be dedicated to the Testing Server, which is on the bleeding edge of development. It’ll be a good place to share ideas on server improvements other than general lag and latency.
IP Address: (ask for it in pm)
bbd basic
bbd basic sunrise
bbd basic techy
fd (Final Destination)
basic moon
empty space
empty space 2
sunset d
sunseta moon
bbd_techy_d (slow loading!)
bbd_techy_b (slow loading!)
Thanks to the engines that run the game and server, we finally have a decently stable multiplayer experience, and have intentions on running a 24/7 main server. That server will be on a more stable release schedule in contrast to the testing server being used right now to build all the base features.
So this thread will be dedicated to the Testing Server, which is on the bleeding edge of development. It’ll be a good place to share ideas on server improvements other than general lag and latency.
IP Address: (ask for it in pm)
Current Stages on the Test Server
All of the official ones AND…bbd basic
bbd basic sunrise
bbd basic techy
fd (Final Destination)
basic moon
empty space
empty space 2
sunset d
sunseta moon
bbd_techy_d (slow loading!)
bbd_techy_b (slow loading!)
SuperSoris likes this post
Server 1.1.0.0
Sun Apr 14, 2024 7:46 am
The server no longer forgets who you are due to a new saving mechanism. It no longer uses an INI file, so settings.ini is no more. Instead, we use a byte buffer system loaded from and saved to data.bin. This leads to the inability to edit the file effectively from a text editor, and rigid file structure, but also is virtually guaranteed to work. So, player stats such as XP are now regularly updated thanks to x.3040, thus we can keep track of that stuff for the playlist. Also, friend lists are based on the server, not the game app. The friend code system is basically irrelevant and definitely will be once search functionality comes to the friend list.
Server players can now be tagged with roles, and the game already gets that data. The roles are the same as on our site here: Streamers, Clan Leaders, Level Builders, etc.
We’re also looking for options to run the server 24/7.
Server players can now be tagged with roles, and the game already gets that data. The roles are the same as on our site here: Streamers, Clan Leaders, Level Builders, etc.
We’re also looking for options to run the server 24/7.
The Verified Clans System Prototype
Fri May 10, 2024 11:23 pm
The verified clans system, much like the LE redesign, was a fairly quick implementation. Now, the server host and their allowed developers can keep track of a list of people actually part of a clan.
The plan here is to create a Clan Portal on BWorld Online for Clan Leaders to manage their members there, or for players to manage their own membership. However, it's fine for now to just get something up, and now simple commands can establish a clan and add members to it.
make clan [tag] [leader] - Establishes the clan and its leader. All other functions use the clan tag as a reference, as the clan tag is the "domain name" of the clan.
clan name [tag] [full name] - Sets the clan's full name, so in the case of "b" - Battle24!, or "dbbe" = "Da Best Battlers Ever" (spaces allowed).
clan add [tag] [pid] - Add the player with the Player ID "pid" to the clan. So, "clan add b supersoris" for example.
Other functions are in the help command, such as removing players or removing the clan from the system.
When the player connects, their Verified Clan shows in its full name if applicable, or their set clan tag if not.
This also shows in the player listings.
In a future update, we can use the Verified Clans feature to restrict players from joining a private match unless they share one of the allowed tags. The allowed tags will be enforced with team selection if in a teamed mode.
The plan here is to create a Clan Portal on BWorld Online for Clan Leaders to manage their members there, or for players to manage their own membership. However, it's fine for now to just get something up, and now simple commands can establish a clan and add members to it.
make clan [tag] [leader] - Establishes the clan and its leader. All other functions use the clan tag as a reference, as the clan tag is the "domain name" of the clan.
clan name [tag] [full name] - Sets the clan's full name, so in the case of "b" - Battle24!, or "dbbe" = "Da Best Battlers Ever" (spaces allowed).
clan add [tag] [pid] - Add the player with the Player ID "pid" to the clan. So, "clan add b supersoris" for example.
Other functions are in the help command, such as removing players or removing the clan from the system.
When the player connects, their Verified Clan shows in its full name if applicable, or their set clan tag if not.
This also shows in the player listings.
In a future update, we can use the Verified Clans feature to restrict players from joining a private match unless they share one of the allowed tags. The allowed tags will be enforced with team selection if in a teamed mode.
Re: The BWorld Test Server!
Mon Jun 03, 2024 8:37 pm
The Test Server now has the feature of Sequential Rooms. This enables the server hoster to create rooms that follow a specified sequence of battle modes and is particularly useful for competitive matchups like Battle Royale 1 happening right now as instead of clearing out the room and having players rejoin just to switch a mode, players can remain in the room and have it swap modes in a pre-determined way.
It's compatible with setting the length of the battle, the number of teams, solo vs teamed play, the mode type (so Easy, Normal, Cruel, or Untimed), and the mode of play (Classic, Stock, etc.)
Rooms can be set to self-terminate after the sequence is complete, or repeat.
It's compatible with setting the length of the battle, the number of teams, solo vs teamed play, the mode type (so Easy, Normal, Cruel, or Untimed), and the mode of play (Classic, Stock, etc.)
Rooms can be set to self-terminate after the sequence is complete, or repeat.
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