[XP] Global Day-and-Night System for RMX-OS

Started by Blizzard, December 28, 2009, 12:32:04 pm

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Lost King

So I delved into the extensions file and changed the time to match the time I have set up so now it at least goes to night when it's supposed to, but the Yellow was still there, so I went and adjusted the tone code to account for the much larger variables. So now it has the exact time as on my computer, unless I click outside the window and let it run, but when it gets to day time which is set at 8am it just keep increasing the yellow color rather than stopping and then just goes to dark at 20 when night starts.
*Scribble Scribble* Oh right, not that sort of signature.

Blizzard

Sorry, I can't replicate the bug. As I said, the only way I could expect this would be if you didn't match the DAY_LENGTH option in the extension and the LENGTH option in the client.
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Lost King

February 09, 2010, 08:40:25 am #22 Last Edit: February 09, 2010, 08:44:40 am by Lost King
All I did to get it was set the Length of the day in both codes to 84600, if you still can't replicate it I'll upload a demo.

Also, now it would appear that it is only in the ATES script, as I made another test game, put in the script right from where I copied it with 36 second days and it worked fine, then I kicked it up to 84600 second days, used the advance code to go forward an hour each time and as soon as it gets to 8, which is set to be the start of day at 28800 seconds, the screen progressively turns more and more yellow until 20 which is night at 72000 seconds and it changes back to just being dark.

If I leave the tone changing code alone, the get_day/night_tint, the screen stays yellow the whole time, but if I change the variables it uses, day and night, to their values / 3600, which would put them back to what they'd be in the 36 second day instance, then it will properly show night, but day is still just all yellow.

EDIT: Oh god, I hope it's not just me having used 84600 instead of 86400... I could've sworn I had it right... Won't know for another 6 hours.
*Scribble Scribble* Oh right, not that sort of signature.

Blizzard

February 09, 2010, 08:51:36 am #23 Last Edit: February 09, 2010, 08:54:08 am by Blizzard
It's 86400.

EDIT: Yeah.
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King of Booze 2      King of Booze: Never Ever
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Lost King

Ok so, I've arrived home, and I tested the script, I changed the number to 86400. It's also set to that in the extensions file. Now, without the dividing by 3600 in the tint part, I still get a yellow screen regardless of the time. With the division, I get night time and a day that gets to about full yellow in 3 hours.

Here are the scripts I have:
Normal ATES, not the plugin
Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Advanced Time and Environment System (ATES) by Blizzard
# Version: 0.4
# Type: Autonomous Timeflow and Environment Controller
# Date v0.3: 11.3.2008
# Date v0.31: 8.4.2009
# Date v0.32: 13.4.2009
# Date v0.33: 4.5.2009
# Date v0.34: 5.5.2009
# Date v0.4: 28.12.2009
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#   
#  This work is protected by the following license:
# #----------------------------------------------------------------------------
# # 
# #  Creative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported
# #  ( http://creativecommons.org/licenses/by-nc-sa/3.0/ )
# # 
# #  You are free:
# # 
# #  to Share - to copy, distribute and transmit the work
# #  to Remix - to adapt the work
# # 
# #  Under the following conditions:
# # 
# #  Attribution. You must attribute the work in the manner specified by the
# #  author or licensor (but not in any way that suggests that they endorse you
# #  or your use of the work).
# # 
# #  Noncommercial. You may not use this work for commercial purposes.
# # 
# #  Share alike. If you alter, transform, or build upon this work, you may
# #  distribute the resulting work only under the same or similar license to
# #  this one.
# # 
# #  - For any reuse or distribution, you must make clear to others the license
# #    terms of this work. The best way to do this is with a link to this web
# #    page.
# # 
# #  - Any of the above conditions can be waived if you get permission from the
# #    copyright holder.
# # 
# #  - Nothing in this license impairs or restricts the author's moral rights.
# # 
# #----------------------------------------------------------------------------
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# Compatibility:
#
#   99% compatible with SDK v1.x. 90% compatible with SDK 2.x. WILL corrupt old
#   savegames. Can cause incompatibilty issues with DNS-es.
#
#
# Features:
#
#   - complete control over and easy manipulating of time
#   - nice day and night tinting
#   - HUD clock optional
#   - easier to control and more powerful than DDNS
#
#
# IMPORTANT NOTES:
#
# - This system has a working preconfiguration, be aware that a custom setup
#   will need you to understand what each option does, so please read the
#   configuration instructions.
# - Why does this system use switches to determine whether it's day or night?
#   Simple: You can use conditions in enemy attacks to determine whether an
#   attack should be used only at night or only at day.
#
#
# Instructions:
#
# - Explanation:
#
#   This Time System will make your game have daytime and nighttime periods.
#   The screen will be tinted accordingly. You can set up the length of the
#   day. Other features are explained below. Please be sure to configure this
#   system appropriately.
#
#
# - Basic manipulation of ATES:
#
#   This system is based upon your eventing. It will work basically if you
#   want, but with a little bit of using the "Call Script" event command you
#   are able to control this system fully. You can call following commands:
#
#     ATES.on
#   Turns ATES on.
#
#     ATES.off
#   Turns ATES off.
#
#     ATES.tint_on
#   Turns ATES's screen tinting on.
#
#     ATES.tint_off
#   Turns ATES's screen tinting off.
#
#     ATES.clock_on
#   Turns ATES's clock display on.
#
#     ATES.clock_off
#   Turns ATES's clock display off.
#
#     ATES.active?
#   Returns true if ATES is turned on, otherwise false.
#
#     ATES.tinting?
#   Returns true if ATES tinting is turned on, otherwise false.
#
#     ATES.day?
#   Returns true if it's day, otherwise false. Alternatively you can check the
#   assigned switch instead.
#
#     ATES.night?
#   Returns true if it's night, otherwise false. Alternatively you can check
#   the assigned switch instead.
#   
#     ATES.advance(M, H)
#   This will make the time advanced by M minutes and H hours. Any negative
#   value used will cancel the execution of this command.
#   
#     ATES.make_it_day
#   This is a feature from DDNS which allows you to quickly jump to the
#   daytime.
#   
#     ATES.make_it_night
#   This is a feature from DDNS which allows you to quickly jump to the
#   nighttime.
#   
#
# - Enhancement hints:
#
#   If you wish to implement the DDNS further into your game and e.g. allow
#   different behavious of monsters during day and night, you only need to
#   check the the state of the appropriate switch. e.g. If NSWITCH is turned
#   on inflict "Sleep" on one enemy.
#
#
# Additional info:
#
#   The daytime and nighttime tintings were tested appropriately and optimal
#   tinting is being used.
#   Keep in mind that ATES is initially turned off, you need to turn it on by
#   using the ATES.on and ATES.tint_on commands together.
#
#
# If you find any bugs, please report them here:
# http://forum.chaos-project.com
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

module ATES
 
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
  # switch ID of the "day" switch
  DSWITCH = 51
  # switch ID of the "night" switch
  NSWITCH = 52
  # length of a day in seconds in-game, can't be less than 36, is being
  # quantized into intervals of 36 seconds
  LENGTH = 86400
  # how much time is it when the "day" starts
  DAY_START = 28800
  # how much time is it when the "night" starts
  NIGHT_START = 72000
  # makes the screen brighter during "summer" days
  OVERLIGHTING = true
  # makes the screen darker during the night, not recommended
  OVERDARKENING = false
  # display HUD clock
  SHOW_CLOCK = true
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 
  $ates = 0.4
 
  #============================================================================
  # ATES::Time
  #============================================================================
 
  class Time
   
    attr_accessor :hour
    attr_accessor :min
   
    def initialize(m = 0, h = 0)
      @hour, @min = h, m
    end
   
  end
 
  def self.on
    $game_system.ates.active = true
    return true
  end
 
  def self.off
    $game_system.ates.active = false
    return true
  end
 
  def self.tint_on
    $game_system.ates.tinting = true
    return true
  end
 
  def self.tint_off
    $game_system.ates.tinting = false
    return true
  end
 
  def self.clock_on
    $game_system.show_clock = true
    return true
  end
 
  def self.clock_off
    $game_system.show_clock = false
    return true
  end
 
  def self.active?
    return $game_system.ates.active
  end
 
  def self.tinting?
    return $game_system.ates.tinting
  end
 
  def self.day?
    $game_system.ates.day?
  end
 
  def self.night?
    $game_system.ates.night?
  end
 
  def self.make_it_day
    $game_system.ates.time.hour = DAY_START
    $game_system.ates.time.min = 0
    return true
  end
 
  def self.make_it_night
    $game_system.ates.time.hour = NIGHT_START
    $game_system.ates.time.min = 0
    return true
  end
 
  def self.day_start
    return DAY_START
  end
 
  def self.night_start
    return NIGHT_START
  end
 
  def self.advance(m = 1, h = 0)
    return false if m < 0 || h < 0
    h += ($game_system.ates.time.min + m) / 60
    $game_system.ates.time.hour = ($game_system.ates.time.hour + h) % 24
    $game_system.ates.time.min = ($game_system.ates.time.min + m) % 60
    return true
  end
 
end

if ATES::DAY_START > ATES::NIGHT_START
  raise 'ATEScfgError: A night can\'t start earlier than a day.'
elsif ATES::LENGTH < 36
  raise 'ATEScfgError: A day\'s length must be equal to or greater than 36 seconds!'
end

#==============================================================================
# Game_System
#==============================================================================

class Game_System
 
  attr_accessor :ates
  attr_accessor :show_clock
 
  alias init_ates_later initialize
  def initialize
    init_ates_later
    @ates = Game_ATES.new
    @show_clock = ATES::SHOW_CLOCK
  end

end

#==============================================================================
# Game_ATES
#==============================================================================

class Game_ATES
 
  attr_accessor :time
  attr_accessor :frame_count
  attr_accessor :active
  attr_accessor :tinting
 
  def initialize
    @time = ATES::Time.new(0, 0)
    @frame_count = 0
    @active = false
    @tinting = false
  end
 
  def update
    if @active
      update_progress
      update_ates_progress
    end
    update_switches
    update_screen
  end
 
  def update_progress
    @frame_count += 1
  end
 
  def update_ates_progress
    ATES.advance if @frame_count % (ATES::LENGTH / 36) == 0
  end
 
  def update_switches
    if ATES.day?
      $game_map.need_refresh = true if $game_switches[ATES::NSWITCH]
      $game_switches[ATES::DSWITCH] = true
      $game_switches[ATES::NSWITCH] = false
    else
      $game_map.need_refresh = true if $game_switches[ATES::DSWITCH]
      $game_switches[ATES::DSWITCH] = false
      $game_switches[ATES::NSWITCH] = true
    end
  end
 
  def update_screen
    $game_screen.start_tone_change(self.get_tint, 0) if @tinting
  end
 
  def day?
    return (@time.hour.between?(ATES::DAY_START, ATES::NIGHT_START - 1))
  end
 
  def night?
    return (!self.day)
  end
 
  def get_tint
    return (self.day? ? self.get_day_tint : self.get_night_tint)
  end
 
  def get_day_tint
    day, night = (ATES.day_start / 3600), (ATES.night_start / 3600)
    ratio = ((@time.hour - day) * 60 + @time.min) * 255 / (60 * (night - day))
    tone = Tone.new(0, 0, 0, 0)
    if ratio >= 224
      tone.red = (232 - ratio) * 4
      tone.green = (208 - ratio) * 2
    elsif ratio >= 192
      tone.red = ratio - 192
      tone.green = 192 - ratio
    elsif ATES::OVERLIGHTING
      if ratio >= 160
        tone.red = tone.green = tone.blue = 192 - ratio
      elsif ratio >= 96
        tone.red = tone.green = tone.blue = 32
      elsif ratio >= 64
        tone.red = tone.green = tone.blue = ratio - 64
      end
    end
    return tone
  end
 
  def get_night_tint
    day, night = (ATES.day_start / 3600), (ATES.night_start / 3600)
    hour = (@time.hour >= night ? @time.hour : @time.hour + 24)
    ratio = ((hour - night) * 60 + @time.min) * 255 / (60 * (day + 24 - night))
    tone = Tone.new(-96, -96, 0, 0)
    if ratio >= 224
      tone.red = (ratio - 256) * 2
      tone.green = (ratio - 256) * 2
      tone.blue = 255 - ratio
    elsif ratio >= 192
      tone.red = ratio - 288
      tone.green = ratio - 288
      tone.blue = ratio - 192
    elsif ATES::OVERDARKENING
      if ratio >= 160
        tone.red = ratio - 288
        tone.green = ratio - 288
        tone.blue = ratio - 192
      elsif ratio >= 96
        tone.red = -128
        tone.green = -128
        tone.blue = -32
      elsif ratio >= 64
        tone.red = -32 - ratio
        tone.green = -32 - ratio
        tone.blue = 64 - ratio
      end
    end
    return tone
  end
 
end


#==============================================================================
# Bitmap
#==============================================================================

class Bitmap

  if $tons_version == nil || $tons_version < 1.6
    alias draw_text_shaded_later draw_text
  end
  def draw_text_full(x2, y2, w2 = 0, h2 = 0, text2 = '', a2 = 0)
    if x2.is_a?(Rect)
      x, y, w, h, text, a = x2.x, x2.y, x2.width, x2.height, y2, w2
    else
      x, y, w, h, text, a = x2, y2, w2, h2, text2, a2
    end
    save_color = self.font.color.clone
    self.font.color = Color.new(0, 0, 0)
    draw_text_shaded_later(x - 1, y - 1, w, h, text, a)
    draw_text_shaded_later(x + 1, y - 1, w, h, text, a)
    draw_text_shaded_later(x - 1, y + 1, w, h, text, a)
    draw_text_shaded_later(x + 1, y + 1, w, h, text, a)
    self.font.color = save_color
    draw_text_shaded_later(x, y, w, h, text, a)
  end
 
end

#==============================================================================
# Clock_Sprite
#==============================================================================

class Clock_Sprite < Sprite
 
  def initialize
    super
    self.x, self.y, self.z = 480, 8, 5000
    self.bitmap = Bitmap.new(128, 32)
    if $fontface != nil
      self.bitmap.font.name = $fontface
    elsif $defaultfonttype != nil
      self.bitmap.font.name = $defaultfonttype
    end
    self.bitmap.font.size = 26
    @colon = true
    draw
  end
 
  def draw
    self.bitmap.clear
    hours, minutes = $game_system.ates.time.hour, $game_system.ates.time.min
    if @colon
      self.bitmap.draw_text_full(0, 0, 128, 32,
          sprintf('%02d %02d', hours, minutes), 2)
    else
      self.bitmap.draw_text_full(0, 0, 128, 32,
          sprintf('%02d:%02d', hours, minutes), 2)
    end
    @colon = !@colon
  end
   
end

#==============================================================================
# Scene_Map
#==============================================================================

class Scene_Map
 
  alias main_ates_later main
  def main
    @clock = Clock_Sprite.new if $game_system.show_clock
    $game_system.ates.update_screen
    main_ates_later
    @clock.dispose if @clock != nil
  end
 
  alias update_ates_later update
  def update
    $game_system.ates.update
    update_ates_later
    if $game_system.show_clock
      @clock = Clock_Sprite.new if @clock == nil
      @clock.draw if ATES.active? && $game_system.ates.frame_count % 40 == 0
    elsif @clock != nil
      @clock.dispose
      @clock = nil
    end
  end
 
  alias transfer_player_ates_later transfer_player
  def transfer_player
    $game_system.ates.update_screen
    transfer_player_ates_later
  end
 
end


The .rb extension file
Spoiler: ShowHide
module RMXOS
 
  def self.load_current_extension
    return GlobalDNS
  end
 
  module Data
    GlobalDNSTimeNow  = '    > Global DNS Current Time: TIME'
  end
 
end

#======================================================================
# module GlobalDNS
#======================================================================

module GlobalDNS
 
  VERSION = 1.01
  RMXOS_VERSION = 1.08
  SERVER_THREAD = true
 
  # START Configuration (make sure it matches the one in the ATES script)
  MIDNIGHT_TIME = 0 # seconds after midnight when in game midnight starts (between 0 and 86400, use a divider of DAY_LENGTH!)
  DAY_LENGTH = 86400 # how many seconds does a full day take (between 24 and 86400, use a divider of 86400!)
  UPDATE_INTERVAL = 1 # how often is time data sent to clients (lower values can increase server load!)
  # END Configuration
 
  def self.initialize
    @client_times = {}
    self.update_time
    puts RMXOS::Data::GlobalDNSTimeNow.sub('TIME') {self.time_to_timestring}
  end
 
  def self.main
    while RMXOS.server.running
      self.server_update
      sleep(0.1)
    end
  end
 
  def self.server_update
    self.update_time
    logged_in_clients = []
    $clients.each_value {|client| logged_in_clients.push(client) if client.player.user_id > 0}
    time = Time.now
    @client_times.each_key {|client|
      if time - @client_times[client] > UPDATE_INTERVAL
        self.send_time(client, time)
      end
    }
    (@client_times.keys - logged_in_clients).each {|key| @client_times.delete(key)}
    (logged_in_clients - @client_times.keys).each {|key| @client_times[key] = time}
  end
 
  def self.client_update(client)
    case client.message
    when /\ALRQ\Z/, /\AENT\Z/, /\AMEX\Z/ # send DNS time on load request, enter server and exit map
      self.send_time(client)
    end
    return false
  end
 
  def self.send_time(client, time = Time.now)
    client.send("DNS\t#{@time}")
    @client_times[client] = time
  end
 
  def self.update_time
    time = Time.now
    seconds = time.hour * 3600 + time.min * 60 + time.sec
    @time = (seconds - MIDNIGHT_TIME) % DAY_LENGTH
  end
 
  def self.time_to_timestring(time = @time)
    hour_length = DAY_LENGTH / 24.0
    hours = (hour_length > 0 ? (time / hour_length) : 0)
    minute_length = hour_length / 60.0
    minutes = (minute_length > 0 ? (time % hour_length / minute_length) : 0)
    return sprintf('%02d:%02d', hours.to_i, minutes.to_i)
  end
 
end


Please help this poor soul.
*Scribble Scribble* Oh right, not that sort of signature.

Blizzard

DAY_START and NIGHT_START are in hour time. As in 8 and 20 hours. -____________-
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Lost King

Oh that is just not nice and should be specified in the script pl0x >..>
*Scribble Scribble* Oh right, not that sort of signature.

Blizzard

Default settings are 8 and 20 and length is 360. It's kinda obvious. -_-
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Lost King

February 10, 2010, 09:42:49 am #28 Last Edit: February 10, 2010, 02:52:45 pm by Lost King
Well the code itself says time of day for day/night to start and the default length is 36 so it seemed reasonable.

EDIT: GRAH I'M AN IDIOT, 36 is not 24... Guh, well now it should work. Thanks.

EDIT 2: Yeah, I was just being stupid, it works now, thanks a ton.
*Scribble Scribble* Oh right, not that sort of signature.

crzyone9584

Quote from: Lost King on February 10, 2010, 09:42:49 am
EDIT: GRAH I'M AN IDIOT, 36 is not 24... Guh, well now it should work. Thanks.


What did you set the day/night start to fix the tinting? I've been trying for like a week and can't figure out. I changed 36 to 86400.

Blizzard

DAY_START and NIGHT_START are in hours. So if you set them to 8 and 20 respectively and test the game during the day, you will never get to see a darkened screen because it's day at your place. :P
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

crzyone9584

That maybe true but my screen is always darkened unless i take off tint. Not sure why.

Blizzard

Turning off tinting does not remove the tint, it only makes ATES not control it. You have to reset the tint manually.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

crzyone9584

February 12, 2010, 03:57:28 pm #33 Last Edit: February 12, 2010, 04:10:22 pm by crzyone9584
Back to reading!

Well i'm just going to leave tint off for now. Mess around with it later lol.

Lost King

A good way to test is to just make another game and mess around with ATES in there without the plugin. Just make sure when you implement it in your RMX-OS game to set the extension's Day_length variable to 86400 or whatever you use in the ATES script.

In order to fix it, your 3 variables in the ATES script should be: Day_Length = 86400, Day_Start = 8, Night_Start = 20. And to see if it's working just make a quick little event that uses the ATES.advance(0,1) to go ahead hour by hour.
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crzyone9584

Ok so i think i figured out what is wrong. Because the script works just fine without the plugin. I do believe it has something to with converting it to 12 hour format. Thanks for the tip blizzard but for some reason it makes it night when its suppose to be day for me. I guess I'm stuck on the 24 hour clock. Thanks for the help guys.

Nordom

April 06, 2010, 06:08:08 am #36 Last Edit: April 06, 2010, 08:40:41 pm by Nordom
i seem to have a Slight Problem, when i try to run the server with the Extention in the config file, it opens then almost immediately closes itself out... any reason?


Edit: I went back and looked at the help file...
i feel like an idiot... lol

Lost King

Are you using any other extensions? If so do you have them properly listed, I think it'd be like

Extensions{
'ATES', 'Some other extension'
}
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Blizzard

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edwardthefma

im getting this error


2010-05-24 05:00:22 UTC; false - Extension:
Error: 'false' caused an error.
Connection reset by peer - send(2)
./Data/Sender.rb:20:in `send'
./Data/Sender.rb:20:in `send'
./Data/Client.rb:873:in `send'
./Extensions/GlobalDNS.rb:64:in `send_time'
./Extensions/GlobalDNS.rb:48:in `block in server_update'
./Extensions/GlobalDNS.rb:46:in `each_key'
./Extensions/GlobalDNS.rb:46:in `server_update'
./Extensions/GlobalDNS.rb:37:in `main'
./Data/Server.rb:214:in `block (2 levels) in run'
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