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Re: Project Isle of Polm
[Re: Garrettwademan]
#288635
09/07/09 18:44
09/07/09 18:44
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Joined: Jul 2005
Posts: 1,930 Austria
Dark_samurai
Serious User
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Serious User
Joined: Jul 2005
Posts: 1,930
Austria
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Oh I forgot the Shade-C shadows.
ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)! get free version
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Re: Project Isle of Polm
[Re: Garrettwademan]
#288639
09/07/09 19:08
09/07/09 19:08
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Joined: Jan 2006
Posts: 2,157 Connecticut, USA
Blink
Expert
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Expert
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
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My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
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Re: Project Isle of Polm
[Re: Blink]
#292949
10/08/09 04:23
10/08/09 04:23
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Joined: Jan 2006
Posts: 245 PA
Garrettwademan
OP
Member
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OP
Member
Joined: Jan 2006
Posts: 245
PA
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Update on the project: - Stage 1 of dead reckoning coded - Inventory moving, deleting, repairing, creation of new items - Login screen all working great with server and database - All player variables including skills, attributes, equipped items, bans, account status, positions, etc all save great into the database on the server - Speed hacking detection - website account creation linked to server database
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Re: Project Isle of Polm
[Re: PigHunter]
#292954
10/08/09 05:39
10/08/09 05:39
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
Expert
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Expert
Joined: Jun 2006
Posts: 2,640
Earth
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Whenever you have the time, I'd really like to see your dead reckoning in action, a movie of you playing with a friend, maybe? That would rock. Good and big update, keep it up!
~"I never let school interfere with my education"~ -Mark Twain
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Re: Project Isle of Polm
[Re: Garrettwademan]
#293000
10/08/09 14:44
10/08/09 14:44
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Joined: Aug 2007
Posts: 78
botu
Junior Member
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Junior Member
Joined: Aug 2007
Posts: 78
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Great Job! I like the idea of terraforming with mmo. A nice idea would be to give the possibility to find rare seeds. Player can plant and take care of them. Some rare seed will gives specials plants for crafting. Maybe do you need some help for modeling? You can see what I do here : http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=274005#Post274005
Last edited by botu; 10/08/09 14:46.
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Re: Project Isle of Polm
[Re: Garrettwademan]
#293367
10/11/09 00:55
10/11/09 00:55
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Joined: Jan 2006
Posts: 245 PA
Garrettwademan
OP
Member
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OP
Member
Joined: Jan 2006
Posts: 245
PA
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Here is the video of before and after. I am sending the player positions once every 30 frames, but can easily send once every 100 frames and still get away with murder. Sorry about my speech, after watching it I noticed I repeated a bunch of words haha. Let me know what you think, or let me know if you have any ideas of how I can improve this. Thanks. VIDEO ON YOUTUBE
Last edited by Garrettwademan; 10/11/09 00:56.
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Re: Project Isle of Polm
[Re: lostclimate]
#293372
10/11/09 03:03
10/11/09 03:03
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Joined: Jan 2006
Posts: 245 PA
Garrettwademan
OP
Member
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OP
Member
Joined: Jan 2006
Posts: 245
PA
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I don't know the correct way to answer that question, but if it helps ANet offers encryption. If you use a program such as Cheat Engine, you can speed hack and actually change variables in the 3D Game Studio engine, along with tampering with packets.
With my project the chat is sent as a separate string apart from everything else. The only thing I have to have in sync is the clients data to the server when it come to inventory, stats, skills, etc. Since I am using a mysql database, I can't have 2 clients sending their inventory information at the same time, so first I have the clients request to send to server, if the server says okay, it sends an okay back and locks on to that client ID and waits..if another client sends a request at this time, the server sends, wait (1) back basically. When the server gets the info, it saves to database and readies for the next set of information pieces.
If it makes you feel any better, I have tested sending an array which has 26,000 valid indexes...this took maybe 2 seconds, if that. I would not limit yourself to compacting everything all into one packet, array or string with dilimeters. I have not had an issue yet, and seeing you are working with maybe 4 players...that should be cake. Also, remember what and when the server should do certain functions. If you were using the 3d Game Studio multiplayer commands, I would suggest you keep doing what your doing. With each client they are maybe using up to 2 kbps max...this is average for a game like this. I hope this helps.
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