Gamestudio Links
Zorro Links
Newest Posts
AlpacaZorroPlugin v1.3.0 Released
by kzhao. 05/22/24 13:41
Free Live Data for Zorro with Paper Trading?
by AbrahamR. 05/18/24 13:28
Change chart colours
by 7th_zorro. 05/11/24 09:25
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
3 registered members (AndrewAMD, TraderTom, Akow), 1,388 guests, and 7 spiders.
Key: Admin, Global Mod, Mod
Newest Members
AemStones, LucasJoshua, Baklazhan, Hanky27, firatv
19055 Registered Users
Previous Gallery
Next Gallery
Print Thread
Rate Thread
Page 2 of 4 1 2 3 4
PAST Prototype Walkthrough #198752
08/07/07 17:14
08/07/07 17:14
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline OP
Senior Expert
PAST Prototype Walkthrough

-----------------------------------------------------------------------------------

http://vids.myspace.com/index.cfm?fuseaction=vids.individual&VideoID=15175649

-----------------------------------------------------------------------------

Finally captured 1 gig of video and managed to reduce it to 100MB in a WMV with no sound.

You should still be able to read the text though what is said doesn't really matter except to prove that the Local, Global, and IM chat work.

There is no sound to this video and it was done in pseudo-WAN conditions (out of the office but only one hop). When we capture multiple hop video, we will post it to show that it responds exactly as you see.

Here are some screenshos from the video so you can see what it really looks like.


----
----

----
----

36 Comments
Re: PAST Prototype Walkthrough [Re: fastlane69] #198762
08/08/07 02:11
08/08/07 02:11
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
Expert
William  Offline
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
While I cannot yet download the video(only 28k), I was wondering why you split your server and client code like so? It sounds like a bit of work. In my game, I just have different functions, but it's still mixed in some ways. Is this primarily for security reasons?


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
Re: PAST Prototype Walkthrough [Re: William] #198763
08/08/07 02:41
08/08/07 02:41
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

.
Nems  Offline

.

Joined: Mar 2003
Posts: 4,264
Wellington
Congats Fastlane, this looks awesome and exciting.
Hope you do really well from all this work.

Re: PAST Prototype Walkthrough [Re: William] #198764
08/08/07 02:53
08/08/07 02:53
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline OP
Senior Expert
fastlane69  Offline OP
Senior Expert

Joined: Mar 2003
Posts: 5,377
USofA
Quote:

I was wondering why you split your server and client code like so?




It is actually a lot easier to do it this way. You don't have to worry about IFDEFS or that your client code is "leaking" into your server code.

You can have one person work on the server code and another on the client code and they won't step on each others shoes. Furthermore, I have serveral distinct client-server applications running serverside managing my world. If I had to try and syncrhonize the code across so many applications every day, I'd go nuts! Especially if it was because I'm changing something clientside that has no relevance serverside.

When updating server code, you don't need to update the client code and vice versa. When it comes time for patching, I only want to use bandwidth for things that the client needs and not because the server changed. Remember that you pay for the bandwidth and thus uploading the server code could mean a 10 to 100 percent larger file size and you are paying for each byte.

But the most important reason is what you mention: security. The thought of actually releasing my server code to the world, even if it is in WRS, makes me cringe! It is, if you will, like sending a blueprint of your HQ encoded in every bullet you fire at the enemy! It's just asking for trouble! The minute the WRS is decompiled or you make a mistake and it compiles wrong or whatever, your server is critically exposed.

I have been saying this for years but nobody really trusts: separating your client and server code is THE way to go for real MP and MMP programming. It's easier to manage, to work with, and more secure to deploy than the Conitec way of mixing it up.

Re: PAST Prototype Walkthrough [Re: fastlane69] #198765
08/08/07 04:37
08/08/07 04:37
Joined: May 2002
Posts: 2,541
Berlin
EX Citer Offline
Expert
EX Citer  Offline
Expert

Joined: May 2002
Posts: 2,541
Berlin
Where is cbabe?


:L
Re: PAST Prototype Walkthrough [Re: EX Citer] #198766
08/08/07 10:15
08/08/07 10:15
Joined: Jan 2003
Posts: 4,305
Damocles Offline
Expert
Damocles  Offline
Expert

Joined: Jan 2003
Posts: 4,305
You should still use the obfuscator on the script, even if you
pack it into and wrs file. There are certainly people who can crack such resource packages,
and if they do, the client code looks (when obfuscated) too confusing to be reused.

(I never understood how ifdef-s work, and always erase them)

Re: PAST Prototype Walkthrough [Re: fastlane69] #198767
08/08/07 13:35
08/08/07 13:35
Joined: Mar 2002
Posts: 1,835
Minneapolis, Minnesota, USA
Nardulus Offline
Serious User
Nardulus  Offline
Serious User

Joined: Mar 2002
Posts: 1,835
Minneapolis, Minnesota, USA
Very cool technology. Great work.

I watched the video and I did not really understand how this technology was going to help teach Physic's to the intended audience of students...

Maybe I am a little slow....

Anyways, keep your eye on the prize of creating an innovative Physic's teaching tool, and do not get caught up to much, in the details of an MMO, at least when you are trying to sell this prospective funders or users...

Great work, I look forward to seeing how you can convey Physic's lessons using this tool....

Ken

Re: PAST Prototype Walkthrough [Re: Nardulus] #198768
08/08/07 17:27
08/08/07 17:27
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline OP
Senior Expert
fastlane69  Offline OP
Senior Expert

Joined: Mar 2003
Posts: 5,377
USofA
The pedagogy is not in place in the Video, Nard. We are still in the systems construction phase.


I have recently changed my pitch to best reflect this. I used to say I'm making an MMOG to teach physics. That's a nice elevator pitch statement and I still use it. A more accurate statement would be that I'm making a fully physical Virtual World and using game-like elements to promote the pedagogy... as you can see, it's easier to say "educational physics MMOG".

In truth, i can see my world being used purely as a sandbox, as a lab, with no game. That would be fine and useful. But putting a game is a easy way to motivate students who wouldn't do a lab to try and learn physics.

Re: PAST Prototype Walkthrough [Re: fastlane69] #198769
08/08/07 18:12
08/08/07 18:12
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
Senior Expert
FBL  Offline
Senior Expert
F

Joined: Sep 2003
Posts: 9,859
Impressive. Looks like you're finally getting somewhere with all the network troubles and frustrations.

Re: PAST Prototype Walkthrough [Re: Damocles] #198770
08/08/07 20:06
08/08/07 20:06
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline OP
Senior Expert
fastlane69  Offline OP
Senior Expert

Joined: Mar 2003
Posts: 5,377
USofA
Damocles, I want to take you up on the idea of obfuscating the script.
I tried to find GST obfuscator but the links I got where broken.
Do you have other suggestions I could DL or buy?

Re: PAST Prototype Walkthrough [Re: fastlane69] #198771
08/08/07 22:15
08/08/07 22:15
Joined: Jan 2003
Posts: 4,305
Damocles Offline
Expert
Damocles  Offline
Expert

Joined: Jan 2003
Posts: 4,305
I put the obfuscator on my page,
if you have troubles to download it from gstools.de

http://www.wasteland.at/GSTObfuscator.zip

(you require the GST Builder also to operate it)

Remember, that the obfuscator alters the name of variables,
so you might have to think about the server-client code "syncronization" then,
if the variable/function names are renamed.
(since your "split" code is a special case)

The obfuscator works well, there are just a few problems
in some special cases (dont write "%i" but "% i" for a modulo for example)

Page 2 of 4 1 2 3 4

Moderated by  jcl, Realspawn, Spirit 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1