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Re: Make MMOLove, not MMOWar.
[Re: badapple]
#223581
08/25/08 09:23
08/25/08 09:23
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Joined: Jul 2000
Posts: 28,089 Frankfurt
jcl

Chief Engineer
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Chief Engineer
Joined: Jul 2000
Posts: 28,089
Frankfurt
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Fastlane69: May I just answer on your feature request without waiting for more threads and polls?
- Lose DPLAY and go with Raknet, Enet, ??? Planned, but DPLAY is not the reason of a multiplayer problem. It's not the fasteest, but despite contrary rumors it's reliable. At least the dplay features we use, which are just the basic client/server send and receive functions.
- Server to server communication Ok. This is one feature that we found does not work with DPLAY, so for this we'd indeed need to switch the library.
- Lobby system Planned, but a lobby server can be also done with the current functions.
- Security Fixes (ie: the ability of a dummy GS client to crash ANY GS server) Only in nonencrypted mode. A dummy client can not crash a server when you use encrypted mode for sending. Invalid packets, i.e. packets that don't come from a server or client of your project are then detected.
- File transfer Planned, but not essential for an MMOG.
- Web Player Same as above.
- Individual Client update Ok.
- Better network diagnostic panel What diagnostics are you missing?
- Native MySQL integration There are already several DLLs by users for this purpose.
When I extract from the above features those that you probably really need for finishing your MMOG, I'd select a different library, server to server communication, and a client update range. Can you finish your game when you get those three features?
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Re: Make MMOLove, not MMOWar.
[Re: badapple]
#223592
08/25/08 10:44
08/25/08 10:44
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Joined: Oct 2007
Posts: 5,211 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
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non-moderator users are only able to start polls in Morbius' afaik.
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Re: Make MMOLove, not MMOWar.
[Re: jcl]
#223657
08/25/08 18:19
08/25/08 18:19
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Joined: Mar 2003
Posts: 5,377 USofA
fastlane69
OP
Senior Expert
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OP
Senior Expert
Joined: Mar 2003
Posts: 5,377
USofA
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Thanks for the reply, JCL. I'm happy to have you specific feedback on these issues and your viewpoints on priorities as a way to focus our discussion. Can you finish your game when you get those three features? I've already programmed a client update (works okay) and I have a (lousy) workaround for the needed server-server communication. However, I can't go commercial, nobody can, while this remains... "- Security Fixes (ie: the ability of a dummy GS client to crash ANY GS server)" ...and if encryption will fix this, then please, please move encryption up the priority scale to "ULTRA TOP URGENT" because all our MP projects are non-commercial until this is fixed. Planned, but DPLAY is not the reason of a multiplayer problem. I will argue that Dplay is the problem on these three points: 1) you admit it's not the fastest which with todays advances in network engines, is an understantment. As an example, if it takes dplay 2ms to process a packet that another library process in 1.9ms, that is a HUGE deal for MP and especially MMP games. 2) you admit server-server is not possible with Dplay. We admit that it is critical to a well designed MMP. Thus I argue that Dplay is indeed holding the MMP community from growing. What can we do as developers to convince you as engineers that server-server is indeed a critical feature for the growth of the GS MMP community? I've only been saying this for 4 years after all.. 3) From a business perspective, if you are trying to sell your product, be it to an investor or a publisher, they will cringe at the mention of Dplay. Dplay carries a bad reputation in the industry and NO GAMES HAVE BEEN MADE WITH IT IN ABOUT 5 YEARS. Thus keeping it as the frontline GS solution means that any MP/MMP developer is already at a HUGE disadvantage in terms of funding and commercializing their game merely because they are using an outdated and often mocked engine. As always, I represent the MMP camp and thus do not represent the full MP community. Others should chime in JCL's feedback to get a good view of what the GS MP community needs.
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Re: Make MMOLove, not MMOWar.
[Re: fastlane69]
#223708
08/26/08 06:24
08/26/08 06:24
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Joined: Sep 2003
Posts: 9,859
FBL
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 9,859
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Re: Make MMOLove, not MMOWar.
[Re: FBL]
#223758
08/26/08 13:32
08/26/08 13:32
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Joined: Oct 2003
Posts: 1,550 United Kingdom
indiGLOW
Serious User
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Serious User
Joined: Oct 2003
Posts: 1,550
United Kingdom
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I know this might be a little off-topic but: I see encryption is coming for A7, will this be rolled out to the older A6 or is this security hole only apply to A7? If this security issue is a problem for A6 do I then need to upgrade? This rabbit hole really does run down a long way... The more I read, the more worried I get 
The Art of Conversation is dead : Discuss
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Re: Make MMOLove, not MMOWar.
[Re: indiGLOW]
#223792
08/26/08 18:05
08/26/08 18:05
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Joined: Mar 2003
Posts: 5,377 USofA
fastlane69
OP
Senior Expert
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OP
Senior Expert
Joined: Mar 2003
Posts: 5,377
USofA
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will this be rolled out to the older A6 or is this security hole only apply to A7? As A6 is no longer supported and encryption may very well turn out to be a Lite C feature, I'm guessing you'll have to upgrade as encryption will not make it into A6 (since nothing new will make it into A6). Which is not a bad thing considering that you get to make and send structs over the network with A7 and integration with other Net Libraries should you choose is more transparent in Lite C than C-Script.
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Re: Make MMOLove, not MMOWar.
[Re: fastlane69]
#223796
08/26/08 18:28
08/26/08 18:28
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Joined: Oct 2003
Posts: 1,550 United Kingdom
indiGLOW
Serious User
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Serious User
Joined: Oct 2003
Posts: 1,550
United Kingdom
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I've not switched bcz I am concerned about the learning curve for A7, considering how long I have been working with A6. Now it looks like I will have to schedule this upgrade in, thats not to mention the fact that this exploit must have been a threat to A6 and therefore undermined the commercial use of our Pro purchase... Doesn't seem right to me, but I guess if it's no longer supported there will be no comeback... It's not like I am having enough problems with Multiplay as it is! Edit: Maybe someone could look at our code and estimate how long it would take to re-write for A7? Any takers PM me 
Last edited by indiGLOW; 08/26/08 18:29. Reason: Added Lite-C Question
The Art of Conversation is dead : Discuss
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Re: Make MMOLove, not MMOWar.
[Re: fastlane69]
#223838
08/26/08 21:27
08/26/08 21:27
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Joined: Oct 2003
Posts: 1,550 United Kingdom
indiGLOW
Serious User
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Serious User
Joined: Oct 2003
Posts: 1,550
United Kingdom
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Yeah I have done a little digging on this, maybe its not a huge deal. Still no rush for it just yet, until we're further with our own MP development I think A6 will be just fine until then. Thanks your advice and re-assurance has restored my confidence a little. plus I made some personal progress with our first steps at multiplay support  I am looking forward to reading the next response from conitec for future MP functionality and when d_play is changed, what is it changing too? Very interesting indeed. Thanks again
The Art of Conversation is dead : Discuss
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