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Re: Make MMOLove, not MMOWar.
[Re: TWO]
#222747
08/20/08 20:40
08/20/08 20:40
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Joined: Jan 2006
Posts: 968
EpsiloN
User
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User
Joined: Jan 2006
Posts: 968
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I have no idea what fastlane 'needs' , but I'm not talking about a base to build on to. When I got myself into this , I wanned to create games easely , without knowledge of higher languages. I do not need to learn C++ in order to create a MMO. If I was able to create a MMO networking in C++ I would never use 3DGS. I would work in a team that is capable of providing its own engine & functionalities...Please , talk about features only , because this isnt getting us anywhere. Another problem I ran into... BEWARE LONG EXPLANATION When I needed to update separate clients , I used 3 skills to identify if the particular client has moved. If it had , I updated this clients entity to another client nearby. This works well , but it updates every client to one another , no matter if they moved. If I had to 'mark' that client as 'already updated' , I had to re-set the skills to match the possition. This unfortunately made it impossible for updating to further clients on the list , because it was already marked as 'updated'. The 'workaround' is to define (for 1000 clients...) 1000 arrays with 3000 elements each , to store the possitions relatively to every client. This means that I have to go thru all that data to check if a client has moved , and use around 8 str instructions with execute 3000 times per client for 1000 clients. I dont even dare trying I dont know if this is possible , or even if this procedure already has a name , but I'd like to use something easyer that does the same job someday. If only we could define and call arrays like skills for each entity...
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Re: Make MMOLove, not MMOWar.
[Re: FBL]
#222773
08/20/08 23:25
08/20/08 23:25
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
Senior Expert
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Senior Expert
Joined: Sep 2002
Posts: 8,177
Netherlands
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- a lobby system - "ranged" network functions which only update entities within a definable range on each client to keep traffic to a minimum Another vote for the lobby system, showing lists of server is by far the most user friendly solution to joining a multiplayer game. The age of knowing how to find and type in an ip to join is more or less over as far as the mainstream public goes. Also the problem that clients can connect and crash servers is a huge problem that needs to be addressed. It´s basically a huge security flaw of the multiplayer system if you ask me. Apart from that, I´d like to see more features optimizing general multiplayer traffic. I would be more specific about what exactly I´d like to see implemented, but I do not know much about multiplayer architecture tricks and how to get it all more optimized in terms of the underlying technical aspects.
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Re: Make MMOLove, not MMOWar.
[Re: FBL]
#222871
08/21/08 12:11
08/21/08 12:11
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Joined: Jul 2007
Posts: 959 nl
flits
User
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User
Joined: Jul 2007
Posts: 959
nl
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i will like to see file transfers and lobby system
"empty"
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Re: Make MMOLove, not MMOWar.
[Re: PHeMoX]
#222927
08/21/08 17:03
08/21/08 17:03
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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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I think Conitec will take this thread very seriously. I think I have their attention now, yes. Hopefully for the last time. I'm ashamed that I had to get so rough to get some attention but as we see, Conitec doesn't come out of the office unless they see a mob outside with pitchforks and torches... which I think we accomplished. By the end of today, I will compile all the suggestions in this thread (and others) and in the interest of fairness, post it up as a Poll to see what the community wants most in terms of MP/MMP.
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