Gamestudio Links
Zorro Links
Newest Posts
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
Data from CSV not parsed correctly
by dr_panther. 05/06/24 18:50
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
2 registered members (Ayumi, 1 invisible), 584 guests, and 1 spider.
Key: Admin, Global Mod, Mod
Newest Members
Hanky27, firatv, wandaluciaia, Mega_Rod, EternallyCurious
19051 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 1 of 2 1 2
Fluid Host #101068
12/05/06 02:45
12/05/06 02:45
Joined: Jul 2006
Posts: 43
C
CreatorOfMyth Offline OP
Newbie
CreatorOfMyth  Offline OP
Newbie
C

Joined: Jul 2006
Posts: 43
Odd subject line, I know. Let me explain.

I would like to create a game with the potenial to evolve into an mmo, should enough people get hooked to the gameplay. However, besides the difficulty of first programming an mmo and then get people to fall in love with it, is the challenge of finding the servers to support it. Machines capable of such a feat and an isp equally worthy are not cheap in the least.

An idea I had was allowing the players to host the game. The first player to enter a field would become the host of that region until they leave or another, more capable player joins that field. The rest of gameplay would work the same as any other typical mmo. This would resolve the server issue brilliantly, but leaves the question of whether you can achieve this with GameStudio.

Can GameStudio simply hand the reins of hosting a field from one player to another without having to "close" the current running session and re-open the level? Having the game freeze and the screen go black every time the host switches would be most undesirable, and important data could be lost each time.

I hope my logic here isn't too hard to follow. I'm a man of theory, always have and probably always will be. What are your thoughts on this idea? Could it be done and how?

Re: Fluid Host [Re: CreatorOfMyth] #101069
12/05/06 03:54
12/05/06 03:54
Joined: Aug 2004
Posts: 1,305
New York
PrenceOfDarkness Offline
Serious User
PrenceOfDarkness  Offline
Serious User

Joined: Aug 2004
Posts: 1,305
New York
One major problem you will run in to is the simple fact that your running the game off a player's machine, opening the game up to massive amount of cheating loop holes. I wish I could help you more with the higher language part, but I simply don't know, how ever I suggest you look for some help in that section as well. Good Luck man


"There is no problem that can't be solved with time and determination." -me
prenceofdarkness for instant messages on AIM.

Looking for a model designer
PLEASE, SEND ME A PRIVATE MESSAGE OR EMAIL IF YOU'RE INTERESTED.
Re: Fluid Host [Re: PrenceOfDarkness] #101070
12/05/06 18:15
12/05/06 18:15
Joined: Jul 2006
Posts: 43
C
CreatorOfMyth Offline OP
Newbie
CreatorOfMyth  Offline OP
Newbie
C

Joined: Jul 2006
Posts: 43
I too have just recently discovered the error of my ways. Our networking specialist, also a hacker, pointed out to me the potentially huge problems with data security we would have should I program the game in this fashion. I hereby abandon this idea, though it's still a fascinating theory.

Re: Fluid Host [Re: CreatorOfMyth] #101071
12/05/06 18:56
12/05/06 18:56
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
Expert
Germanunkol  Offline
Expert

Joined: Jun 2006
Posts: 2,640
Earth
It does look like a good idea, too bad it doesn't work... It might also get pretty slow, if you change hosts every now and then, I don't know...

But it sounds nice... "fluid hosts"... sounds cool


~"I never let school interfere with my education"~
-Mark Twain
Re: Fluid Host [Re: Germanunkol] #101072
12/05/06 20:37
12/05/06 20:37
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Letting the client to be the server and switch to another user when the 'server client' leaves won't work for an MMO. There's time needed to connect and re-connect, it'll be a potential 'reconnection'-game instead of an MMO game.

This idea might work for smaller type games though, like a 4 player game.

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Fluid Host [Re: PHeMoX] #101073
12/10/06 01:51
12/10/06 01:51
Joined: Aug 2005
Posts: 186
Beneath the Surface
alpha12 Offline
Member
alpha12  Offline
Member

Joined: Aug 2005
Posts: 186
Beneath the Surface
Quote:


An idea I had was allowing the players to host the game. The first player to enter a field would become the host of that region until they leave or another, more capable player joins that field. The rest of gameplay would work the same as any other typical mmo. This would resolve the server issue brilliantly, but leaves the question of whether you can achieve this with GameStudio.



have you make a prototype for these and run some test on it?,it's not easy as you think,let's say the first player that enter region A is 256 kbps adsl user which only had 64-128 kbps upstream,while 100 player entering region A in your mmo,each of them need at least 15 kbps,thats mean need 1.5 mbps upstream!,while your player that 'host' region A only have 10% of that 'dynamic' upstream req.plus,each time the other player need to update their position/data to Region A hoster which also eat downstream bandwidth from Region A Hoster.

by this you just killing your own mmo,it will increase the player ping,lag game experience,etc. If this think can happened,do you think the hundred of talented developer and networking specialist in blizzard would missed this idea?

Quote:


Can GameStudio simply hand the reins of hosting a field from one player to another without having to "close" the current running session and re-open the level? Having the game freeze and the screen go black every time the host switches would be most undesirable, and important data could be lost each time.



not sure about the GS networking capability(haven't touch it yet),anyway if wanna make mmo,start with the basic one.make online adventure,then fps.there is a GS user that kind enough to release his/her online fps source : http://www.coniserver.net/ubbthreads/showflat.php/Cat/0/Number/710804/an/0/page/0/gonew/1#UNREAD
good luck,

Quote:


I hope my logic here isn't too hard to follow. I'm a man of theory, always have and probably always will be. What are your thoughts on this idea? Could it be done and how?




theory/dream is free,there is no exception for doing it thats why we still life until now

Re: Fluid Host [Re: alpha12] #101074
12/10/06 08:09
12/10/06 08:09
Joined: Aug 2004
Posts: 1,305
New York
PrenceOfDarkness Offline
Serious User
PrenceOfDarkness  Offline
Serious User

Joined: Aug 2004
Posts: 1,305
New York
As far as running off the clients goes, there are some parts of the code and some situations where the client could do most of the code. For example, lets say your in a town where there is really not much to do. If the game is area based (enter a new area, new map loads) then you could have almost everthing run off the clients while they are in that area. This is fine since there is nothing to gain by cheating (just remember to make sure they can't change anything important). However as soon as they would leave this situations and enter a ex: a combat situation, where things like strenght levels and experience would come in to player, the server has to take over most the load, to insure ppl wont cheat.


"There is no problem that can't be solved with time and determination." -me
prenceofdarkness for instant messages on AIM.

Looking for a model designer
PLEASE, SEND ME A PRIVATE MESSAGE OR EMAIL IF YOU'RE INTERESTED.
Re: Fluid Host [Re: PrenceOfDarkness] #101075
12/10/06 17:46
12/10/06 17:46
Joined: Aug 2005
Posts: 186
Beneath the Surface
alpha12 Offline
Member
alpha12  Offline
Member

Joined: Aug 2005
Posts: 186
Beneath the Surface
Quote:

As far as running off the clients goes, there are some parts of the code and some situations where the client could do most of the code. For example, lets say your in a town where there is really not much to do. If the game is area based (enter a new area, new map loads) then you could have almost everthing run off the clients while they are in that area. This is fine since there is nothing to gain by cheating (just remember to make sure they can't change anything important). However as soon as they would leave this situations and enter a ex: a combat situation, where things like strenght levels and experience would come in to player, the server has to take over most the load, to insure ppl wont cheat.



have you make prototype on this?for small scale mmo might be fine,but as the mmo would be grow,the more Region A hoster pc resource needed,did you think all of the player has the newest pc component?some of the people still has early p4 release with 256 ram,i don't think that kind of resource will manage to serve 100 people and process the data to metaserver/mainserver

Re: Fluid Host [Re: alpha12] #101076
12/11/06 15:11
12/11/06 15:11
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
The switch alone from client-server to server-server 'mode' needs a restart of 3d gamestudio and needs loading time and get's pretty annoying pretty fast, I'm sure off that. The whole game stops when a server-player leaves - which is also a big problem.

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Fluid Host [Re: PHeMoX] #101077
12/22/06 09:49
12/22/06 09:49
Joined: Oct 2006
Posts: 175
G
Gumby22don Offline
Member
Gumby22don  Offline
Member
G

Joined: Oct 2006
Posts: 175
Isn't it the case that Multiplayer with switching hosts/ connections using 3dgs up to commercial at least, is not going to let you do it without restarting the exec file, but you could do it with a custom/ freely available 3rd party network.dll file?

I would expect anyone wanting to make a mmo of any level of complexity to move reasonably quickly to a different network code, unless they happen to have a pro licence. Tell me if this isn't the case - I'm kinda new here.

Don
have a great day

Page 1 of 2 1 2

Moderated by  HeelX, 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