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massive multiplayer #12799
06/05/03 20:38
06/05/03 20:38

A
Anonymous OP
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Anonymous OP
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A



what's the command line to play massive multiplayer?
how to create massive multiplayer?
how's the best way to create massive multiplayer?

Re: massive multiplayer #12800
06/05/03 21:06
06/05/03 21:06
Joined: Jul 2000
Posts: 375
NRW, Germany
T
TEC Offline
Senior Member
TEC  Offline
Senior Member
T

Joined: Jul 2000
Posts: 375
NRW, Germany
First - You are asking silly questions, don´t you?! [Razz]
Second - have you rt(f)m?
Third - have you already complete a multiplayer game with A5/A6?
Fourth - have you ever complete a game with A5/A6?
Fifth - have you answered one or more of the above questions with no?

Then

Sixth - work hard to answer all questions with YES!

And last but not least

Seventh - i don´t want to offense you - but look at FIRST [Wink]

Creating a game is hard work (if you create it by yourself) [Eek!]
Creating a multiplayer game is harder (if you you create it by yourself) [Eek!] [Eek!]
Creating a massive multiplayer game is... [Roll Eyes]

There is no such thing like a multiplayer command line option, button or template there isn´t even something like a tutorial

Good luck on your way to...


...werde ich träumen???
Re: massive multiplayer #12801
06/05/03 21:22
06/05/03 21:22

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Anonymous OP
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for the 6 questions I say "yes"

but the command line -sv -cl
create a multiplayer server!
but not a massive multiplayer!

Re: massive multiplayer #12802
06/05/03 21:24
06/05/03 21:24
Joined: Mar 2002
Posts: 801
Switzerland, Zürich
napo Offline
Developer
napo  Offline
Developer

Joined: Mar 2002
Posts: 801
Switzerland, Zürich
it's the same...
first read the manual

Re: massive multiplayer #12803
06/05/03 21:39
06/05/03 21:39

A
Anonymous OP
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Anonymous OP
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A



when I create a server witn the command line
-sv -cl
a unlimited numbers of clients
can to connect in server created
no problem?

Re: massive multiplayer #12804
06/05/03 21:43
06/05/03 21:43
Joined: Mar 2002
Posts: 801
Switzerland, Zürich
napo Offline
Developer
napo  Offline
Developer

Joined: Mar 2002
Posts: 801
Switzerland, Zürich
Yes if you own Pro. If you own Commercial only 4.

Re: massive multiplayer #12805
06/05/03 22:51
06/05/03 22:51

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Anonymous OP
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if I buy the professional edition and made a litle game for example (office level)

when I create a server witn the command line (-sv -cl)
a unlimited numbers of clients can to connect in server created
no problem?

like a massive multiplayer

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

this message I send to the conitec suport e-mail
and the her reply:

Dear Fabio,



For MMP you should use a Stand Alone Server. Dedicated server are to slow for more tha 10 players.



Best regards,

Tobias Runde

- Support -

what means this?

It's a very hard question!
how to get this "stand alone server" to create MMP?
where to get an aplication like a "gamespy"?
ps: to get the gamespy service in the game coust U$995,00!!!!!!!

what's the best way?

Re: massive multiplayer #12806
06/05/03 22:57
06/05/03 22:57
Joined: Feb 2003
Posts: 2,826
Margaritaville (Redneck Rivier...
myrlyn68 Offline
Senior Expert
myrlyn68  Offline
Senior Expert

Joined: Feb 2003
Posts: 2,826
Margaritaville (Redneck Rivier...
Basically it means what it says...

You should not try to use -sv -cl on your hypothetical server for a MMOG. The addition of the -cl will cause it to run quite slowly when it starts having to handle data from all the clients. What they are suggesting you do is use a dedicated computer to run the server (-sv only) and then conect to it with the clients (-cl). In doing it this way, you can cut down on the stuff that the server does not need to see (an fx that are just for show for example).

In theory you could have an entirely seperate set of models and textures for you server to give it even less work so it can focus on handling only what it needs to (being a good little traffic cop).

Just a heads up though, MMOGs are probably one of the hardest things to get up and running. You might want to put that on hold until you are more familiar with the game engine itself.


Virtual Worlds - Rebuilding the Universe one Pixel at a Time. Take a look - daily news and weekly content updates.
Re: massive multiplayer #12807
06/06/03 00:12
06/06/03 00:12
Joined: May 2003
Posts: 44
Fr
P
Plouf Offline
Newbie
Plouf  Offline
Newbie
P

Joined: May 2003
Posts: 44
Fr
I dont really catch the diff between 'Stand Alone' and 'Dedicated', for me dedicated means 'only doing that thing'...as 'Stand Alone' in fact, thats maybe my english [Wink]
I wish you could have a -MMOG commanf line option [Razz] (I m far from it but I would like to do a MMORPG too)(I m not alone in that prodject, of course)


Rookie Plouf [url=http://bthprod.free.fr]http://bthprod.free.fr[/url] Dll to load dds texture any size, anywhere and one day HMP Maker Dont read my post until I finished editing it!! :D
Re: massive multiplayer #12808
06/06/03 00:33
06/06/03 00:33
Joined: Feb 2003
Posts: 2,826
Margaritaville (Redneck Rivier...
myrlyn68 Offline
Senior Expert
myrlyn68  Offline
Senior Expert

Joined: Feb 2003
Posts: 2,826
Margaritaville (Redneck Rivier...
I think (speculation of course since I didn't write the original message) they are refering to a Stand alone server as something that is coded seperately. Where as dedicated would be the same as the client, but running in server mode.

My reasoning on this is that there is a lot of additional code on the client side that the server could care less about (animations, graphics, fx, cameras...). All of these commands take clock cycles to run, and when it is trying to run them for every entity on the server, it really starts to add up. However if you were careful with your code, you could essentially have two completely seperate games that could run in unison. One for executing server side instructions, and the other for the client. The server side would be stripped down of everything that is not needed so that it could be maximized to handle the extra task of controlling bandwidth. The client would of course be the game which everyone would want to see (particle effects, flares, beams, streaks, animation, big textures, detailed models...).


Virtual Worlds - Rebuilding the Universe one Pixel at a Time. Take a look - daily news and weekly content updates.
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