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Re: A question to the MP community
[Re: fastlane69]
#159934
10/17/07 03:47
10/17/07 03:47
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Joined: Jan 2006
Posts: 968
EpsiloN
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You're probably right. I tought it'll be less data to transfer if the player and the server update separately localy,but I'm not going that deep right from the start. I'll try the simplest solution first(yours). PS.: Thanks for your help , I've never received that many responses to a project I was ever working on Yesterday I made all the spells,and damage calculations on paper,today I'll finish everything up with the items,and their stats,and I'll be ready when I make my 'simple' movement code BTW , doesnt it look easy the way I want to make it? With just a few vars... Or I'm wrong again?
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Re: A question to the MP community
[Re: EpsiloN]
#159935
10/17/07 16:18
10/17/07 16:18
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Joined: Mar 2003
Posts: 5,377 USofA
fastlane69
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Quote:
doesnt it look easy the way I want to make it? With just a few vars
There is no WAY i'm reading through all that mess to deceipher your network plan. If you can repost your plan and specify exactly what you plan to do with the vars I can comment further.
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Re: A question to the MP community
[Re: fastlane69]
#159936
10/17/07 19:33
10/17/07 19:33
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Joined: Jan 2006
Posts: 968
EpsiloN
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Basicly,the system works like this : A player clicks for example on another player with the RMB. (RMB will be for trading,example only! Still deciding what the controls will be,I want RMB for first person for bows & crossbows) The client than sends object ID(the other clients ID) and interraction variable for trading (example 1). The server than sends a request for trade by that certain player by setting no more than 2 skills of the other client. If the other client accepts,sends an interraction variable for trade and an object ID of the other client. Now two of the clients want to trade with eachother...initiate script for trading (Waiting for 1 variable only,everything else will be done in the database...). If you prefer,I can give you the same example with casting a spell,opening a door or building a house. The building process will be with 6 variables. 1 for object ID '0' , 1 for building type (house,shop...) , 3 for pos of the building and one for pan.(No tilt). The highest data transfer will be when a client builds something. Everything else will be limited to state (attack,walk) , pos & pan updates. Health and stats of objects will be managed mainly thru the database with object ID,as you said. I think it'll work,what do you think ? PS.: I'm almost at the movement code,figuring out input right now I tryed to add animations,but for some reason I can get eighter only client animations,or only server. Couldnt animate on both for some strange reason I'll have to try another way tommorow. Thanks for reading,and sorry if I'm boring with my endless questions,but thats the easyest way to learn...
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Re: A question to the MP community
[Re: fastlane69]
#159938
10/18/07 03:59
10/18/07 03:59
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Joined: Jan 2006
Posts: 968
EpsiloN
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To prevent cheating to some point,I tought I could limit all numbers in-game to a certain maximum,this way if someone cheats he can do it only to the maximum level possible in-game,but right now I'm not worried about cheating. Maby I should,but my primary task right now is to learn how all this works. I tought Trading done thru the server will increase the data send with 18 variables (Trading cells 9 on each client) , but now you got me thinking ... I'm only sending this once,possibly (with 100 people) once in 30 sec. BTW , I assigned playerxxx to every player , but only on the server. I dont think it will be needed on the clients,but would be good to have. I should do it in a proc_local function,right ? (I tryed the normal way,like 'player' pointer,but only the 'player' pointer works that way.)
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Re: A question to the MP community
[Re: EpsiloN]
#159939
10/20/07 07:46
10/20/07 07:46
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Joined: Jan 2006
Posts: 968
EpsiloN
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After reading Giorgi3s Newbies guide (I found it burryed deep on my HDD ) I learned what is executed on server,and what on client. Its easy to understand,but when you have it explained... I have an idea,not shure if it'll work,gonna test it later. In Locoweeds tut and Giorgi3s tut,I saw they both used sending movement skills only when the skills change. This reduces the data sent to the server a lot. I tought,shouldnt it reduce more if you send only one skill ? Using for example 1 for forward,2 for back,3 for left,4 for right,5 for forward & left,6 for forward & right... This way it'll send only one skill,and I can even include the speed with wich the entity is moving,but in my case this'll be decided by the server. Entity rotation will be done client side(as in the templates) because the one I have right now is more than 'jerky' The entity doesnt even turn if you move the mouse constantly in one direction... I smoothed to some point the movement,but still needs tweaks. Tested on only one machine,after I get answer to my question,about the 'one skill movement input' I'll test it on two machines(possibly 3,2 LAN and one internet). I wont plan further testing until I see it working correctly on 2~3 machines I think I'm making progress right ?
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Re: A question to the MP community
[Re: EpsiloN]
#159940
10/30/07 17:31
10/30/07 17:31
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Joined: Jan 2006
Posts: 968
EpsiloN
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If anyone is interested to hear about the progress of this project,I'm not only learning more about MP programming,but I also have 4 bases for a MMO game(I'm always starting from scratch when I have a bug/problem). I only have to figure out how to move the clients smooth to the updated possition,what I currently have looks just a little jerky,but I have an idea how I can fix it. So far , if I understood correctly from the manual , my clients are receiving 300 bytes / second from the server , and sending less than 80 bytes / second. Theese numbers will increase no more than 50% when I finish all the 'features' of the base. From this point (after finishing the base) it'll need only the graphical parts done,and I already have GUI,Houses and a few items to test the inventory. Basicaly I'm almost half done with the scripting. I'm sorry that noone wanned to help me out...for free...I now have a debit card with enough money to hire a programmer,but I'll never do that now,because I almost learned what I wanned PS.: I hope I can finish it on my own,and I wish you good luck with MP...
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