Gamestudio Links
Zorro Links
Newest Posts
Data from CSV not parsed correctly
by jcl. 04/26/24 11:18
M1 Oversampling
by jcl. 04/26/24 11:12
Why Zorro supports up to 72 cores?
by jcl. 04/26/24 11:09
Eigenwerbung
by jcl. 04/26/24 11:08
MT5 bridge not working on MT5 v. 5 build 4160
by EternallyCurious. 04/25/24 20:49
Trading Journey
by howardR. 04/24/24 20:04
Zorro FIX plugin - Experimental
by flink. 04/21/24 07:12
Scripts not found
by juergen_wue. 04/20/24 18:51
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
3 registered members (AndrewAMD, howardR, 1 invisible), 777 guests, and 6 spiders.
Key: Admin, Global Mod, Mod
Newest Members
Mega_Rod, EternallyCurious, howardR, 11honza11, ccorrea
19048 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 6 of 11 1 2 4 5 6 7 8 10 11
Re: Make MMOLove, not MMOWar. [Re: indiGLOW] #223903
08/27/08 16:22
08/27/08 16:22
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline OP
Senior Expert
fastlane69  Offline OP
Senior Expert

Joined: Mar 2003
Posts: 5,377
USofA
Quote:
when d_play is changed, what is it changing too?



Uffff... who knows when and who knows into what. First we have to convince Conitec that losing DPlay will bring in more MP business, then we have to convince Conitec that DPlay is the laughing stock of the MP world, and finally we have to convince Conitec of which engine is best.

It's like we have to work hard to make sure that Conitec does the right thing... silly really, but like you, I have too much invested in GS to give up now... especially now that we have Conitec's attention in the matter!

Re: Make MMOLove, not MMOWar. [Re: fastlane69] #224246
08/29/08 09:57
08/29/08 09:57
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
I don't think that changing DPlay to a different library will require modifications in existing projects. Most multiplayer functions will remain unchanged under a different library. The only severe drawback would be that the network simulator (-sim option) won't be supported anymore. The simulator works with DPlay only.

Re: Make MMOLove, not MMOWar. [Re: jcl] #224293
08/29/08 13:48
08/29/08 13:48
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline
Serious User
indiGLOW  Offline
Serious User

Joined: Oct 2003
Posts: 1,550
United Kingdom
Thanks JCL.

My guess is that the -sim option may be less of a concern with actual live testing being more of an accessible option these days.

Although I couldn't pretend to understand its full use, maybe it's more important than I think? How severe is 'servere'?

Anyway, it's good to here that current projects should not require modification, unless its new functionality that maybe becomes available due to switching libraries.


The Art of Conversation is dead : Discuss
Re: Make MMOLove, not MMOWar. [Re: indiGLOW] #225258
09/03/08 17:24
09/03/08 17:24
Joined: Jan 2006
Posts: 245
PA
Garrettwademan Offline
Member
Garrettwademan  Offline
Member

Joined: Jan 2006
Posts: 245
PA
I am very pleased at what I am reading. I am also currently trying to create a mmorpg game, and have been since LocoWeed has published his intro to Multi-player. My goal is to have a game that can overall support 500 players over one or several servers. I have spent weeks on tweaking multi-player code to have clients join a server and be totally satisfied with it. I read all over the forums that 99% of MMOg games fail, but I am not giving up. My hope is that with the update of the engine, we will be given more and more commands to help us get to our goal. I for one would like to see more commands implemented into the game engine to support production of games like these.

my request to help me finish my game;
- What others have posted on server to server communication
- Lobby features
- More security
- File transfer function from at least Server to Client or Clients
- Static variables we can adjust to the main script to let us optimize multi-player games.
- Some way clients can create a model on their client machine and have the server know it was created and broadcast and update that entity to other clients. (maybe a command like ent_createClient)
- A way of determining if the packets made it to the client without any loss or distortion, without having to write code to echo back
- An easier way of sending data/file/var to a single client without broadcasting to all clients
- Any other commands to simplify or speed up the communication between Server and clients, for games played over the internet that support more than 8 players.

This would be my request to finish my game. I still won't give up on creating this game, I have faith in Conitec that they will start gearing towards Multi-Player (more than 8 players) friendly support...So count me in Conitec for someone who is creating this type of game.

Extra Note: I know 500 players is not possible or reasonable at this time, and certainly not efficient. The only thing I can do is sit back and wait patiently until there is more support for this.

Last edited by Garrettwademan; 09/03/08 17:39.

Current Project: Computer Repair Simulator
https://www.computer-repair-simulator.com
Re: Make MMOLove, not MMOWar. [Re: jcl] #225265
09/03/08 18:19
09/03/08 18:19
Joined: Jan 2006
Posts: 1,829
Neustadt, Germany
T
TWO Offline

Serious User
TWO  Offline

Serious User
T

Joined: Jan 2006
Posts: 1,829
Neustadt, Germany
Originally Posted By: jcl
The only severe drawback would be that the network simulator (-sim option) won't be supported anymore. The simulator works with DPlay only.

http://www.jenkinssoftware.com/raknet/manual/networksimulator.html
http://www.jenkinssoftware.com/raknet/manual/statistics.html

Re: Make MMOLove, not MMOWar. [Re: TWO] #225268
09/03/08 19:07
09/03/08 19:07
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline OP
Senior Expert
fastlane69  Offline OP
Senior Expert

Joined: Mar 2003
Posts: 5,377
USofA
Great find Two!

Neatly answers the question of what better statistics are and allays any fears of the network simulator being exclusive to DPLay. wink

Re: Make MMOLove, not MMOWar. [Re: fastlane69] #225285
09/03/08 20:29
09/03/08 20:29
Joined: Aug 2005
Posts: 343
Germany
HPW Offline
Senior Member
HPW  Offline
Senior Member

Joined: Aug 2005
Posts: 343
Germany


Evil Blood (v. 0.52) RPG
Commport.de (Social Network Community)
Re: Make MMOLove, not MMOWar. [Re: HPW] #225392
09/04/08 11:21
09/04/08 11:21
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
I talked to Raknet this spring and they made us a good offer. But the problem is that switching to Raknet still means you need to pay them license fees when you want to do a small multiplayer app. I'm not sure that this is what the majority of users want. Therefore when we make the change, I tend to use a different library.

Re: Make MMOLove, not MMOWar. [Re: jcl] #225441
09/04/08 15:19
09/04/08 15:19
Joined: Jan 2006
Posts: 1,829
Neustadt, Germany
T
TWO Offline

Serious User
TWO  Offline

Serious User
T

Joined: Jan 2006
Posts: 1,829
Neustadt, Germany
RakNet is free for non-commercial usage (which are most of the few mp apps here). And for commercial usage, don't we just have to pay ~100$ ?

http://www.jenkinssoftware.com/raknet/manual/ReplicaManager2Video.html

The only thing I'm concerned of is that it will take a lot of time to expose most of the features to lite-c.

Re: Make MMOLove, not MMOWar. [Re: TWO] #225468
09/04/08 18:18
09/04/08 18:18
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
yeah it is 100 to 2000. you choose the price.

a poll could be started with clear explanation(like you need to pay 100$ if you make a commerical game etc.).


3333333333
Page 6 of 11 1 2 4 5 6 7 8 10 11

Moderated by  aztec, 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