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Re: Make MMOLove, not MMOWar.
[Re: jcl]
#226177
09/08/08 11:19
09/08/08 11:19
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Joined: Sep 2003
Posts: 9,859
FBL
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 9,859
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We can implement a flag for activating entity updates only when a client joins. I'll add that to my list. However, when you update entities anyway by script, why don't you do that with the same script when a client joins? When a player joins I want it to be fully updated (so to say initialized) on ALL machines. That's mainly visual things like the model itself, its scale, the skin.... Of course I can code this and do an update for every single entity parameter - but it's so much easier to have this done automatically if desired. So my workarund was to activate automatic updates (reseting NOSEND) for a short period after a client joined and once everysthing is initialized, switch over to manual updating. The cyclical updates in my case are kept to a minimum. Mainly only keystroke information, movement stuff, entity status mode (used for animation and certain entity events). Things like animation (generally visual things) are done by each machine itself without transfering such information between server/client to keep traffic low. At least low enough for like 4 players via ISDN connection - since I'm not working on a MMOG no distance dependent update and other thigns are required. Summarizing: This is not a blocking point, it's just a matter of easy use
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Re: Make MMOLove, not MMOWar.
[Re: jcl]
#226434
09/09/08 19:22
09/09/08 19:22
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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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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. I think it would not a bad idea to go with RakNet as it seems to be quite good, but to be honest.. I would rather not have to pay a separate fee just so I can release my MP projects. Anyways, if all this is going to change, I'll definitely buy A7 asap.
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Re: Make MMOLove, not MMOWar.
[Re: fastlane69]
#226474
09/09/08 23:13
09/09/08 23:13
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Joined: Oct 2007
Posts: 5,210 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
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Yes, I already offered to start a poll. A poll that pointing out non-commerical usage is free and license fee is $100 can be started.
Non-commerical usage is already free.And if someone wants to go commerical, $100 should not be problem.(id rather paying $100 for raknet instead of going commerical with dplay.)
and lobby system,auto patcher,security,Voice communication, far better MMO capability than play. I could pay more than $100(you know, you pick the price) for such robust library if i ever do something commerical.
check the class/function list on the raknet manual, such funcs. exist: RakNet::ClanJoinInvitationAccepted_Notification
nearly everything needed for a mp game.
Last edited by Quadraxas; 09/09/08 23:14.
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Re: Make MMOLove, not MMOWar.
[Re: jcl]
#226549
09/10/08 10:05
09/10/08 10:05
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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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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. We can't require from our users to pay additional license fees for multiplayer applications. I'm confused. Your first quote makes it sound like if the majority of users wanted to pay the license fee, then it wouldn't be a problem to integrate raknet. Your second quote however makes it sound like RakNet is completely out of the question. Which one is it?
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