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Re: Project Isle of Polm [Re: Garrettwademan] #288635
09/07/09 18:44
09/07/09 18:44
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline
Serious User
Dark_samurai  Offline
Serious User

Joined: Jul 2005
Posts: 1,930
Austria
Oh I forgot the Shade-C shadows.


ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)!
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Re: Project Isle of Polm [Re: Garrettwademan] #288639
09/07/09 19:08
09/07/09 19:08
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
Blink Offline

Expert
Blink  Offline

Expert

Joined: Jan 2006
Posts: 2,157
Connecticut, USA
looks awesome!


My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
Re: Project Isle of Polm [Re: Blink] #292949
10/08/09 04:23
10/08/09 04:23
Joined: Jan 2006
Posts: 245
PA
Garrettwademan Offline OP
Member
Garrettwademan  Offline OP
Member

Joined: Jan 2006
Posts: 245
PA
Update on the project:



- Stage 1 of dead reckoning coded
- Inventory moving, deleting, repairing, creation of new items
- Login screen all working great with server and database
- All player variables including skills, attributes, equipped items, bans, account status, positions, etc all save great into the database on the server
- Speed hacking detection
- website account creation linked to server database


Current Project: Computer Repair Simulator
https://www.computer-repair-simulator.com
Re: Project Isle of Polm [Re: Garrettwademan] #292953
10/08/09 04:49
10/08/09 04:49
Joined: May 2009
Posts: 137
Ohio, U.S.A.
PigHunter Offline
Member
PigHunter  Offline
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Joined: May 2009
Posts: 137
Ohio, U.S.A.
Nice!

Re: Project Isle of Polm [Re: PigHunter] #292954
10/08/09 05:39
10/08/09 05:39
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Germanunkol  Offline
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Joined: Jun 2006
Posts: 2,640
Earth
Whenever you have the time, I'd really like to see your dead reckoning in action, a movie of you playing with a friend, maybe? That would rock.
Good and big update, keep it up! laugh


~"I never let school interfere with my education"~
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Re: Project Isle of Polm [Re: Garrettwademan] #293000
10/08/09 14:44
10/08/09 14:44
Joined: Aug 2007
Posts: 78
botu Offline
Junior Member
botu  Offline
Junior Member

Joined: Aug 2007
Posts: 78
Great Job! I like the idea of terraforming with mmo. A nice idea would be to give the possibility to find rare seeds. Player can plant and take care of them. Some rare seed will gives specials plants for crafting.
Maybe do you need some help for modeling? You can see what I do here :
http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=274005#Post274005




Last edited by botu; 10/08/09 14:46.
Re: Project Isle of Polm [Re: Germanunkol] #293184
10/09/09 19:32
10/09/09 19:32
Joined: Jan 2006
Posts: 245
PA
Garrettwademan Offline OP
Member
Garrettwademan  Offline OP
Member

Joined: Jan 2006
Posts: 245
PA
It isn't perfected yet...I am calling it stage 1. I will get a vid this weekend and post it.

As for the seeds and planting, this is already planned. I plan on having farming and harvesting with trees, plants, and the alike. The reason behind it was to create a game that has things that other mmo games don't have I guess...or at least not a lot of them.

Thanks for the comments.


Current Project: Computer Repair Simulator
https://www.computer-repair-simulator.com
Re: Project Isle of Polm [Re: Garrettwademan] #293367
10/11/09 00:55
10/11/09 00:55
Joined: Jan 2006
Posts: 245
PA
Garrettwademan Offline OP
Member
Garrettwademan  Offline OP
Member

Joined: Jan 2006
Posts: 245
PA
Here is the video of before and after. I am sending the player positions once every 30 frames, but can easily send once every 100 frames and still get away with murder. Sorry about my speech, after watching it I noticed I repeated a bunch of words haha. Let me know what you think, or let me know if you have any ideas of how I can improve this. Thanks.

VIDEO ON YOUTUBE

Last edited by Garrettwademan; 10/11/09 00:56.

Current Project: Computer Repair Simulator
https://www.computer-repair-simulator.com
Re: Project Isle of Polm [Re: Garrettwademan] #293370
10/11/09 01:28
10/11/09 01:28
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
I got a question, because I am playing around with anet as well trying to design "mini" mmo. now this wont be very ambitious but just a small (3 player + amin) demo to get some practice because some time in the future I'd like to start working on an actual mmo. now I am not using much of anet's automated features beacuse I'd like to have total control of entity and level management, but a question that's been bugging me is when I go to make a chat box. I send as much info in a packet as possible (info related to the packet) so for instance I send position and rotation all in 1 packet with the info delimited by comma's but when I go to start working on the text box im going to have to figure out something else since I want my players to be able to send a comma without killing my server, their client or finding a way to hack the info being sent grin I've contemplated making an escape character (like / for c ) but that will require a ton of string manipulation, and I'm already doing enough if you know what I mean. (building and then seperating packets) so I was wondering how you go about it.

Re: Project Isle of Polm [Re: lostclimate] #293372
10/11/09 03:03
10/11/09 03:03
Joined: Jan 2006
Posts: 245
PA
Garrettwademan Offline OP
Member
Garrettwademan  Offline OP
Member

Joined: Jan 2006
Posts: 245
PA
I don't know the correct way to answer that question, but if it helps ANet offers encryption. If you use a program such as Cheat Engine, you can speed hack and actually change variables in the 3D Game Studio engine, along with tampering with packets.

With my project the chat is sent as a separate string apart from everything else. The only thing I have to have in sync is the clients data to the server when it come to inventory, stats, skills, etc. Since I am using a mysql database, I can't have 2 clients sending their inventory information at the same time, so first I have the clients request to send to server, if the server says okay, it sends an okay back and locks on to that client ID and waits..if another client sends a request at this time, the server sends, wait (1) back basically. When the server gets the info, it saves to database and readies for the next set of information pieces.

If it makes you feel any better, I have tested sending an array which has 26,000 valid indexes...this took maybe 2 seconds, if that. I would not limit yourself to compacting everything all into one packet, array or string with dilimeters. I have not had an issue yet, and seeing you are working with maybe 4 players...that should be cake. Also, remember what and when the server should do certain functions. If you were using the 3d Game Studio multiplayer commands, I would suggest you keep doing what your doing. With each client they are maybe using up to 2 kbps max...this is average for a game like this. I hope this helps.


Current Project: Computer Repair Simulator
https://www.computer-repair-simulator.com
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