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DarkBASIC Professional Discussion / Help With My MMORPG

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Eddie Gordo
23
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Joined: 14th Jan 2003
Location: Ohio - USA
Posted: 9th May 2003 03:29
Um... i may sound dumb but how do i get it to print over a persons head thats onscreen. im sure its simple but im lost i know how to do every thing except get the coordinates of where to put the text.
Artifact Basic-5%
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Firesea
23
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Joined: 7th Apr 2003
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Posted: 9th May 2003 03:35
If it's an object, look for object x,y in help (can't remember exact command) - gives 2d coordinate of 3d object location - print at that location
Dr OcCuLt
23
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Joined: 27th Nov 2002
Location: a Dark Deep Dark pit, it dark in here
Posted: 9th May 2003 03:36
can you give more info want your trying to do.

if the persons head in 3D you can put a Sprint oover hes head.

--Dr 0--


Most people are other people.Their thoughts are someone else`s opinions,thier lives a mimicry,their passions a quotation
Oscar Wilde
Eddie Gordo
23
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Joined: 14th Jan 2003
Location: Ohio - USA
Posted: 9th May 2003 03:39
i want it to be like if another player is in the game and he walks onscreen i want to print his name over his head to identify him to other players.

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Dr OcCuLt
23
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Joined: 27th Nov 2002
Location: a Dark Deep Dark pit, it dark in here
Posted: 9th May 2003 04:42
that easy
this is an one way of doing it



--Dr 0--


Most people are other people.Their thoughts are someone else`s opinions,thier lives a mimicry,their passions a quotation
Oscar Wilde
Eddie Gordo
23
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Joined: 14th Jan 2003
Location: Ohio - USA
Posted: 9th May 2003 05:56
ok i knew it was simple i just couldn't remember the commands thx

Artifact Basic-5%
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Puffy
23
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Joined: 4th Sep 2002
Location: United States
Posted: 9th May 2003 06:10
o_O You are trying to make a MMORPG with just DarkBasic?... =\ Your goint to need another program that can handle more online stuff without slowdown... then make a parser and have that language control all of the packages... =\ Just have DarkBasic read them... and respond...

AMD Athlon XP 2100+ OC to 3Ghz/1.5gigs ram/128mb ti4200/120gigs hd/19" monitor/Sound Blaster Audigy Platinum EX/3072kbs Sat Con... I joined in!
Eddie Gordo
23
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Joined: 14th Jan 2003
Location: Ohio - USA
Posted: 9th May 2003 06:57
O_o uh, what, yeah i am

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Puffy
23
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Joined: 4th Sep 2002
Location: United States
Posted: 9th May 2003 07:48
Yeah you are using 2 langauges (DBPro and something else) or yeah I am just using DBPro... =P if its truely massive then read this...

Quote: "The number of players can be between 2 and 256, and sets the maximum number of
players that can join the net game"


=P Thats only if you plan on having 1 game... all users are in the same world at the same time... =\ You could do multiple games... OR! Make each diff section of the world a diff game... and encrypt there files on there computers or on the server so they can't change there stats... ^_^

AMD Athlon XP 2100+ OC to 3Ghz/1.5gigs ram/128mb ti4200/120gigs hd/19" monitor/Sound Blaster Audigy Platinum EX/3072kbs Sat Con... I joined in!
Sephnroth
23
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Joined: 10th Oct 2002
Location: United Kingdom
Posted: 9th May 2003 08:05
games like ragnarok online work on a multiple server basis.. but those genrally act like a map server, so litrally a map is hosted on a specific server.. but, to get around such a limit as 256 players, maybe there is some way of daisy chaining servers? like have servers talk to each other.

You would need to reserve X amount of player spaces for the other servers per server.. so say you had 4 servers, each server could hold 252 players and have 4 slots free for the other servers to connect too. they could swap data and each server relay it to its clients in turn, allowing up for 1008 players (for a four server daisy chain.. Max Players = (256 - NumServers) * NumSevers... or something)

...i dunno, it wouldnt be that fast i suppose unless you were heavilly optimised.. these are just random ideas running through my head at 5am before going to bed, i aint thought it through but if such a system of daisy chaining could be pulled off then it opens up the mmorpg possibilitys. You could even host each server on a different machine, really lightening up the load rather than 1000+ players all running through one

Of course, just something that hit my head as another possibility, one master server for servers.. ie, each server can hold its full 256 players (or 255 i think) and relay its info to a master server which in turn relays it back to the other servers... then each server wouldnt have to contact all the others itself, just one, and then the master server could take care of nothing but relaying the info properly (and again, master server could be its own machine so it would have a fair bit of resources to play about with, bandwidth is the main issue)

So, as a lil example:
(S = server, MS = master server, - \ / = psuedo links)

Daisy chaining method:
S - S - S - S
\ /\ /\ /
(badly drawn i know.. trying to show that each server sends it data to ALL the others, not first server passes data to second, second passes data from first and second to third.. that would be bad)

Master server method:

MS
/ | | \
S S S S

Daisy chaining would be pretty intensive on all the little servers.. but it does have a bonus. If one server went down, it could just be left out of the chain and you would just loose 256 players, everyone else could be fine and the other servers can go on talking to each other

If you went for a master server then it would be less strain on the game servers, but if the master server went down, goodbye all 1008 (or however many) players :/

..you know, im not even sure if im on topic anymore >.> bah im tired! i'll stop waffling now and goto bed.. but its food for thought at least ^^

Richard Barnes
23
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Joined: 15th Apr 2003
Location: Canada
Posted: 9th May 2003 18:51
I have experimented with using single "exe's" for a single zone. We have defined a zone as a single play area, and when you cross the zone your information token is passed to the next server. To make this work we ended up writing an interprocess communication DLL so that DBPro could communicate from one instance to another. We did try the methodology of using an IP connection but the processing was to slow, (5 to 9 seconds when changing zones not including media load time). I have now scrapped the idea of writing the server side in DBPro we are now writing the Server in C# and are working on a TRUE IP stack for DBPro in a DLL format. I just found that the 256 player limitation was a pain to work with. In theory you could write a server, in DBPro for an mmpog but it is probably not your best choice. Use the best language for the job, in the clients case DBPro...

Richard

"Aut viam inveniam aut faciam."
(I'll either find a way or make one.)
Mr Underhill
23
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Location: The Forgotten Worlds...
Posted: 9th May 2003 19:11
If you had a huge server or something, you could just have the game FTP your stats onto it, and other players could just check if they're near you and if they are, download the rest of your stats. It'll be tough and (probably) incompatible with LANs, but it'll work (even for DBC without DarkMatter), and it should be fast since you're only FTPing text files.

"Not all that is gold does not glitter, not all those who wander are lost, not all that is old does not whither, deep roots are not reached by the frost..." - Aragorn (Strider)
Andy Igoe
23
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Joined: 6th Oct 2002
Location: United Kingdom
Posted: 9th May 2003 20:14
The grand-daddy of all MMORG's Everquest only runs 4 'zones' on each server computer, each zone typically with an average of about 20-30 players in.

There's just many server computers for each 'server' that is on the selection list.

DBPro is more than capable of handling those kinds of numbers and could easily replicate the Everquest standard of graphics and gameplay - infact, such a game would be sub-standard for DBPro's abilities.

Pneumatic Dryll
Eddie Gordo
23
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Joined: 14th Jan 2003
Location: Ohio - USA
Posted: 9th May 2003 21:31
Hey u guys are getting way off topic im writing a tutorial that i hope to sell to rich on how to do MMO stuff wait till then it is ingenius

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Ian T
23
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Joined: 12th Sep 2002
Location: Around
Posted: 10th May 2003 00:55
Actually, that directly pertains to the matter at hand... it's important information too. You might want to take it into consideration.

--Mouse

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TheCyborg
23
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Joined: 6th Oct 2002
Location: Denmark
Posted: 10th May 2003 01:43
What about just making a SuperComputer of some sort to handle all the server stuff.
Then run the server app multiple times and make a loopback connection on 4 of the 256 and use the rest to connecting players.
Is this an idea or will it be TOO processor intensive..??

Ian T
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Posted: 10th May 2003 01:51
Well, it'd take a darn good computer to do that, and it'd kinda lag players if there were more than, say, 5 cycles of them...

--Mouse

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TheCyborg
23
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Location: Denmark
Posted: 10th May 2003 01:56
yeah i know...

It's funny... Everyone comes with one good idea after another, but no one actually comes with any very simple code just to see if it's actually possible.

BoB Vila
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Location: United States
Posted: 10th May 2003 02:12
Kinda like the BigWorld massively multiplayer game engine..
There server side software provides active loadbearing switching users between servers and what not. At least thats what they've said it does...

At any rate you probably won't be able to handle 200+ connections at once on a single machine... Depending on how much work the server does as apposed to the client.... So in that respect, the 256 limit of DX doesnt even matter. There are limitless ways of networking a MMO game. The best way to do it is really dependent on gameplay.

Though, If you do design your MMOG server to run on a single machine then u are a tard, because there is no ability to expand if you do hit Software/Hardware limitations. It is also sometimes wise to house servers in other areas/countries so users can connect to the lowest ping servers but not be in a completely different run of the game.


Yea.. I know I'm off topic.. but the MMOG topic is the most fun to talk about.. idunno why.. but it is..

Bobvila.com made me take off my avatar! (dunno how they found out)
Eddie Gordo
23
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Joined: 14th Jan 2003
Location: Ohio - USA
Posted: 10th May 2003 02:25
lol i know it is but my tutorial will have working code ive used it i have a MMO Chat beta its so cool its confusing but it works

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Andy Igoe
23
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Joined: 6th Oct 2002
Location: United Kingdom
Posted: 10th May 2003 05:09
In that case modify the snipper to check the player object is onscreen first with =object in screen()

Pneumatic Dryll

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