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Program Announcements / Nuclear Network - Multiplayer Service

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nuclear glory
21
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Joined: 2nd Oct 2003
Location:
Posted: 26th Jul 2004 15:39


Fast and furious multiplayer service.

Free and paid (for pros) options are available.

Visit the NN page for full details:
http://www.nuclearglory.com/nn

Here are the basics (copied from the webpage):

(A) You signup for free (at the bottom of the webpage)
(B) You setup your game on the member control panel (visible after you signup)
(C) You download the network plugin for your game (from your control panel)
(D) You program your game to use the plugin (with easy commands)

Then, depending on your plan and preference, you can either use our subscription service (where we will charge the players on your behalf) or use your own methods of charging the players.

As far as programming goes, wrappers are ready (with documentation) for C++, DBP, DBC, and Blitz3D. You will have access to these downloads after you signup (for free) at the website.

If you have any questions, feel free to contact us or post.

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Lightwave Scene Exporter to .X also at: http://www.nuclearglory.com
Jimmy
21
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Joined: 20th Aug 2003
Location: Back in the USA
Posted: 26th Jul 2004 15:51
Sweet! Too bad I don't have a multiplayer game...

Will have to make one just for this.

Looks awesome, nukelar man


<Mnemonix> im seroulsiy frunk to doaty
http://www.dbspot.com/ - Free website hosting. Fast and reliable... probably.
nuclear glory
21
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Posted: 26th Jul 2004 16:23
lol, thanks Jimmy. Good to have Fanboy support

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Lightwave Scene Exporter to .X also at: http://www.nuclearglory.com
nuclear glory
21
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Joined: 2nd Oct 2003
Location:
Posted: 27th Jul 2004 16:38
You're suppose to enter the "username" of the developer you're authorizing. (That's the NG account username of another developer) If the username doesn't match any usernames in the database it'll be rejected like that.

I'll update the author page to be more descriptive.

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Lightwave Scene Exporter to .X also at: http://www.nuclearglory.com
dark coder
22
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Joined: 6th Oct 2002
Location: Japan
Posted: 27th Jul 2004 22:24
well there are a few problems with this system,

scenario 1,
hey dad, look at this cool game can you sign me up it only cots £10 a month, well ok then, yuppie.
what no players!

he lets play this cool game, (click on multiplayer) sign up for this game, aight then, £20, wtf i aint playing to play a game online,

i think the best way is to make it they pay you for bandwidth but players dont have to join up, think about on cs/cz if you had to sign up and play to play youll only have about 100-200 players out of the millions there are now. you could get the moeny from google ads on your website or something, also youll have to input your details pass etc all takes time and hasstle just to play an online game

nuclear glory
21
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Posted: 27th Jul 2004 23:33
Quote: "i think the best way is to make it they pay you for bandwidth but players dont have to join up"


You, as an author, can purchase a bandwidth option and let the players on for free if you like. They need to signup for a free account though, so they can enter their username/password in your app. That's standard for any multiplayer system though so people can't sign on acting like other people.

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Lightwave Scene Exporter to .X also at: http://www.nuclearglory.com
MikeS
Retired Moderator
21
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Joined: 2nd Dec 2002
Location: United States
Posted: 28th Jul 2004 03:36
Dark Coder, perhaps you should let the first 50 or so sign up free to get the area populated. Use those first 50 to beta test the game as well to seek out errors for future paying customers.

There's always a good way around. Sure you lose 50 paying customers, but they'll help populate the game and seek out errors.



A book? I hate book. Book is stupid.
(Formerly known as Yellow)
waffle
22
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Joined: 9th Sep 2002
Location: Western USA
Posted: 28th Jul 2004 07:22
i was reading about your thing.....
It appears your doing a "relay" thing thus re-broadcasting
data to all users connected to your server. Is that correct?

There are pros and cons to such an idea, and they should be mentioned on your website.

pros -
most all users could easily connect to a game
regardless of firewall settings.

easy to locate other player because all users must use the same server

easy to debug client-server networking code because most would be handled by your server

cons -
slower gaming (double the network lag time or more) do to data must travel much farther... to the server, then to the client.

smaller bandwidth. FPS and RTS like larger bandwidths to work properly.

Having stated my concerns about methodology,
This could be a great product if you could offer a third network gaming method of payment; server listing support only.
This method, an indi developer could use your server to list other remote servers for games. Example:

Lets use my Duel game as an example:
I wish to host a game session, So when I click the host button,
my game connects to your server, your server obtains my address and lists that address with a my game session name. When someoneelse wishes to join the game, They click the "join" button. Then, the game connects to your server, obtains a list of remote servers that match the target game version and presents that list to the joining player. Then, when that player selects a game, they disconnect from your server and connect to the hosting player.

Using this method, there would be almost no bandwidth requirement from your server. As an indi dev, I would pay $10 per month to NN to support your server and you could support unlimited number of my gamers, as no game data is passed through your server.

------------------------------
all three methods are usefull. My method would be the most complicated to use, but would be the fastest.

------------------------------
side note:
I think your service can be used in this manner already;
by properly coding the connections, and then disconnecting at game start. But that would be overly complex and support limited users, You quote 4 players per session as a max. A simple server list has almost no bandwidth requirements and would greatly expand options.
maybe charge $10 per month per game name to support....
So if I wanted to support my Duel,Chess,Bumper Pool that would be $30 per month to you ..... just an example. DUEL and Chess are not that good to pay for, and Pool will just use IRC.

Maybe offer a forth option?
Subscribers pay $10 per month to play any supported game that uses the remote server listing? Just a thought, and would save me the hassle of converting my proxy server to linux for hosting myself.

internet gaming group
current project http://home.comcast.net/~norman.perry/Archon.html
nuclear glory
21
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Joined: 2nd Oct 2003
Location:
Posted: 28th Jul 2004 08:01
Quote: "It appears your doing a "relay" thing thus re-broadcasting
data to all users connected to your server. Is that correct?"


Yes and no. It relays the message to all people in the same game and session you're in. Also, there are private messaging commands to have messages relayed to other people specifically. You must be in the same session to message anyone.

But that's the just of it, yes, relaying.

Quote: "my game connects to your server, your server obtains my address and lists that address with a my game session name."


So our server would be keeping a list of sessions/players in action? When you speak of "your address", do you mean your personal IP address or the IP address of the game hosting server?

The only problem I see with your method 3 is leaving "ghosts" on our server as we have no way of knowing when someone has disconnected. (especially by error, ie: pulled plug)

Quote: "You quote 4 players per session as a max. A simple server list has almost no bandwidth requirements and would greatly expand options."


That's for the free service. Read the section on the bandwidth/dedicated servers (listed in the upgrade section). There are no limits passed the bandwidth option on your server.

---

All of the ideas are good. We'd like to let the service pick up before spending a large amount of additional time on it.

We're going to use it ourselves for upcoming network games.

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Lightwave Scene Exporter to .X also at: http://www.nuclearglory.com
waffle
22
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Joined: 9th Sep 2002
Location: Western USA
Posted: 28th Jul 2004 20:07
thanks for considering....
the "ghost" problem can be fixed by "pinging" connected host players. So, the host user would have one socket opened to your server until a game is actually launched, thus blocking new players from joining the game. While this socket is open, directplay could still function normally permitting users to chat via directplay.

At game launch or program abort, the socket would be shutdown and the "ghost" would vanish on the next ping from the server.

this realy does sound promissing, and is something I have been asking for for a few years but Lee said no, there is no need for multiplayer matchmaking. If we can get a few online games going here, you are in an excelant position.

I'll try and have my pool game working next week, and then we'll have more to discuss

internet gaming group
current project http://home.comcast.net/~norman.perry/Archon.html
nuclear glory
21
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Posted: 29th Jul 2004 11:37 Edited at: 29th Jul 2004 11:40
Yes, keeping a socket open for pinging would do the trick. Some of the specific functionality is a bit nebulous in my mind atm, but it's nothing we can't overcome

The way the service is going we may end up doing custom jobs for everyone. That's an okay gig. You receive a service to meet your specific needs and we earn a monthly income. I like it

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Lightwave Scene Exporter to .X also at: http://www.nuclearglory.com
Mnemonix
21
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Joined: 2nd Dec 2002
Location: Skaro
Posted: 29th Jul 2004 15:30
Its a great idea, i might use this service in the future, i would very much like to try it out at least. Maybe a future project for me...

The 3d chat is coming...
In the meantime, come in the IRC. Ask me for details!!.
Three Score
20
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Joined: 18th Jun 2004
Location: behind you
Posted: 29th Jul 2004 18:26
does your plugin inlude http access

Mr Underhill
21
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Joined: 23rd Apr 2003
Location: The Forgotten Worlds...
Posted: 30th Jul 2004 04:55
This sounds great, NG! I might use it should I ever get to making an online game.

Maybe some really nice moderator could sticky this?

"War will make corpses of us all."-Faramir
Jade Phoenix Software is on the way! Get ready for the rebirth of gaming!
nuclear glory
21
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Posted: 30th Jul 2004 06:24
Thanks all

Quote: "does your plugin inlude http access"

Not as a public function atm, although it easily could.

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Lightwave Scene Exporter to .X also at: http://www.nuclearglory.com
C l a r k
20
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Joined: 18th Apr 2004
Location: Rhode Island...State motto: Who Cares?
Posted: 30th Jul 2004 12:07 Edited at: 30th Jul 2004 12:08
I'm working on a little open source chatroom program to demonstrate the simplicity and ease of using Nuclear Networks.

It'll pretty much the same as the chatroom example in the NGN download, but I'm adding a whole bunch of other functions from the DLL (for demonstration purposes) and I'm completely remming it out, with syntax, function, and structure descriptions. It not only explains how to use the basic functions of the NGN .DLL file, but thoroughly documents the multiplayer process: connecting to the server, sending messages, "message pumping"/interpreting received messages, and using these broadcasted/newly interpreted messages in the program.

It will most likely be done by tomorrow night...if you don't feel like reading through the code, at least try the .exe and see what can be easily accomplished with Nuclear Networks.

---

greenlig
21
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Joined: 30th Aug 2003
Location: Melbourne
Posted: 30th Jul 2004 12:39
yeah, i think someone should make like a simple car game, like sunday drivers with multiplayer, so we can test it out

regards
zac

I got best and fairest for soccer WHOOHOOO!
C l a r k
20
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Joined: 18th Apr 2004
Location: Rhode Island...State motto: Who Cares?
Posted: 30th Jul 2004 13:33
That's a good idea, except I wanted something that focused mainly on Nuclear Network...if I made a sample program as complex as a "Sunday Driver" kind of game, the focus of the tutorial would trail off to things such as collision and model manipulation, and that would just confuse the user. I'm making a tutorial PURELY for multiplayer help.

Thanks for your input - perhaps in the future I'll make something more complex for those who are beyond chat rooms but need help with the transition to programming actual games with the NGN dll.

---

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