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Work in Progress / Deathquest - MMORPG WIP

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ThomasFN
20
Years of Service
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Joined: 26th Aug 2004
Location:
Posted: 1st Oct 2006 15:52
have u got a reliable server to use if you release it soon?

jasonhtml
20
Years of Service
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Joined: 20th Mar 2004
Location: OC, California, USA
Posted: 3rd Oct 2006 08:04
ya, the server runs pretty well, but im thinking of moving it to a higher-end computer that that it runs smoother.


Thread: http://forum.thegamecreators.com/?m=forum_view&t=78971&b=8&p=0
*New Website Coming Soon*
Airslide
20
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Joined: 18th Oct 2004
Location: California
Posted: 24th Oct 2006 02:15
I saw your sig and thought 'That won't work' but your looking pretty good!

I've been thinking about making an MMO-FPS Hybrid (ya, long shot, but if I don't even try my brother will bring death upon me ), and servers have been really bugging me. So are you just running the server on your/one of your computers? Or do you purchase a game server?

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jasonhtml
20
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Joined: 20th Mar 2004
Location: OC, California, USA
Posted: 24th Oct 2006 06:54
ya, sorry about this game. i dont know where this is going to take me. dont take it as im quiting, cause ill never quit this project. ive gone so far... but its currently on hold for the next 4 months or so as im making a game for the nVidia-DBP contest. i guess ill make a new thread or something when i have SIGNIFICANT updates.(i make little bits of progress here and there even when i dont say anything...)


Thread: http://forum.thegamecreators.com/?m=forum_view&t=78971&b=8&p=0
*New Website Coming Soon*
Samuel
19
Years of Service
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Joined: 4th Sep 2005
Location: Pluto
Posted: 26th Oct 2006 22:11
Hmm... this looks a great game, but, try put a beta testing download, it looks exciting =D

Uh....
ThomasFN
20
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Joined: 26th Aug 2004
Location:
Posted: 2nd Dec 2006 19:45
jasonhtml
20
Years of Service
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Joined: 20th Mar 2004
Location: OC, California, USA
Posted: 2nd Dec 2006 20:36
nope, sorry. as i said earlier: this game is on hold until the nVidia Compo is finished. sorry


forum.thegamecreators.com/?m=forum_view&t=78971&b=8&p=0
forum.thegamecreators.com/?m=forum_view&t=91115&b=32
ThomasFN
20
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Joined: 26th Aug 2004
Location:
Posted: 3rd Dec 2006 20:56
Samuel
19
Years of Service
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Joined: 4th Sep 2005
Location: Pluto
Posted: 26th Jan 2007 05:43
..., no Beta/Alpha yet? im exited to play this game =/

Uh....
jasonhtml
20
Years of Service
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Joined: 20th Mar 2004
Location: OC, California, USA
Posted: 26th Jan 2007 05:48 Edited at: 26th Jan 2007 05:48
Quote: "as i said earlier: this game is on hold until the nVidia Compo is finished. sorry"


ive now written this like 4 or 5 times this game is on hold until the nVidia Compo is finished.

maybe the mods should lock this until i have some updates to post ill just make a new thread

Sunflash
19
Years of Service
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Joined: 28th Jun 2005
Location: Seattle, Wa
Posted: 26th Jan 2007 22:28
Hey, just out of curiosity, have you found any work around for the 256 (or was it 255?) player limit?

Mountain Dew, happyness in a bottle.
Profit
18
Years of Service
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Joined: 19th Feb 2006
Location: United States
Posted: 26th Jan 2007 22:56
I believe through the use of 3rd party plug-ins.

common people are walking in line.

Mitsu Fly Ride.
Sunflash
19
Years of Service
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Joined: 28th Jun 2005
Location: Seattle, Wa
Posted: 26th Jan 2007 23:19
Multisync can have more then the DBPro user limit?
Even if it can, I just had a mental breakthrough that would let you run MMORPGs a lot faster, and using the DBPro multiplayer command set. Only problem is that when using the DBPro command set, a lot of people have been complaining about not being able to connect to games, and for some reason, anything I make dosn't work. Oh well... I've gone a bit off topic, sorry

Mountain Dew, happyness in a bottle.
GatorHex
19
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Joined: 5th Apr 2005
Location: Gunchester, UK
Posted: 27th Jan 2007 00:32 Edited at: 27th Jan 2007 00:33
Multi sync is unlimited, I'd wait until benjamin releases the new improved version before working on it because syntax may change

On a 2mbps down /256k up connection i can host 30 players before we see lag so I wouldn't worry about the 256 limit for a while you're gona need alot of bandwith to host that many people anyway.

Also my 30 players generate 1Gb of traffic per day!

http://www.KumKie.com http://bulldog.servegame.com
jasonhtml
20
Years of Service
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Joined: 20th Mar 2004
Location: OC, California, USA
Posted: 27th Jan 2007 01:32
ya, i use multisync....

but i would still like the mods to lock this, because it wont be updated for a while. and:

Quote: "Multi sync is unlimited, I'd wait until benjamin releases the new improved version before working on it because syntax may change"


i was thinking about that a while ago. i just hope ben releases it near the end of the nvidia compo so that i can get to work right away on Deathquest

Oneka
20
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Joined: 24th Apr 2004
Location: Hampton,VA
Posted: 27th Jan 2007 01:48
@Gatorhex I think 1GB for only 30 clients in one day shows that you are sending more information at a time then needed, personally in a day I think that 30 people should only use about 100MB at the most in one day.

What type of program is it?
And how are you sending the data? every loop?


Making better games everday!
Oh yeah and just so you know its Oh-nek-a not One-ka!
Master Xilo
18
Years of Service
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Joined: 8th Sep 2006
Location: Bern, Switzerland
Posted: 31st Jan 2007 19:57
great work so far... you should add some shader effects! for the high performance PC around here!!!

you could use the vertex fur shader for grass
ThomasFN
20
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Joined: 26th Aug 2004
Location:
Posted: 12th Feb 2007 20:28
Quote: "you could use the vertex fur shader for grass"


how would you go about doing that then?

jasonhtml
20
Years of Service
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Joined: 20th Mar 2004
Location: OC, California, USA
Posted: 14th Feb 2007 07:02
well, im going to continue this project now that the compo is pretty much over. but let this thread die please. or a mod lock it or something... ill make a new post when im ready with new screenshots and such.

also, @master xilo: i decided to use planes for the grass. it makes the foliage in mmos a lot more "full" but i will eventually add shaders to everything else

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