| 09-15-2002, 04:10 AM | #31 |
mikitan did you even read my entire post? I listed that as a problem Game cache and map linking does not work in multiplayer...that means you have alot of other things to figure out too ; ) Map linking can maybe done on the bnetd side...but I have a feeling a game cache workaround would be either extremely elaborate or impossible, since I'm willing to bet the most important bits are hard coded. Nah, there's no built-in way to change max players even through mpq editing that I know, although it might be possible to up it to 15 by letting players control the neutral slots. weaaddar started a HUGE thread during the beta on this very topic, and the conclusion really is: It ain't nowhere near possible yet. |
| 09-15-2002, 01:34 PM | #32 |
Then, the main problem is that characters can be stored... ok ok, then... when u play alone, the game cache can be used to store the things you want and then, restore it in the next map, but playing in multiplayer maps you can't restore it (i think that them are stored), because the next level didn't start at the same time that the rest of the players. it's becoming impossible... We have 2 problems to make a MMORPG: - map linking. - max. players per zone. we can investigate how to achieve the map linking or... make a new system that seems mmorpg... |
| 09-15-2002, 03:02 PM | #33 |
Its really an impossibility game cache didn't work in beta and when it did work in retail it didn't support multiplayer. There is an intresting note Game cache is cleared after multiplayer games but not before it. I was able to load a unit I saved in single player, however then was a drawback first the cache was cleared after I quit the game and B) I think its an almost garuntee DESYNC from whoever your playing with. Right now I have a pretty good algorithim for password that saves units HP, mana, level, str, agi,int,gold up to 4 digits (if its larger then 9999 then it makes it 9999), wood up to 1 digit (in my map its perposterous to have more then 4 wood). And what ultimate you choose. However there are things left out like how many points did you invest in what. |
| 09-15-2002, 03:15 PM | #34 |
Guest | 1. Increase the level maxium for the heros 2. Increase player max 3. Make saving work 4. Make map-linking work and you'll be all right. |
| 09-15-2002, 03:39 PM | #35 |
well, then what i'm looking now is to make it from a different perspective. It must not be exactly the same as WoW. The only thing I want with this project is to have the feelings of playing like an orc, human or other, but in the way of WoW (with jobs, big wars, and events), but not EXACTLY the same... Do you know what i want to say? You select race, profession, and you play in that way. I want the player to get involved into his character... I think that since game cache, linking, etc are too much for us, we must look for a DIFERENT PERSPECTIVE. |
| 09-15-2002, 03:43 PM | #36 |
Guest | Well then it won't be an mmorpg. |
| 09-15-2002, 03:45 PM | #37 |
well, maybe it has not to be :) |
| 09-15-2002, 03:50 PM | #38 |
Guest | If you want to get the player invovled with his character. Make a single-player type game for you're little project. Since you WILL get invovled with your character =/ |
| 09-15-2002, 04:14 PM | #39 | |
Quote:
Finaly you don't understand nothing. :rolleyes: |
| 09-15-2002, 04:22 PM | #40 | |
Quote:
Ok those 2 problems do pose as a threat, but the max players per zone, can't you make it so there are different servers sort of like a few other free MMORPGs like runescape, welll with runescape it has like 15 servers you could possibly do the same, so if there are 12 players in a game just find another server. |
| 09-15-2002, 04:36 PM | #41 |
Do you know how hard it's for little mappers to get 12 servers?!? Single Player would work fine, but however no MMORPG... Weaaddar plz explain the that solution with a code :( |
| 09-15-2002, 07:47 PM | #42 |
Guest | And I don't think people would like to stay connect for weeks on end. The computer IS used for other things as well. |
| 09-15-2002, 07:53 PM | #43 |
what does that mean blackie? Speak english... |
| 09-15-2002, 08:44 PM | #44 |
A very big problem that dataangel pointed out: The algorithm that you use to code the hero data can be revealed by looking at many codes. Maybe not if your algorithm is very smart. But then you have the problem: Somebody may just look at the .j file and get the algorithm. And if you make the algorithm weird and ununderstandable: Somebody will just add a CreateItem to your .j file and load the map to get this item and will save his hero. That way he can cheat all kinds of stuff to his hero like a bunch of tomes. For everybody can look at the .j file, even if the map is protected. :( So it doesn't matter how smart your algorithm is. Even if the algorithm can't be hacked, because it's very good: The people can cheat with just creating stuff from the .j file. |
| 09-15-2002, 09:26 PM | #45 | |
Quote:
How does this work? We are doing this for the ppl out there, we can implent triggers to kick players(I think so) and if they want to cheat-we will stop the MMORPG |
