| 09-22-2002, 02:32 AM | #91 |
No they said they won't have MP game cache for security reasons. Anyway if Mp game cache did work it would just start hackers up the wazoo...Hell somebody might figure out the format godforbid... So they'd be looking at an On b.net cache system which would suck in all escense...And probably give them more greif then Hardcore mode for Diablo 2.. |
| 09-22-2002, 01:27 PM | #92 |
Guest | blizzard should of had a closed and open realm much like in diablo. This way in the open realm (where a lot of cheaters may be) would have working game caches. |
| 09-22-2002, 02:37 PM | #93 |
yes but what's done is done, only hope is the expansion |
| 09-22-2002, 04:51 PM | #94 |
Guest | - I am making an "MMORPG" to a certain degree... The closest anyone can get to a MMORPG using the WC3 engine + editior is what I have been working on... - What you are talking about would have to be a TC (total conversion). - As far as the game catche goes, My map-making partner devloped a way to link maps and pass heros, gold, ect. The system does work on LAN, but we have yet to test the system on B-net... |
| 09-22-2002, 07:41 PM | #95 |
Guest | Currently the people who are helping me with my RPG campign have come up with several ideas as far as battles. In our RPG, it will be hard to get to lv 10, but battles will be more difficult but very much possible for the right strategy. Does anyone have any advise on how to make encounters Difficult yet fun? (we are toying around with making bosses huge scripted battles with triggers such as when units hp becomes less then 75%, he changes his strategy) I only ask here because in a MMORPG type of game, "end game" boss battles are really the lifeblood for the hardcore MMORPG'ers THanks, happy mapmaking Craig |
| 09-22-2002, 08:08 PM | #96 |
Guest | I think we should make the map in WE as best as we can, then make it an exe and edit aspects around it in C++. So people just click a desktop icon then they're brought to a special server that lets people join whenever and saves they're char in a special folder which would be given in installation. Cause if it's a wc3 map then once you make a game and click "start" nobody can come in after that. =p |
| 09-22-2002, 09:13 PM | #97 |
hey KANE, what's that you have a working map that uses game cache (until it is at LAN)? show it! |
| 09-22-2002, 09:15 PM | #98 |
Ndmedia you realize your looking at more reverse engineering then you and I can shake a stick at...and oh yeah law suits lots of them... |
| 09-22-2002, 11:20 PM | #99 |
ok silly question i have... in the actual "coding" allowed within WE is it possible to do the following... once you "save" a character, the *hosts* machine should save the cache (as the name of the character obviously) - if this was completely 24/7 persistant, there should be no problem with this except for server crashes (which would then make everybody start over completely) ... then if it's not completely 24/7 persistant, here's another q then, after saving, the *hosts* machine, thru some sort of script or code, move/copy/or otherwise allow a form of the cache to exist elsewhere so that it will not be deleted. This would retain the cache, because it wouldn't be deleted. This would allow reclamation of cache through a personal pass or however, getting the game cache from the *hosts* computer - wherever it exists. please, if you chose to tell me I'm wrong - read all that I have written, and explain to me WHY either option A or B will not work - I have not yet seen this suggested anywhere, so simply saying "no" isn't gonna be enough (and may make you look stupid if someone figures it out.) - Z |
| 09-22-2002, 11:26 PM | #100 |
A) Game cache doesn't work on b.net and cache is saved to every computer playing. B) Though you can save game cache to other game cache files there is no move gamecache to a directory as far as I know. |
| 09-22-2002, 11:56 PM | #101 |
Guest | You do know blizzard dosen't really sue anybody, they just give fake threats. cheatlist was up for a long time and still is. The only way that blizzard would attemp sueing you is through pirated actions. (making the game playable in other servers without a valid battle.net cd key.) |
| 09-23-2002, 01:33 AM | #102 |
ok, I'll go with that - however... if you are not 100% sure there's no copy/move - something we could look into using triggers. Next... is there a way to "save" something to file, such as .txt? If so, you could create a mini-database storing items, xp, and level, etc of a hero for retrieval? something that was mentioned earlier, about saving exact hero position - very tedious yet very simple - waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay tooo many regions for a sane person to keep track of... just remember the inch x inch region the hero quit at. - Z |
| 09-23-2002, 03:43 AM | #103 |
Guest | Alright, alright, it's a bit far-fetched, but with effort, it'll work. When it comes to saving characters, number codes can be parsed and used to load up a saved character. Yes, I'm aware that codes can be used to go back to an older version of ones character, but where's the harm in that? So what, they used up or lost an item, big deal. Alright, that having been said, the code. The code would consist of the basic data, stats, hero, etc, but it would all be based on the player's username. Breaking down the name into numbers and then basing all the other data off that prevents players from easily cracking the code and from giving other players high-level codes without giving away an account. It's not easy, it's not fun, but it'll do until we get multiplayer game-caching. |
| 09-23-2002, 03:54 AM | #104 |
Guest | Is anyone actually currently working on this now? |
| 09-23-2002, 03:13 PM | #105 |
sure, we own an IRC channel irc.gamearcadia.net #wc3role :g: |
