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Topic: WAW MMO MOD |
AbneyPark |
General Member Since: Mar 14, 2008 Posts: 19 Last: Feb 13, 2014 [view latest posts] |
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AFirstTImeMapMaker |
General Member Since: May 30, 2011 Posts: 214 Last: Oct 27, 2018 [view latest posts] |
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liltc64 |
General Member Since: Feb 12, 2007 Posts: 906 Last: Oct 22, 2012 [view latest posts] |
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AbneyPark |
General Member Since: Mar 14, 2008 Posts: 19 Last: Feb 13, 2014 [view latest posts] |
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Category: CoDWW General Posted: Thursday, Nov. 24, 2011 12:56 am |
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Hey, thanks for the input
@ AFirstTImeMapMaker
i like a challenge lol - wouldn't be any fun otherwise
@ liltc64
Yes you would need about 10+ servers, one for each map. When a player reaches the edge of a map, they would then disconnect and then connect to the relevant server. a dedicated quad core server with 8gb of ram would be enough to begin with to run a few servers. This would always be the case with any mod such as this and would be exactly how i would do it.
As for AI characters - this is whee the problem is. AI in mp can be achieved through bots ( test clients ) and some complex scripting.
The problem is that bots take up server slots. So for every npc in the world thats a play slot lost. So if a map had 32 npcs that would leave 32 slots. Therefore to get 64 players one would need 2 servers running the same map this isnt a huge problem it just increases running costs of the servers
As far as im aware it is not possible to add animated models in mp like it is in sp ( self setAnim( bla, bla, bla, bla ) dosnt work in mp ??? can someone please confirm this )
There is something i want to try but this will have to wait till sunday when i actually get a day off work.
Another issue would be how to save all the players data so that they can jump from server to server and at certain points as they complete challenges / jobs / whatever
Of course making 10+ high quality maps will take a while + i can map ( just not that well ) scripting the ai, i know how to do it, however this will also take a while ( just not enough hours in the day lol :( )
hopefully have some time off over xmas so might have a go at trying to overcome some of these problems
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liltc64 |
General Member Since: Feb 12, 2007 Posts: 906 Last: Oct 22, 2012 [view latest posts] |
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Sevenz |
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General Member Since: Apr 24, 2006 Posts: 2390 Last: May 10, 2013 [view latest posts] |
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Category: CoDWW General Posted: Saturday, Nov. 26, 2011 02:59 pm |
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AbneyPark writes...Quote: sp ( self setAnim( bla, bla, bla, bla ) dosnt work in mp ??? can someone please confirm this )
Open sp executable in a hexeditor and search for setanim (will find the string) and do the same for mp exe (no matches) --> it doesn't even exist!
There are dogs in mp though with some sort of AI. If i remember correctly, then it's not possible to change the animation tree of dogs to human - or has this been solved? |
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AbneyPark |
General Member Since: Mar 14, 2008 Posts: 19 Last: Feb 13, 2014 [view latest posts] |
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Sevenz |
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General Member Since: Apr 24, 2006 Posts: 2390 Last: May 10, 2013 [view latest posts] |
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Category: CoDWW General Posted: Sunday, Nov. 27, 2011 11:03 am |
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AbneyPark writes...Quote: They just take up slots
Afaik they take up slots and won't free them again (at least CoD4). On map change, the slots will be blocked (32 slots, 12 testclients, 20 left for players, map change --> 12 blocked, 12 testclients, 8 left for players...). only restarting the server will free the slots |
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AbneyPark |
General Member Since: Mar 14, 2008 Posts: 19 Last: Feb 13, 2014 [view latest posts] |
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Category: CoDWW General Posted: Monday, Nov. 28, 2011 02:17 pm |
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Sevenz writes...Quote:
Afaik they take up slots and won't free them again (at least CoD4). On map change, the slots will be blocked (32 slots, 12 testclients, 20 left for players, map change --> 12 blocked, 12 testclients, 8 left for players...). only restarting the server will free the slots
In cod4 all you needed to do to solve this was to kick the bots at the last min before the map changes. Then when the next map loads, the bots were added again before any other players had a chance to join.
besides this wouldnt be a problem for a mod like this as the server wont change map or restart as each different "playable area" would be on a different server.
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VeeTee |
General Member Since: Sep 25, 2011 Posts: 34 Last: Sep 30, 2012 [view latest posts] |
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Category: CoDWW General Posted: Monday, Nov. 28, 2011 11:05 pm |
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AbneyPark writes...Quote: Sevenz writes...Quote:
Afaik they take up slots and won't free them again (at least CoD4). On map change, the slots will be blocked (32 slots, 12 testclients, 20 left for players, map change --> 12 blocked, 12 testclients, 8 left for players...). only restarting the server will free the slots
In cod4 all you needed to do to solve this was to kick the bots at the last min before the map changes. Then when the next map loads, the bots were added again before any other players had a chance to join.
besides this wouldnt be a problem for a mod like this as the server wont change map or restart as each different "playable area" would be on a different server.
Map size is going to prove difficult.Players will have to get used to lots of load times. I mean sure, areas can be bigger and it's completely possible, but you have to factor in all the assets needed for a large amount of people and simply the scale of detail that is required for a complete open enviroment. |
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