Official CozmoRPGv2 feedback,suggestions & Discussion thread

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Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Post by [FGS]Kalman »

I've made a new class under Decoration, you can set any texture for it, and when you frob it, a window appears with the text (or map, because I've made this as a map)
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Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Post by ShadowRunner »

@ Deja, I'm sure we would all like this, obviously the current map is just a beginning of what the community can do.

I am inclined to agree with noodz. It makes sense. I was banging my head against brick wall, when i saw chin rebuild movers.
I have tagged my movers, but not all.
Most of my movers were not set "door".

Chiny, I would love to see it, but i need to install stuff, add wireless, i won't get time/be on net until next weekend prolly.

I know you all laughing, but I know I can fix this, it was a rebuild error originally, and i think mainly the lack of ooomph in both PC's that were being used. Sorry I can't be more technical than that. It may be a case of having to paste only one or a few movers in to the map at a time, rebuild TWICE, play it, check, add more movers...

As soon as I get a chance, I will review the builds I have on my PC and see exactly which build F******d up, and then presumably I will know what exactly was added or done that caused it, if it wasnt just some build error. I will make this a priority over otherworld perhaps, but its going to be days before I get the chance.

if I don't post, doesn't mean I'm not here.

EDIT: where I may have gone wrong, was when fixing this, i just grabbed a previous build that seemed ok, was short of time, I didn't actually go back through EACH build and find the last one that was ok. Not having access to the CP, or a server at that time, i could not test in MP the right version.
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Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Post by DejaVu »

rollo, why community couldnt do it? just contact me and i can prepare solution for it, including login server so everyone can register his own nick + keep inventory, location and other things. this is how it should be done.

besides that i can prepare you base classes for various windows you might wanna use in game, so your coders working on it have easy job of implementing them into the game (eg. with triggers).
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Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Post by ~DJ~ »

Dej, it isn't a gametype.

Oh and if you can elaborate this please, how exactly are you going to do it? Does the user registration stuff requires additional native code or so in order to communicate with a database?
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Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Post by DejaVu »

Not necessarily. There are several possible ways. The best approach would most likely be to extend from built in TCPLink or UDPLink classes.

Here is how it could works nicely; You need following "programs":
- central authority server (pref. made in C# since it is very easy) - this server keeps login info about players, their stuff, their ingame position (which server + vect location + rotation)
- one DX server that works only as "login gateway": when player joins this server, his login data is verified (or new login is created in case he is registering) - login data is checked with central authority server. If everything is ok, login gateway server sends player to server where he was playing last time or to some default starting point for all players in case he is new player.
- several DX servers (server nodes for hosting game): when player is joining in, his position is set according to data in central authority server. his inventory is refilled with items carried last time before leaving.

Of course there are some details needed to be worked out still to prevent bypassing of login gateway server and similar things.

But think about benefits this can bring:
- no more lag and metabolic end product pings, due to too many actors present on single level
- ability to really say you have DEUSEX MMORPG (since you could link up unlimited number of server nodes, the only limitation is 32 players per single server node)
- ram is cheap, you can put up many server nodes on single machine and link all together - creating environment for hosting 100 or even more players
- when your players leave the server, they know they will have all their stuff back once they are playing again (this is very important one for RPG kind of playing)
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Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Post by ~DJ~ »

Alright, that's cool. Native would mean difficult for multiplayer.

I've actually done that, too, with a custom UDPLink, using PerlScript instead of C#. Had a database at those random free database sites. Login system works too, and saving player's inventory. Basically Hacker_>< helped me, thanks to him but anyway, generally it'll work out good but Cozmo_RPG doesn't really use any gametype at all, that's ofcourse if Cozmo thinks about making a new version.
Last edited by ~DJ~ on 03 Sep 2011, 22:02, edited 1 time in total.
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Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Post by DejaVu »

Is that an issue? Gametype would need to be extended to add all visual support with windows.
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Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Post by ~DJ~ »

It's not an issue, I'm just saying that it doesn't need any gametypes since it's basically independent and free. But since it has it's own separate server, Gametype isn't a problem then.

It's up to Cozmo to do whatever he wants with his modification, if you want you can talk to him. :-D
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Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Post by ~][FGS][Nobody~ »

A new gametype is not required to instigate windows.
You can even alter the game menus with a bit haxy code.
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Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Post by DejaVu »

Sure, but there are many things that would need to be changed, that is why new gametype is the best solution to go with. First thing that comes to my mind is scoreboard, which would need to be completely different, because in RPG mode, it is not important how many kills, deaths and streak someone has, but rather what kind of items, money, level and metabolic end product...
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Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Post by ShadowRunner »

Sorry I have to rub my eyes, two sides of the community, working together...

Dej, I didn't say we couldn't do it.

Just realize, Cozmo_RPG_V2 was just an initial test. If we seriously go down this route, it would be bananas to use the current cozmo map. Chinny and I have learned many lessons on it and it would be stupid not to start afresh with a new idea, new map/s.

I'm tempted to suggest using DX1's exisiting hubs like Paris, NY and HK, or even Area51 and Vandenberg as one hub. Reason being, just to test the mechanics of what you're suggesting. Edited SP maps could be made very quickly and be available for testing, while in the meantime Chinny and I and others could work on different areas of a new project.

I like this idea very much, because although mappers could share prefabs, textures and general items common to the whole "world", mappers would be able to work separately from each other with different maps. It reduces a lot of problems and makes mappers independent of each other's progress etc. Also it doubles speed of production, since no mapper is waiting around for the build to come back to them.

For a custom version, I STRONGLY recommend, don't start mapping, but figure out textures, signs, and common items which will be the same in each map.

Firstly, you need to start a separate thread perhaps and argue/decide what world we are going to create and then start decidin the details of that world etc. Is it going to be space, 2027, 2052, dx canon, WW2. I suspect Dej would like default weps, which cuts it down to the DX story etc... so either some kind of SP world perhaps or spin-off story, perhaps a location mentioned in DX1, but not seen by players... the Shengzou mines, the mass driver, the space station, the AI on the moon etc...
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Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Post by DejaVu »

If you ever moved your ass on msn to talk about this would be good...
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Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Post by Poor »

Would people from one node be able to communicate with people from another? I'm not sure if it's a good idea to split up the players when there are not a lot of them.
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Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Post by ShadowRunner »

hmm, the central hub map would need to be a small one then, so players aren't taking years to travel to where there are some.

would it be possible to show one server in list only, and the total of players on all the servers in that one server's list.

a bit off-topic, but I wonder if anyone is blitzing the games sites featuring dx3 discussion, with videos or info and links on DXMP.
seems like a huge opportunity is going down the drain as we speak.

msn, hmm, by next weekend, sure.
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Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread

Post by DejaVu »

There are no limitations, chat can be made that all people hear it. Traveling between maps is done with "teleporters kind of actors". The best would be to utilize what SP maps already have -> click on train, ship, etc. Otherwise, we can make passages between maps in narow corridors (because player would not see what is happening on the other side (on another server) - but even that can be later implemented in).

Bottom line is that players would have NO impression on playing on multiple servers - their feeling will be like they are on same server.

There would be only login server displayed on serverlist with total player count, no other servers.
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