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[GODZ]Nobody's server
Posted: 03 Apr 2011, 19:36
by Majster
Ii was great suprise for me:

It mean, Nobody is going to make new GODZ server? I want know more about this awesome initiative, also I can help - I have nice knowledge about old good GODZ.

Re: [GODZ]Nobody's server
Posted: 04 Apr 2011, 01:03
by ShadowRunner
On any other day, being where it is in the server list, I'd say that's Dogny's latest server... but something tells me it is not.
Re: [GODZ]Nobody's server
Posted: 04 Apr 2011, 01:35
by ~DJ~
afaik thats nobody's test server.. where he tests his latest mods on MULTIPLAYER REPLICATIONS

Re: [GODZ]Nobody's server
Posted: 04 Apr 2011, 01:48
by ShadowRunner
Now I am not so noob to think that is something to do with Bladerunner. Someone else is getting skilled with replications also.
Can you explain what the hell is replications please and why it is good.
Re: [GODZ]Nobody's server
Posted: 04 Apr 2011, 02:00
by ~DJ~
um i simply mean like testing stuff on multiplayer (dedicated online hosted) because stuff is changed on online play.. which are replications.
SO SOMETIMES CODERS MAKE BRILLIANT STUFF. but it only works on singleplayer as alot get problems on replications. ME INCLUDED [/nerdtalk]
Re: [GODZ]Nobody's server
Posted: 04 Apr 2011, 02:26
by ShadowRunner
So we can expect you guys to finally let us login to a PC and it doesn't say "no e-mails today"?
*securitybot2 + securitycomputer * cough *TDM*
Well as long as Nobody and Deja don't enter into a "replication" war, this could be the biggest thing ever...bigger than HR mod.
If you can turn MP into a combat version of the SP experience, like my dream of e-mailing another player through PC, datacube, hacking computers to control securitybots... the amount of people that would come back to DXMP or quit SP and give it a go, would be phenomenal.
25 online too in that screenie lol.
Re: [GODZ]Nobody's server
Posted: 04 Apr 2011, 18:11
by ~][FGS][Nobody~
OH lol... yes, that's my testing server.
That's actually a very old configuration, from 2004.. I left the name for sake of nostalgia.
So.. for those who smell conspiracy, there is none.
Normally I'm testing mods that require replication, yeah, but this time I was testing the behavior of a native class while the corresponding dll file is absent.
To answer your replication question, Rollo..
Replication is a mechanism to exchange information between client and server.
In most cases it's about deciding, what information a client may get.
Unreal (DeusEx) clients are literally dumb and they're supposed to be.
All game interaction is controlled by the server and the client just gets those information that are really needed.
Thus.. information that are relevant for audiovisual elements. That includes drawing the world, the user interface and playing sounds.
Those things are the only things that the client MUST do.
In SP it's easy.. you just code what you want to code and it works.
In MP you need to take care of, that the required tasks are done by the right instance
(either the client or the server) and that the corresponding instance gets all information to do the task.
Defining what information shall be transmitted to where is not hard.. at least in theory.
However, in practice the game doesn't blindly do what you want.
You need to take cafe of the game's peculiarities and that's the part where many coders bang their head on the keyboard.
Re: [GODZ]Nobody's server
Posted: 05 Apr 2011, 15:02
by chin.democ.
An example of someting really simple in DX not working in MP is the unprompted comments NPC's make every so often almost like their own ambient sound, I'd love to hear those comments in MP, it would add massively to the immersion in things like Cozmo's RPG mod.
Re: [GODZ]Nobody's server
Posted: 06 Apr 2011, 03:23
by ShadowRunner
thx Nobody, what kind of alterations could/would you do to the "drawing" aspect...
Re: [GODZ]Nobody's server
Posted: 06 Apr 2011, 14:19
by ~][FGS][Nobody~
I'm not sure what your question is aiming for..
With drawing I was just referring to the techical aspect of drawing itself in association with replication.
For drawing the level, the client needs to have the map at first of all.
Or on another example..
if you want to see an effect of a weapon in MP, the entity that causes the object must be replicated to the client, or the client won't show anything,
however that wouldn't avert the weapon or effect on the server to cause damage.
That's why you can still spawn "invisible" neutron bombs that kill you if superRocket is not in ServerPackages.
If you're pointing to the contentual aspect of drawing, you can theoretically modify everything that you can modify in Singleplayer too.
Re: [GODZ]Nobody's server
Posted: 06 Apr 2011, 17:00
by James
If you cannot put the idea of what Nobody just said into your mind and process it properly, allow me to explain how to do it practically in Layman's terms
Start a non-dedicated server without a weapon mod (TNAG or Bowen's etc) on the serverpackages but to your client's packages.
Spawn the weapons and use them when players have joined, they will not be able to see anything at all because it's not put onto the server but they will be affected by anything you do client side as you're running the server itself through your client.
I'm not sure if you can use this if you're running MTL, but it's good and funny abuse.
Re: [GODZ]Nobody's server
Posted: 06 Apr 2011, 18:24
by ~Blade~
Nobody's HAX-testing server

Re: [GODZ]Nobody's server
Posted: 07 Apr 2011, 23:05
by ShadowRunner
so basically u can draw a lot more metabolic...
I thought it meant more like the renderer...