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Messages - Uija

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News / New logo!
« on: November 23, 2005, 03:47:44 pm »
hmm, well, I didn't looked at the grafik itself. I am used to work with designers who push everything into jpg compression... :P

News / New logo!
« on: November 23, 2005, 12:18:50 pm »
Great work.
Perhaps you put it somewhere to download in a uncompressed form, so the "users" can include it into their projects, if they want to.

Projects / Technopolies
« on: August 05, 2005, 05:00:40 pm »
I need to say, that Helge is one of the best projectmaintainer I have ever met!
Continue your great work!

Projects / Technopolies
« on: July 28, 2005, 09:48:24 am »
hehe, yeah thats true, but EQ does ;)
I am thinking much about this stuff, as my maingoal is to write a good working server that is able to handle more than 1 server per zone and you can group more than 10 players without creating zonewide lag.
and yeah, I like to set goals high ;)

Projects / Technopolies
« on: July 28, 2005, 12:15:52 am »
I still don't believe games like everquest or world of warcraft do all the collision and movement stuff on the server. maybe the server recalculates the movements, after the clients told him what they did, and sends correcting packets to the client, when something is going wrong.
When you cast in WoW you feel that you need the okay from the server, as you feel the lag when casting. when you see that you have a latenz from 1 second, yor will have to way 1 second from hitting the castbutton to seeing the castbar moves. same with attacking and stuff. But walking is not affected by lag. sometimes you have some lagspiked that feel like you had no networktraffic for 10 seconds as the fight "stops" and after the 10 seconds everything goes extremly fast (you get the damagemessages from the lagtime) but your movement is not affected. you can move while the lag and you get no correction at the lag, as long as your position can be reconstructed by the server.
When you use other travelingmethods than running (there are "birds" you can fly given routes with) and you have lag, lets say the moment when you jump on the bird, than you stand still until the lag is over and jump to the correct place as soon as the networkcommunication comes back.
So the movement is handled on the client and the server checks if it is correct. I think you have way smoother gameplay on this way, than when you need a okay for every move you do.
When I remember correctly your games control is done with the mouse. so you click on a place on the ground and your character moves there, right? So this would be something different, because the player has not 100% direct control over the movement of the char.
Well, was a long day and I may talk some weird stuff, I hope everyone understood what I said ;)

Projects / Technopolies
« on: July 26, 2005, 10:51:47 am »
Oh, yeah I remember the images. So you really work with a graphical engine on the server.

Projects / Technopolies
« on: July 26, 2005, 08:50:57 am »
I think you missunderstood me.
You said, you are calculating collision stuff on the server. My question was: Is your server calculation this based on an 3d Engine or are you calculatin this by yourself, based on some Mapdata in an Array or something?

Projects / Technopolies
« on: July 25, 2005, 04:53:56 pm »
I see. Your client starts to walk, so you start the animation and the movement and send the data to the server. now the server calculates the informations and sends correct values to the client. as the client should have the same date (if not, bug or cheat) he corrects it?
That was, what I was planning. The only problem that fills my mind regarding this is the problem of holding the map on the server. are you using a 3d client for each zone/map or do you calculate on base of an array or something yourself?

Projects / Technopolies
« on: July 25, 2005, 01:24:28 pm »
You are doing every single step the player is moving on your server?
I haven't got your client running yet, so I don't know exactly the game mechanics, but it sounds alot dependend on a good connection and no lag.
I am playing mmorpgs for some years now, and have the opinion, that the client is sending a movement command (a vektor or something) and the server checks it. until the server is not sending a failure, the client is moving.
Perhaps there are some sync processes running, but moving a Char in those Games I played way to much (ao, eq 1+2, wow, AC1/2) was not affected by lag. in wow you can run around for some time after the server is gone, until the timeout is running out.
perhaps I understood you wrong, tho ;)

Support / Problems with Texture
« on: July 24, 2005, 09:11:30 pm »
Works great!
Just the OcTrees take forever and the "createTriangleStrips" you are using in the FPS example.
What exactly does it? and is it important for Terrains? ;)

Support / Object3D rotation problem
« on: July 24, 2005, 09:10:10 pm »
OMG, I should go to bed. haha, yeah, I had my thoughts everywhere but not there *sigh*
Thanks a ton for your help and of cause jPCT!

Support / Problems with Texture
« on: July 24, 2005, 08:29:04 pm »
Hmm, I should try that. thanks for the idea ;)

Support / Object3D rotation problem
« on: July 24, 2005, 08:27:23 pm »
yeah, i posted the wrong picture =)

The problem is, that the dragon is NOT running to the direction "he" is looking to.
I move him with
Code: [Select]

SimpleVector s = player.getZAxis();
s.scalarMul( RUN_SPEED);
player.translate( s);

I inserted a arrow here that show the direction the dragon is moving with the code above and I am still searching for the code, how I can rotate without touching the Moveaxis

Support / Object3D rotation problem
« on: July 24, 2005, 07:22:48 pm »
I load the Model and move with the getZAxis()...
THIS is how it looks like. (Cam direction is the one, the dragon is moving)
So every step it does, it is strafing... I used every model I found... all did the same.
I hope you understand better now ;)

Support / Problems with Texture
« on: July 24, 2005, 07:17:54 pm »
When I create Terrains with those (most points are descriped 3 times than), I get an error from the loader. File seems to be to big. So I only use 1 Texture for the terrain, write no U and V and look how to create terrains with 3ds ;)

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