Hello, I am currently developing a game that will allow players to play with each other over an internet connection without having to swap IPs. I was wondering how I would go about hosting my own MooServer with an old Windows PC that I have.
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Hello, I am currently developing a game that will allow players to play with each other over an internet connection without having to swap IPs. I was wondering how I would go about hosting my own MooServer with an old Windows PC that I have.
Create a MooClick application that hosts a server on MMF2, compile it and run it on the server. Forward the ports on your router that your server will be using.
That is about as basic as it can get.
There is also a java version of moo somewhere. And pyLacewing has a moo package too.
I never tried those versions, but i'm pretty sure they are more reliable/effective than mooclick.
Why did you choose moo over lacewing ? It's still in beta, but moo has bugs too, and those will never be corrected.
Never HEARD of Lacewing until now. I'll look into it.
I would suggest Lacewing over Moo as its the future and very well supported.
Lacewing subforum
There's a LacewingServer.exe inside the Server folder of the distribution ZIP.
Thanks, I'll look into it.
Sorry for the double post.
OK, I was successful in my initial test. However, I'd like to learn some techniques on cutting down packet data being sent. (I don't want to send data every frame, as that would kill my bandwidth). Any suggestions?
EDIT: Tried Flava's technique, but there seems to be a considerable lag between each player's movement. Not to mention a lot of sprite jumping.
EDIT2: Ok, I got some advice and learned about a dead reckoning tracking technique. But I've also heard that this is different for EVERY game. I know how to use string parser to send smaller packets over a single subchannel. However, I haven't the foggiest clue on how to make the tracking system work properly, or even where to begin. The project I'm working on is a top down shooter. The player can move in any of 8 directions. (Custom movement using Fastloops, no MMF movements here). How can I use this to smooth out the other player's movement?
Here Strider. I made you an example. I also posted this on the daily click thread you had made.
http://www.jsoftgames.com/LacewindGUIChat.zip
Thanks
That uses more bandwidth, not less. Subchannels are there for a reason.Quote:
Originally Posted by DS_Strider
I think the reason behind that Jamie is so the x and y position data arrive at the clients at the same time. Especially if you are blasting the data. You wouldn't want to receive the x position of a peer, and then receive the y position a little later, right?
No, which is why the binary stack features are provided.
[To send]
Push short X("You")
Push short Y("You")
Send stack to channel on subchannel 0
[To receive]
* On stack channel message on subchannel 0
+ ID("Them") = Peer_ID("Lacewing")
- Set X position of Them to Stack_Short("Lacewing", 0)
- Set Y position of Them to Stack_Short("Lacewing", 2)
Check "Automatically clear stack" if it's not checked in the object properties.
Make sure when comparing to the alterable value ID you use "Compare to alterable value" and not "Compare two general values".
The expression names may be slightly different, because I'm not at home and can't access MMF2.
Nah, you have it right. Ok then that must be a new feature. Thanks, I'll update my example later.
It's not a new feature - it's been implemented since the first public alpha of OINC :)
Right, as was talking in respect to moo. Moo is what I was using before I switched to this, so naturally I did things the same. ;)