Is there still a c++ server?
The c++ server can still handle flash correct?
If not, can the mmf2 server built from the server object handle flash?
thx
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Is there still a c++ server?
The c++ server can still handle flash correct?
If not, can the mmf2 server built from the server object handle flash?
thx
In Build #18, assuming you meant the stand-alone EXE server: No/No/Yes
If you meant the C++ server library for writing your own servers in C++: Yes/Yes/Yes
(Weird, it seems the poster above me deleted their post. Second time that's happened to me today!)
The lacewing server looks straight forward in that you say to host and that's what it does.
However, when you select the flash policy server, it says host, but then tries to open a file.
Which file is it supposed to be accessing?
If I remember correctly there was a .txt or .ini file that had to be modified for the flash server to work.
thx
No, it's an XML file. Check out the old Lacewing Server EXE that came with an XML flash player policy file to see how it should be, there's also some info in the flash forum (?) about it, I believe...
Don't think I have that anymore. My computer crashed a while back, which is what haulted the project. :S
But the summer is looking quiet, s I'm hoping to get back in action. Just curious, any reason the c++ compiled servers are no longer being made?
The stand-alone server just wasn't very useful. If people run their own server, they generally want to customize the behaviour.
That's why I waited indefinitely for documentation on server components :) Now that the EXE server is deprecated, I don't have to wait for that and I can move on to either programming a custom one in MMF2 or in C++ if I need speed.
LB,
You are going to build a custom vesio of lacewing?
Sweet.
Well, obviously an online game would be very limited with a public server's default functionality. And by custom server, I mean using the Lacewing Server object in MMF2 or by using the C++ library in C++.
So you mean you are going to create mmf2 "code" to create methods of doing things efficiently? That's still cool ;)
Efficiently? What are you talking about? No, I mean that I need my games' servers to interact in a way that default servers cannot do - such as requiring a password sent to the server to be able to join a channel. Default/public servers do not know how I want them to behave.