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Thread: What is best, Mooclick question

  1. #1
    Clicker Fusion 2.5

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    What is best, Mooclick question

    Hi all clickers!
    This is about mooclick
    What is the best alternative:

    1. Player send data to channel (to all players)

    2. Player send data to Server, and server receive data and send it to all players

    3. Other alternative

    -Thanks! <img src="/center/images/graemlins/smile.gif" alt="" />

  2. #2
    Clicker Fusion 2.5Fusion 2.5+ DLC

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    Re: What is best, Mooclick question

    Lol,

    If you want to make it "profi" with the better synchronization and the smallest chance to hack, use Server sending to all.

    For chat its sending on channel enough (or for simple shooting online games..)

    One example:
    Player with terrible connection is moving and send his position every time he reachs next "cell" (or just delta of position). He sends data over the channel without server. So however he has extreme lags and loss he moves as fast as he has perfect connection-the result: other players will see his jump over the scree, also this player messed up the gameplay. And thats stupid to have the system where "slow" players can affect the game.

    If you use server controlled, it doesnt allow him to move until he recieves the answer of the server-the answer is the new position and is sent to all players too. Yes, he will also move slowly, but thats ok, its his problem <img src="/center/images/graemlins/smile.gif" alt="" /> Other players will see him moving slowly around but exactl with the right position.

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    Clicker Fusion 2.5

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    Re: What is best, Mooclick question

    Okay ^_^

    btw, why lol? :/

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    Re: What is best, Mooclick question

    I suppose he's in a "giggly" mood?

    Too much clickin'? <img src="/center/images/graemlins/smile.gif" alt="" />

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    Clicker Fusion 2.5

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    Re: What is best, Mooclick question

    Anyway:
    []it doesnt allow him to move until he recieves the answer of the server[/]

    How could i make that? <img src="/center/images/graemlins/smile.gif" alt="" />
    Isnt like that way games like cs etc have?
    Like when lagging youre stuck and cant move untill server answer or something ^_^

  6. #6
    Clicker Fusion 2.5Fusion 2.5+ DLC

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    Re: What is best, Mooclick question

    I dont know how it is about CS.

    I remade the Ultima Online system of movement to MMF. Study my example, its on the File Archive in the old CT forum (on the firt page).

    Basically, its that you request new cell (or position) you want to move on and send it to server. Server checks it (or just re-send) and send to all players in your session. When you recieved the message, you use this position for movement, when others recieve this, they use it for your character too, also you dont need send any dead reckoning data. Sorry if it is unclear, my english is limited

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    Clicker Fusion 2.5

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    Re: What is best, Mooclick question

    Thanks im making a test right now... but i got 1 problem ...
    How do i get the right player? Should it be with the ID?
    But how... If the server sends the position how do i get the right player then? <img src="/center/images/graemlins/smile.gif" alt="" />

    Thanks!

  8. #8
    Clicker Fusion 2.5Fusion 2.5+ DLC

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    Re: What is best, Mooclick question

    Send ID of connection the first in the parsed string, then you can use simple condition Value ID= Val(Server message)

    So the server message is in the format ID*X*Y where "*" is parsing symbol.

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    Clicker Fusion 2.5 Developer

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    Re: What is best, Mooclick question

    I second that.
    Yeah, just use the string parser(2) to get seperate parts of the combined string.

    Ultimate iron fist security isn't perfect for every game. It's important that you find your own game's ideal balance of security vs. lag.

    Allowing the client to be do whatever he wants, unchecked by the server, is why "The Matrix" failed. <img src="/center/images/graemlins/wink.gif" alt="" /> If the client is unchecked by the server, the client can do anything.

    However, if the server spends 2 minutes tripple checking every movement message it receives, you might end up with an unplayable game due to lag.

    So think about how many movement messages will be sent by the client, and how long the server will take to double-check them before passing them on.

  10. #10
    Clicker Fusion 2.5Fusion 2.5+ DLC

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    Re: What is best, Mooclick question

    Yes, I agree. However, in my game everything except chat and colour chagne is checked by server and now with MMF2 and about 50 players online (+-)it runs fine. I guess it was slower with MMF.
    Also I think sending movement "every" isnt good, thats way almost every MMORPG is grid based (visible or invisible)

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