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Thread: possibilites with mmf2?

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    possibilites with mmf2?

    Hey,as anyone here who's read my previous post will know, im new to the mmf scene. Just messing around and getting to grips with mmf2 is proving to me more and more just how powerful the program is. But ive been thinking about certain things and wondering if they're possible.

    1. Online multiplayer, with dedicated server support and in game server browser and many players?

    2. 2d physics engine with ragdolls, bouyancy, friction etc (as seen in soldat)? online replication?

    3. Having games install into a dir structure rather than all resources being compiled into a single exe? Eg, seperate dirs for levels/frames, sprites etc. This could make it simple for people to install user created content such as levels.

    4. lighting effects/dynamic lighting effects/shadows, reflections, particles and other dynamics?

    5. would a multiplayer game cause problems? As so far it would seem to me that you would have to have different versions of each level for different player counts. Or could it be done where you make spawn points and players that join a game spawn in one of these locations randomly?

    6. CD key/serial # implementation and online checking of cd keys to prevent piracy?

    I think thats all for now. Bare in mind im asking these questions as a non programmer. Thanks in advance for any info!

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    Re: possibilites with mmf2?

    1. Yes, using MooClick, so long as it wasn't *loads* of players.
    2. Not easily - there is a physics extension in the works.
    3. External levels is definitely possible. While external graphics is also possible, it could be improved.
    4. Reflections are possible through viewport, but not per-object.
    5. Multiplayer sure is tricky, but it is possible (see SmileyHouse, Seek & Dread, Atulos, etc).
    6. You can use moosock, a webserver and web scripts for checking.
    .:::.Joshtek.:::.

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