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Thread: Would like assistance vetting MMF2d against idea

  1. #11
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    Re: Would like assistance vetting MMF2d against idea

    Almost forgot, Blizna, what is the URL for your project's homepage? I'd like to take a look.

  2. #12
    Clicker Fusion 2.5Fusion 2.5+ DLC

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    Re: Would like assistance vetting MMF2d against idea

    its not in english.. (http://chmatakov.ceskehry.cz/), to see some player-made videos you can seach in YouTube for "Chmatakov"

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    Re: Would like assistance vetting MMF2d against idea

    What language is it in? I'm assuming Czech but I hope not since BabelFish can't translate that yet.

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    Re: Would like assistance vetting MMF2d against idea

    My advice is not to write the server with MMF2. From my personal experience it is too slow processing lots of packets. It's enough for a client though.
    Probably you already planned it that way but you should write the server with C++ or whatever.

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    Re: Would like assistance vetting MMF2d against idea

    Thanks Random. I was hoping to do the server in MMF2d, but failing that I have a pretty solid VB6 UDP server already written that wraps winsock nicely.

    Is there a single real-world example out there anywhere of someone successfully using MMF2d as a UDP server for more than 8 clients?

  6. #16
    Clicker Fusion 2.5 DeveloperSWF Export ModuleInstall Creator Pro

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    Re: Would like assistance vetting MMF2d against idea

    Greetings Glenshadow,

    I am Patrick the creator of the MMORPG Fantasaar that was made in MMF1.5
    www.fantasaar.com
    Community:
    www.fantasaar.com/forum
    We are now redoing the whole engine based on many dynamics.
    Using XML, MySQL, PHP, Windows2003 server, TCP/IP, and other common protocols/scripts we are workin on v1.0 which is done in MMF2.
    MMF2 has a better graphics engine, also MooSock (like winsock.cox, MooClick and MooGame have been improved.
    What i can tell is that MooGame is the wrong way as it is, as with VB6 compared to C++ a top-level component. If you want more features and more flexibility i strongly suggest you use MooClick.

    MooClick requires its own type of server. This is (when MMF2 compiled) Win32 exe. This cannot run on Linux server without the use of an emulation app like Wine.
    I suggest you go for Windows2003 servers also.

    As i am also the owner of a company so called LevelTen Websites i could get you some decent dedicated servers located at the AMSIX in Amsterdam/Netherlands. They are directly connected on the WWW and we ran download tests with high-speed download servers reaching speeds of over 100Mbit/asec. So don't worry about lag, which you surely have to worry about when looking for dedicated servers like ev1servers based in Texas.

    Let me know if there is anything else i can help you with.

    TIP: You may also want to check http://www.mooservers.com/ it is a monitoring service i setup for MaxxGames Inc.

  7. #17
    Clicker Fusion 2.5 DeveloperSWF Export ModuleInstall Creator Pro

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    Re: Would like assistance vetting MMF2d against idea

    Quote Originally Posted by Glenshadow
    someone successfully using MMF2d as a UDP server for more than 8 clients?
    I have ran a test with about 100+ people successfully without lag, ofcorse i was using top of the state hardware and software configuration, as there is no way to do this with a simpel home computer.

  8. #18
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    Re: Would like assistance vetting MMF2d against idea

    Sorry, haha, 3th post. I forgot to mention that Haris of Pokemon Online is also working with MooClick, and as alternative an IRC client to transmit player information from and to the server. Also an internet friend of me created a game called Atulos. http://www.atulos.com

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    Re: Would like assistance vetting MMF2d against idea

    Patrick,

    I have no doubt you have run an RPG with 100+ people connected... But RPG's typically make use exclusively of TCP for client->server communication, which requires much, much less bandwidth than UDP.

    Can you confirm either way?

    If you did use UDP for an RPG, it would be the first one I've ever seen... I'd also be curious what preempted you to make (from my perspective) such an odd choice in protocals for the genre.

    If you are using TCP, which I think you are, that's still very, very impressive, but not really in line with what I'm most interested in, which is MMF2d's UDP performance.

    Either way thank you very much for engaging me on this topic.

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    Re: Would like assistance vetting MMF2d against idea

    Hey, i beleive MooClick uses TCP/IP. UDP features in MooClick (so called "Blast text" instead of "Send text" where cut out because of instability). May i ask, why is it you want to use UDP instead of TCP/IP? UDP gives more issues with Firewalls and routers than TCP/IP as far as my experiances can tell.

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