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Thread: Starting a private Moo Server

  1. #1
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    Starting a private Moo Server

    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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    Clicker Fusion 2.5

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    Re: Starting a private Moo Server

    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.

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    Re: Starting a private Moo Server

    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.

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    Re: Starting a private Moo Server

    Never HEARD of Lacewing until now. I'll look into it.

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    Clickteam Clickteam
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    Re: Starting a private Moo Server

    I would suggest Lacewing over Moo as its the future and very well supported.

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    Clicker Multimedia Fusion 2 DeveloperSWF Export Module

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    Re: Starting a private Moo Server

    Lacewing subforum

    There's a LacewingServer.exe inside the Server folder of the distribution ZIP.

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    Re: Starting a private Moo Server

    Thanks, I'll look into it.

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    Re: Starting a private Moo Server

    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?

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    Re: Starting a private Moo Server

    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

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    Re: Starting a private Moo Server

    Thanks

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