



Ah. I'd imagine that it's still there, since Lacewing hasn't been updated in a while, but it is only so much of an issue...
thank you very much!


Good,
Can be done by parts, Inventory, Equipment, GUI, Enemies ...
Well you're using the pathfinding for the move? all characters and enemies?
It would be good not to use to much error, so I did a system online.
Also made equal to TIBIA, the issue of movement of items on the ground.
Thanks , yeah character and monster movement are controlled by pathfinding, and what do you mean by "not to use to much error"? ,
Anyway everything is kinda already set up, inventory, gears, skills, attacks, weapons, armors, nps, monsters, and i even added a Player Home system where you can actually own a home and decorate it yourself, you can either find a good home in the wild or buy a home in the city.
so yeah the system is almost set up , however content is the most time consuming part of this project. (new weapons, armors, monsters, places, etc.).
maybe ill try to find some help, but finding free help is hard as i have no capital at all :\


All that you've done already synchronized with the server?
Do not have much time, but what little I have is quite productive.
Send a screenshot of the project
Yeah , everything is already in synch , here is the pic:
PROY.jpg


As someone who did first "big" MMORPG in MMF2 that players were/are even willing to pay for (you can check youtube for "Chmatakov" for fan video), I really want to mention (sorry if you know that) the following:
-pathfinding of monsters, etc, must be calculated by the server, otherwise players will exploit that. Never ever do this on the client side.
-picking up items, shooting, even making steps, everything must be done by server. E.g. check coordinations between the item picked and player when the "pick up" is received, check coordinates for each step player takes - I had players modified X,Y coordinates and jumping on the map.
-always send just ID and let the server does the rest. E.g. player equips a gun - client only sends an item's ID to the server, the server retrieves the gun details and send it back to all players. The same goes for item management, believe me that a small mistake here and players will find a way how to dupe items (e.g. resending packets twice, that is why timers needs to be implemented)
-MooClick has some very nasty bugs, e.g. you can crash it with simply sending certain ASCII sign, there is no authorization when joining the channels (so you have to do it on your own, like when user joins the session, you must check whether he has been authorized before) and also, MooClick server broadcasts players IP addresses to all other players, which is quite bad. If you use packet sniffer and enter a MooClick game, you will see that you receive data about players including their IP etc..
At the end,I had to write a server in C# as MMF2 server (being single threaded) is not fast enough to handle pathfinding of many monters (e.g. a list with 50 monsters, for each calculate their movement and behaviour every 20-50 msec). But even with MMF2 server, it was playable up to 50 players at the same time.
I wish you luck!
Thanks for this information Blizna!
Yeah about all , i am aware that the slightest of controllable information that you give out to be client-side is gonna be exploited somehow , so i try to have everything controlled server-side, and of course do checks on all requests (position , availability and timer checks) , i had a hard time figuring out how to make the game secure as hacking would destroy the project entirely.
About MooClick, I dont use that anymore , got a good feedback saying that was no good anymore so switched to lacewing.
I thought about doing a server not mmf based, however i found a way to make mmf support alot of requests per second ( more than 5k) , so its ok so far.
Thank you n_n
Good luck with this, i would be very interested to see how you get on with this game!