Jump to content

Mynt

Members
  • Posts

    26
  • Joined

  • Last visited

    Never
  • Donations

    0.00 GBP 

Mynt's Achievements

Member

Member (2/3)

0

Reputation

  1. Dear goodness, My last visit was on 2009-11-06 which was my birthday. I then got arrested for a computer related incident on the 13th. The good news? I am back.. now its time to start cooking some scripts up!
  2. I have been working on a client. It should be released in the near future. I have built a a program, very hackish right now, that will pass variables to the client in Windows. One problem. If your using Vista, or not running in Administrator you get errors. Any one have a suggestion? Its basically an Autoit script asking for input, and reading windows. Its generic, however it works. -Mynt
  3. One of the most common bugs among servers is the ability to stat stack. I don't honestly know any way around this except doing a random redundant check on items. In Leaf we just randomly select a connection and compare item variables to the database. One problem with it though. It takes alot of memmory from redundancies. -Mynt
  4. That was a pretty hard hit to intellegance levels right there. First I would like to personal put out there that when you were talking about multithreading vs multiprocessing, you never stated what you planned on implementing. Are you going to rewrite the entire core on how processes are going to be transcieved, handled and or moved around internally? Are you working on making the process for outputs or input reading faster? Do you plan on rewriting the entire server? Are you working on character synchronization with maps/vmaps, collision or anything else relating to where the x/y/z axis input controllers are. Are you working on making SQL queries be non redundant. Making them seemlessy intergrate internally making less commands and less repitition. What I am trying to get at is, what is your plan of attack. Its easy to say, which is better? Which do you prefer working on. You cannot judge someones intellegance or capability of knowledge by asking them which one they thing would be better to intergrate. Are you planning on making a Multicore support while your at it, make it HT, or ST capable if applicable? Are you going to add quad core support, maybe mutilevel processing with buffer support using pipeline, or streamline data instead of a solid query every strike to the database. What is your plan? You don't have one. I cannot comment and give you anything that would tell you.. x person knows what hes talking about if you don't give an A solution to your B answer. I don't mean to come off rude, but honestly if I ask you which is better.. the Pri console debugger or Ollydebug. People are going to have there prefrences, suggestions and ideas of implementation. Now if I said, which one is better for Mangos, since we are working on making this a gaming framework. Obviously, the choice would be OllyDebug, since Pri is for single streamed data chunks. Where as Ollydebug can use data chunks. But then again, I can say your programming knowledge isn't good enough, or your not up to where I am because you have never used Pri. *Mainly because Pri is a program only used internally in game design*. So, whats your plan? What are you planning on improving? What is your philosophy? Why would changing x to y improve z? Ask and answer/purpose what you want to do, and why you want to do it. Maybe then you might get what your looking for. -Mynt
  5. Why not go with Simultaneous Multithreads? Or while your at it since your going to build the frame work. Your improving an already done thread task(s). Start using preemptive threading. Preemptive loads may take a toll on the performance, but it would also increase render solutions and load support. Right? -Mynt
  6. I apologize for that. The system was actually focused around something else at first. Then it switched gear and we hadn't updateded it.
  7. The point was that we came out with a stable version. I am somewhere during this week that I am unable to access my SVN account due to where I am at. It will be released shortly. As well as to get some general feedback for what people want from the system. The pricing is for something different. Leaf EMU is a emulation product. It is a paid script which has no bearing on this tool. Pay no attention to that. It is not a paid emulation script, it is a paid product for maintaining as well as other things. That is in the process of being removed since we decided the product will be released as Open Source, not a paid system. I am not somewhere I can update the actual files, and layout. It is free.. Not paid. Sorry about that.
  8. Patman, this is a PHP built frontend for making a community/site. It will have a bugtracker installed, as well as forums, user system, roster, everything needed to run a community or dev site for MaNGOS.
  9. Please provide feedback after testing it out. Tell me what you like and don't like. This is a tool being made for you all. The download link will be available as soon as I am able to log in and provide the SVN link. Currently I am somewhere that I cannot access my filesystem. The original post that was posted here was considered a rush post. I did not follow some word suggestions, and well I am reiterting what I had meant, vs what was posted. I apologize for the confusion. Candy, is a new CMS project being developed to support MaNGOS. It is a tool, that will help clarify internal synchronization as well as external synchronization. This tool is a front end written in PHP which will talk with MaNGOS and allow a multi user system that will both create a communty as well as a website to help and grow your MaNGOS project. CMS Features - -News Script -Article Script -Articles/Stories that release on MySQL Flagging, Event tags, any special Alias Key's -Wiki System built in for development -Forum System -User System -Secure with Cookies/PHPSession, using SHA1(md5($enviroment))); -PM System -Table Synchronization for MaNGOS -Uses Smarty Template System *TPL* -PHP5 -Scripts utilize PHP5(Ioncube) to prevent hackers from exploiting your code if files are taken -Custom Admin Area -Polls This project is still in works. However I wanted a place to post about it, and allow people to track a thread or /subscribe to incase they want to follow development, as well be alerted when a download becomes available. http://mynt-labs.net will always be running the latest build. Please excuse the adverts about Leaf EMU, that is a project that I am working on built of MaNGOS, using test frameworks. -Mynt
  10. Let me reiterate my statement again. There is a difference from using a rendering tool, or a library. I as someone who HAS worked on a video game creation timeline know first hand the difference between a resource, as well as an outlet. You either are misconstruing what I said, or your bending the facts of what I stated. What I had said, is that using a premade script, as in a 3d rendering engine. "Unreal, Orge, RealmCrafter, TreeSpace, Openworld, Dreamworld, ..etc" is not as effecient as making your own code. You cannot tell me it can't be done. You write your own engine for everything you do, if you agree or not you do. All an Engine is, is a force or working script that will handle the elements that you throw at it. No matter what you throw at it, it will parse/understand what you said, and create a defined output based on your input limitations. Thats all. Using premade tools, 3DSm, Flash, Mp3/4/G encoders, Wav directions, lightmapping etc, is all technology that is released for ease. No matter which way you do it, you will always come out with the same thing using those tools. Hence why they are tools. As for 3d Engines, they are Mechanics, or Outlets, meaning there are 100000000000000000 possibilities on what can happen when you output the code. If you don't use 3d making tools for a 3d game, and you write every model in DX draws, your a moron and well shouldn't be making a video game. Theres a difference between Tools, and Gaming Premades. Mangos source code is considered an engine. It was written from the ground up, using 'tools' and libraries. Without using a Library, we might as well continue to play Pong. -Mynt
  11. Actually that was my point. My point was, that depending on another tool.. or even program that feeds your fire could be a dangerous move. Knowing your code is better than taking code. But if your in for the quick buck then by all means. But look at the little guys, Alien Hominid, CastleCrashers, Little Big Planet, Mysterious Mushroom. De Blob, all these are coded from the ground up. They know the limitations of there engine cause they made it all. Where as you look at others... Quake Arena.. what happens? Its just another mee too clone of every other game out there. Own tools vs Premade.
  12. Yes and no on that. I will explain a little more. I am not saying I know better. And I am not calling someone out, or saying they are wrong. What I will reference though is what I was taught. I have a degree in video game programming. Mostly debugging, and server side networking. Hence why I am here. However, don't let me be a bigit. I have my flaws, I suck as a programmer in general, however I know my database's and conceptual designs. "Some people are artists.. some people are brush makers." Lets get to the nitty gritty though :-). Lets say, the project went with the way that PlaneShift went. I am not saying its a wrong way.. but lets say that Crystal Space and RealmCrafter decided to pull an Unreal3d move. If you know about gaming engines, at one point, UNREAL3d, back when ID software owned the rights, had an open source engine. When Duke Nukem from 3drealms took and used the engine, what happened? Unreal realized, wow, we should have started liscensing this. Now this commercial game is making tons of money, and what.. we provided them the tools. Unreal files a lawsuit against 3drealms, thus a large sum of money is created and poured into the first liscenced gaming engine. Now, lets say the program Shizon plans on creating was like Mangos. He wants to create his own World of Warcraft private server. Knowing somewhat of what was coded prior, with no or little documentation on what is what, and why its there, he builds himself a healthy server. Heaven forbid, Mangos shuts down.. and now is unsupported. Patch 4.0 comes out, and Shizon needs to change the nitty gritty core. Theres documentation, as well as people that have played with it before.. but he doesn't really know his own tool. Does he? Now he has to go back, guess checking and updating his software to new standards because he didn't write his own tools or engine. It happens more often than you think. Think about the latest smash in the video game world. DirectX9b is launched. Then shortly after, Directx10 was released. Gaming and publishing companies are going apeshit about this new shader system etc. Companies start buying up premade 3D system that will basically solve there problem. Uhoh guess what, 90% of the consumer market doesnt have a computer that can run Dx10. Uhoh, Dx10's engines are not compatible with the same engine for DX9. Uhoh, money / time / workforce lost, because you used someone elses code, instead of knowing what the difference was. Luckily for us, M$ was nice and made DX9.0c which addressed the happy medium. Otherwise, alot of your favorite games.. well wouldn't be here. Open Source, groupware is where it should be. We use frameworks here on Mangos because we have to. No one here has the ability or capability yet to write there own subroutine for C++. If they do, or have, they aren't sharing it. Thats why we use other scripts here. If we use a system thats already made.. maybe we should just get a script thats already made. And some art, of images.google.com. I say from the bottom, or not at all. A game programmer should know the game, be the game, and make the game, not borrow the game. As for developing something to protect yourself. Be smart about it. We all know there is this simple thing which we can do. Variables. $A = "Your text here" you can plug a variable into anything. And unless you have the variables.. you have a blank script. Placeholders are great also. So is Base64 encoding. -Mynt
  13. I was talking about an actual opensource community. Like Mangos. Planeshift was built off Crystal Space and Realmcrafter. These are tools that basically are like... drag/drop, heres what it can do and cant have fun. Its almost like someone picking up the latest git/svn of mangos and building a server off it. When I say opensource, community, I mean bare bones, start from the ground and work your way up. Like the old WoWD was, just start from the bottom at the bare minimum and start improving. I can clone Mangos, and call it my opensource also. Thats all Planeshift did, they use Crystal Space (An MMORPG engine developed for faster rendering with high numbers) and RealmCrafter "A database/server interaction tool that was already created for hobbyists to pick up and learn programming an MMO" Do something like Graal, once again referenced. Graal was opensource.. but went closed. When it was open, I have never to this date still seen a community contribute as much as they did. They had ages 5-90(yes 90, XXGrup was the oldest person on Graal). 5 year olds making water images.. etc. Opensource from the community, not a premade.
  14. Its blocked by a Blue Coat proxy server, basically keywords, and meta tags are what stops it. Sadly, even I can't write a program to strip out meta, *simple using a php proxy* because the computers on a military installation are pretty much impossible to break right now.
  15. With that, another thing gets added to mind. People should be part of the project, not depending on it. What should happen is someone take the iniative to make a changelog, or something where other users can see if thats the information they want. I would once again take this on myself, however I am somewhere where I cannot actually connect to git because of a firewall. Good ol military.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Privacy Policy Terms of Use