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Mynt

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Everything posted by Mynt

  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.
  16. Have you ever thought about making the first Opensource MMORPG? The money would be made towards the company that pushes it out. But the development platform and gaming industry would boom about it. Mind you, you can then pick and choose who you want on the main team, releasing packs etc. But you could sell CD's with tools, sources etc, as well as offer the ability to have the contributors on a game. Thus it allows others to say they had a part in the making. -Mynt
  17. Ok, think about this for a second. Your a programmer, you program all day long. You are helping program a World of Warcraft emulation server. You are working on this crazy system of a closed source system. Something that you basically do guess and checks for. You operate a server. You have to update SQL, you have to run SQL, you have to do commands and fill out .conf files any time you copile,change code etc. Yet all of you that complain have the same thing in common. Why not ask for a GUI? If someone can program a database, and update and make a shell script or a restarter.. how hard is it to program a gui. For gods sake, its an opensource idea. The code may not be available, but your saying you can't do what you do on a daily basis for a multimillion dollar code system? Cmon people use your damn noggins. If someone asked me, can you make a GUI for Git so that way people would stop crying about it. I would...but no one has asked. Instead everyone is running around here like twit wit ninnies complaining about how they cannot be spoonfed a damn treeline in a window pane. Do one of two things please, 1. Realize you run SQL, realize you work with code all day long. How hard is $ git commands? Its even spelled out for you on how to synch like automatically. Imagine that. 2. SVN was not better. Maybe because it had a Graphical look, but hey, so does GiT when your installing it on Windows. Suck it up. 3. If your going to complain about it, program it yourself. It isnt going to change. Its not going to be updated because windows doesn't like it. If you cannot adapt and want to leave because your to ill wit to understand its just helping you understand more technical things, other than click the box done... then you need help. Save yourself 5 seconds of retardation, and learn how to type 3 commands to synch yourself. -Mynt
  18. Give away free tshirts... everyone loves tshirts! Actually, I had an idea which I am working on with several other companies which.. might work out in your favor. I am part of an actual gaming client relation program. I know my in/outs with the buisness and well know some people. I know were working on a program that would allow ingame advertisment without the interruption. An example we created for for Madden 09. It was a modified version of there banners that they have set up along the edge of the playing field. It would auto cycle through while on Live/WindowsLive, and rotate banners inside the game. Basically allowing companies to bid/buy a slot to show there banner ad, in game. Imagine the profits from that. Could your game have any situation where this technology be proficient? Maybe a billboard that rotates loading new ads pending on time in game etc. -Mynt
  19. Your wrong in many aspects of this. Marketing is where it really is. People don't buy games from unknown companies, they would rather go with Mario Rpg or, Mario Shootemup, then a game called "Murder 1000 babies with a shotgun." Its called branding. People want to spend there money with association.. hence why Halo did well, halo 2 did great, and Halo 3 was the largest launch game to date. Brand name association. In gamestop, as well as play and trade alot of people drop off games, sharewares and freeware on the counter. They don't do it everywhere.. but it happens. As for price. Your wrong on that. Theres alot of budget buyers. As well as people that look at getting 2 15$ games as opposed to 1 $30 game. There is alot of other factors that go in with money, if someone has a high price tag.. and you never heard of the game, why bother? What if it sucks. World of Warcraft had 25 cent, hell even at one time, FREE discs they were handing out at gamestop and walmart with there trial. Are you going to say WoW didn't do well? -Mynt
  20. When I worked with Casual Dev Networks. (Publisher of 2 XBL games), we wrote a concept/mock up program that was a game focusing on use/input of a wacom tablet. You want to talk about crazy? You had to draw lines etc, but it required the wacom tablet, which is why it was pretty much impossible to release. No one wants to pay 300$ for a touch/move game. Maybe when technology gets cheaper. -Mynt
  21. Thank you for the reply TheLuda. I am not looking for a change in the old code.. but more of maybe a call for someone to look at it with me, and revert and try an adaptation patch. I currently am not somewhere where I have access to my dev enviroment, but if no one steps up to the plate, then when I get back home in 2009 I will definatly be placing my patches up. There are some problems that arise, mainly because it changes the way the database is handled/called, and short functions and calls are allowed. But thats small fixes that can be hotfixed, and well when you see it, you wont believe the amount of pressure it took off our database threads. We were able to reduce the amount of resources MySQL was using almost 2 fold by switching the frameworks. So Hopefully when I get back, I will have some stuff to share with you. -Mynt
  22. If you don't mind me throwing in some input. Client design should be taken into consideration for older systems. Are you planning on writing your own engine completly? Or are you planning on updating an older version of an engine? When making your client, make sure to make it xplatform for how ever deep and old the persons computer is. This will take a little more dev time, but reducing the quality of images, terrain, graphics for elder computers but still keeping it up high end is a good way to attract a larger base.
  23. We all know that ACE framework was introduced for .net availability in making things faster for networking. But has anyone considered working on the database, to reduce stress, and common iteration that occurs? I know it sounds stupid now, but I want you to think about it a little deeper. Custom content (Not for emulation but for understanding and developing). Understanding that when you load objects, add objects, insert objects, and remove objects. Spawns, items etc. It starts taking a toll on the database. SQL is great, so was txt files, since txt file storing allowed just straight calls for the specifics, much like how flatfile used to do. Problem arises where things start getting big, databases start getting large, Live threads, as well as dead garbage collections start building. Trims are put in place to cut them out, we all know we dump garbage..but you can only take out the trash one at a time while another person drops it off. Enter; Reason. I have been working on a project called Leaf with alot of people from the emulation world.. and its just starting to make light. We hit Milestone 1 on Oct 17th, with the ability to support WOTLK Beta with no major flaws (aside from the achievement system). It was built off the Mangos framework back when Mangos was just getting started. It originally started off WoWD grabbing some of the fundamentals and well then started working off Mangos ideas, and building the two together. Why would I talk about this? Theres a few of our ideas that are in Mangos SVN/GIT patches. I wont call out who it is we work with, and I won't exile the members that work on both the projects. Thats another thread, and another fight. I actually am here to ask and help a little on the databasing. Being as I am not a god programmer in C as far as everything else goes, I do know my way around when it comes to SQL and intergration of C applications with C and databasing. With the recent push moving Mangos into ACE and incorperating ACE, we have seen major changes in our core changes which also include Mangos code. But we also use a different framework which I haven't seen mentioned here. Reason: http://reasoning.info/index.htm Is a framework we are using for most of our database handling. It works extremly well, and makes Mangos run like a brand new car. We have changed over alot of the dependencies over to using Reason in our Leaf build and well I wanted to share with you all, what reason is. I think its worth a look at, or even a consideration. Basically have you heard of it? Every try it? Consider it? Whats your opinion on it? -Mynt
  24. Mangos is developing nicely IMO. I think that Mangos is alot more... stable than Ascent/Summit/Aspire. With the introduction of ACE, its going to make it even better. Ace was built just for this project it seems. The threading problems will be worked out, and if you start playing with ACE and redoing some of the basic database routines, you can see improvements. I know we can in Leaf, and we were able to fix and update to 3.0.2 using some new ACE derivatives and routines. I just wish there was more implementation flow, as in code documentation. I understand this is a large task. I have already started commenting what sections do in our code, to try and make things more smooth. I think this is something that every developer should start doing more, as patches are applied. That way we can start to teach using documentation. -Mynt (did that make sense?) English is my second language and Babel fish kind of sucks with translation sometimes.
  25. I would be willing to help :-) And I will be emailing you. I have thought of many ideas for an opensource style game, much like the enviroment is built off a second life style enthusiasm base. The concept is simple and I will be emailing you with my credentials shortly. One of the best ideas ever created was a game called Graal. It had its own server that players subscribed to. As well as a place where players could lease a server with the development tools to build there own world with an editor. This created a mass network for players to basically do what they wanted and a great way for gamers to enjoy others gamers ideas. Sadly, as technology progressed, so did the company. They started making alot of profit off of it, and players stopped playing because the company worked on there server and didn't update the community servers. Thus the community fell after 5 years. However, the company turned into a huge success, and many of the developers that worked on Graal are actually the people that worked hand in hand in Maple Story.. and we all know how well thats working out! -Mynt
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