You can also find the changes from the previous prototype test in the pinned messages.Ħ9 85mm D-5T L / 52 ammoArmorMinDamageMod 1.1 →1Ħ9 85mm D-5T L / 52 ammoArmorMaxDamageMod 1.1 →1Ħ9 85mm D-5T L / 52 ammoArmorMinPenetrationMod 1.1 →1Ħ9 85mm D-5T L / 52 ammoArmorMaxPenetrationMod 1.1 →1 You can find information on how to join the prototype test in the pinned messages! tRaceRelationship("Elf", MMORelationship.We are opening up the prototype server again for the weekend! QuestManager.getInstance().registerQuest(quest) tAcceptText("Oh thank you! I knew I could depend on a Hero like you! When you find him please bring him back here to me! Now please hurry!") ![]() tRejectText("I was always taught never to trust a self proclaimed Hero!") tGoalText("Follow this path to the dungeon and find my friend!") Please hurry and see if you can find him!") tDescription("Warrior I was hoping I would find you! I just got back from exploring this dungeon and I was lucky to escape with my life! My friend is still missing though. My Python Scripting Engine from my last Prototype is already integrated into the server! Each Region can have as many AI Servers as needed and When defining the mob through Python scripting you can define which AI Server to put it on. Region AI Server - AI Servers handle all of the AI for a single region. The Physics Server handles all Physics Checks, Player movement, and Player Interest Management. At this time each region is only able to be connected to a single Physics Server but I am looking into ways to load balance them and allow for multiple Physics Servers for a region. Region Physics Server - Each Region contains at the very least 1 Physics Server. Each Region knows about the 8 regions surrounding it to allow for seamless hand off of a player to the next region. These are the servers the Clients connect to. They connect to the Continent Server and receive messages from it. ![]() The Region Server controls a SINGLE region on the Continent. Region Server - Each Continent is made up out of many different Regions. If it was Summer on the Continent then it would send messages to all of it's regions to change the Season to fall. For example The World Server could send a Season Change Message to all the Continent Servers each one would then have to decide what that message means to them. The Continent Server receives messages from the world server and then figures out what the message means to it's controlling Continent. Each Continent will have its own server (Continent Server) that Connects to the World Server. It contains the Event System, Environment Management, ectĬontinent Server - The World will be made up of Land masses just like on our planet. World Server - This is the very top level Server. Login - Handles User Login, Avatar Creation, and Avatar Selection (Everything that happens before the player gets into the world)ĭatabase Server - The Server that handles all Database transactions At this point there are 7 different types of Server with each one having its own task. Below is a screenshot detailing the 5 different levels.īelow is also a screenshot showing the server setup. Each Player has 5 different levels of Interest Management each level handles a different object type. Interest management is done on the physics Server. At the moment the only thing the client knows about the world is that theres asset bundles full of assets but it has no idea what the placement, scale, rotation, or anything else about those assets until the Server sends the client the command to load a asset. This time around the client Knows NOTHING about the world layout except what the server tells it. Everything is going great and I have added alot of cool new features both client side and server side. I am slowly porting everything that I had with Badumna over to my new Project and getting it all working with my new server. ![]() Well I have since then switched over to Lidgren and I am creating my own Server setup. I posted a month or so ago about a Prototype I was creating using Badumna for the networking.
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