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Please do the multiplayer game! With Dedicated server!

Posted: Wed Apr 28, 2010 8:16 pm
by Michael Lenz
It will be great!
It was my dream since 1988 year!

Posted: Wed Apr 28, 2010 8:25 pm
by JensAyton
Please see the FAQ.

Posted: Wed Apr 28, 2010 8:41 pm
by Michael Lenz
:/ maybe, if I will have free time.
Anyway Thanks for ressurection of this Epic game!

Posted: Thu Apr 29, 2010 12:13 am
by Diziet Sma
Also, read this discussion about what would be involved, and why it's not likely to happen any time soon..

https://bb.oolite.space/viewtopic.php?t=6173

Welcome to the forums, too.. :D

Posted: Fri Apr 30, 2010 1:02 pm
by Michael Lenz
Diziet Sma
Thank you :)

So, I play game whole las two days :) GREAT job guys !

And what about the multiplayer module...
Hawe one idea, maybe funny )))
So:

Code: Select all

We can use the IRC server and simple client\server application for exchange object coordinates in game.
Main modified "server" collects coordinates from all users who has logged in to the game room on IRC server and both sends in private to all logged users too. Including all other collisions in game.

Excuse for my bad English... :)

Scheme

                                     [GAME_Server]
                                               |
                                               |
                                     [irc_server]
                                               |
                                               |
 [sending coordinates..etc in private to players within one planet]                         
                                               |-->______[player1]
                                                                                                                                                                \______[player2].......etc


Receaving collected info from i/o devices and choices in game was made by players:


                                     [GAME_Server]
                                               |
                                               |
                                     [irc_server]
                                               |
                                               |
 [Game client sends in private to the server nickname in IRC ]                         
                                               |<--______[player1]
                                                                                                                                                                \______[player2].......etc

 
So that's it. Maybe funny alitle, but I think it must work :)
With this scheme also we can ban users, made some parsing of *bad* words and additional functions.

If someone are interested. We can collect the developement team and try made this. :)

Posted: Fri Apr 30, 2010 1:16 pm
by Cmdr James
Good luck with your project.

I think you have misunderstood why this will not happen, but if you do get a dev team together for it, and make it work I will be impressed.

Posted: Fri Apr 30, 2010 1:28 pm
by Michael Lenz
Cmdr James wrote:
Good luck with your project.

I think you have misunderstood why this will not happen, but if you do get a dev team together for it, and make it work I will be impressed.
Thanks.
But this is not proposal for developers.
If someone wont it, we can try do this :)

Posted: Fri Apr 30, 2010 2:49 pm
by Diziet Sma
IRC would not work.. too much lag.

Even in dedicated FPS games, such as Unreal Tournament, high ping times (lag) cause big problems.. using a system not designed for gaming, such as IRC, would be unworkable, in my opinion..

Posted: Fri Apr 30, 2010 3:09 pm
by Cmdr James
Michael Lenz wrote:
Thanks.
But this is not proposal for developers.
If someone wont it, we can try do this :)
I will be even more impressed if you do it without any programmers.

Oolite will simply not be multiplayer any time in the forseable future, and I really doubt if it is possible to fake it with ideas like this. In game IRC is probably possible, but not through an OXP so you would need developers, and a fork of the code.

Posted: Fri Apr 30, 2010 3:21 pm
by Phantom Hoover
So are there no JS functions for the net, at least in Oolite?

Posted: Fri Apr 30, 2010 3:31 pm
by Cmdr James
As far as I remember oolite does not allow JS access to anything network related such as sockets.

Re: Please do the multiplayer game! With Dedicated server!

Posted: Sat Jun 18, 2011 5:48 pm
by Matti
Quotes from this topic.
Winston wrote:
No MMORPG until a successful arena deathmatch or CTF game can be run reliably.
I agree. Though I recommend following: hosting player sets # credits which he and other players can spend for ship and equipment of their choice. Players could freely pick the system they start in. Even with just 10 players that ought to be enough for one battle in one system where one side escort Anaconda/Boa/Python (can be piloted by one of the players) and other team tries cracking it up. Or all players go to battle against AI controlled Thargoids (event type OXP). With OXPs there are plenty of possibilities, though players would need to organize schedules, OXPs to be used (for all players), and agree to the goals. And nothing would be more annoying than one player in team of said Anaconda/Boa/Python and firing his missiles at its rear. Such should go to community black list (of course they can come back with different player name) and hosting player needs tools to kick off clients from his host. All ships selectable for players plz!
Net code. SDL provides platform independent net code (that I've not yet looked at), but you'd have to write your own code to handle lag in the context of Oolite. You'd want to use the SDL netcode as a general interface since not the whole world is a Mac.
Could net code be done with Java?
Then we get to network bandwidth. We've got to delegate some things to the client (we can't have the server sending the location of every particle of an explosion or the bandwidth requirements will get ridiculous) but we have to have the server maintain control of some things. We may need to make some objects immovable and indestructable (such as large asteroids and space stations) so we only need to ever send them once. We need to decide what information to send. For example, you'll want to have frequent updates of objects on a player's scanner, but not send any data about a distant battle that the player can't see - except of course for the explosions, which can be seen at any range.
...
With 20 star systems, really you'd need on average 15 players continuously on each to make it worthwhile for most people. That's 300 simultaneous users (minimum).
Much of those are issues only with MMO type game. If you want such, play EVE Online. I would be verrry happy pirate with just one player making host and other players joining it with his IP/port address and password (if given).

Re: Please do the multiplayer game! With Dedicated server!

Posted: Tue Jun 21, 2011 4:31 pm
by Wyvern Mommy
i don't think hosting a full ooniverse is going to work. most of the problems i see were already stated here.

the only thing that would make sense in my opinion is small, player based servers. aside from duelling, either player versus player or small groups of players, there could be missions that needs teams of players to solve them.
cargo hauling with multiplayer escorts for example, or bands of multiplayer pirates going after NPC ships. maybe also some hunting missions custom made for two or more players.

but all of that would mean that all players are in the same system and if they have to jump to another system, they'd have to do it together.

Re: Please do the multiplayer game! With Dedicated server!

Posted: Tue Jun 21, 2011 6:51 pm
by aegidian
I often think about this, especially of the idea of a game without a dedicated server (ala BOLO).

Unfortunately, where once my time was my own to spend on programming projects, these days I find myself with rather more demands on my time. I still look longingly at net code though, and ponder...

Re: Please do the multiplayer game! With Dedicated server!

Posted: Wed Jun 22, 2011 3:10 am
by Switeck
Oolite can already pass game details to a remote console (on a different computer/ip address), so what if multiple Oolite games passed details to the same console?