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Server Help Community forums for Subgame, ASSS, and bots
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Dr Brain Flip-flopping like a wind surfer

Age:39 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Thu Jan 10, 2008 4:34 pm Post maybe stupid Post subject: |
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By mirroring the physics and damage simulation to all other clients, you're forcing a lack of randomness onto the simulation. You can't have random damages or energy costs, otherwise someone could implement their own random number generator that always spit out the best possible result. Distributing a random seed for all operations isn't practical in an asynchronous system.
What about movement? Someone could give themselves an acceleration boost, and other simulators might not pick up on that, because acceleration is hard to accurately track with discrete samples and a large sampling time.
You're also putting harder constraints on the networking system, because no packets can be lost. That means higher average latency, in general.
There are so many problems in this vein. Lots of people have said "yeah, open source is good for operating systems, so it must be good for massively multiplayer games", but I've yet to see anyone come up with a decent plan for implementing cheating protection. _________________ Hyperspace Owner
Smong> so long as 99% deaths feel lame it will always be hyperspace to me |
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Sercit 99.5% Optimistic

Age:41 Gender: Joined: Sep 12 2003 Posts: 352 Offline
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Posted: Thu Jan 10, 2008 5:45 pm Post maybe stupid Post subject: |
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All this talk of client design has me curious. How much would it take for any one individual or group to help build a new game all together? |
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tcsoccerman Server Help Squatter
Age:33 Gender: Joined: Jan 15 2007 Posts: 694 Location: Atlantis Offline
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Posted: Thu Jan 10, 2008 6:31 pm Post maybe stupid Post subject: |
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I would say a year of hard work? |
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Dr Brain Flip-flopping like a wind surfer

Age:39 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Thu Jan 10, 2008 8:11 pm Post maybe stupid Post subject: |
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More like 2 to 3 years, unless they were doing it as a full time job and already had all the programming skills. |
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Mine GO BOOM Hunch Hunch What What

Age:41 Gender: Joined: Aug 01 2002 Posts: 3615 Location: Las Vegas Offline
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Posted: Thu Jan 10, 2008 8:14 pm Post maybe stupid Post subject: |
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Assume they don't need graphics/sounds, I'd give it 6-12 months for a usable client. Then tack on another 1-2 years to fix bugs and implement all the ideas that the coder originally wanted or others suggested to him.
A team of 2-3 can probably get a reliable beta out in 6 months. All this assuming at least 20 hours a week is actually spent designing, coding, and testing the client. |
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Doc Flabby Server Help Squatter

Joined: Feb 26 2006 Posts: 636 Offline
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Posted: Fri Jan 11, 2008 7:32 am Post maybe stupid Post subject: |
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Sercit wrote: | All this talk of client design has me curious. How much would it take for any one individual or group to help build a new game all together? |
By then end of 2008 will will find out. http://www.ssforum.net/index.php?showforum=335 http://www.ssforum.net/index.php?showforum=398
TCP can currently connect to a zone, download a map, render it in a 3D enviroment and stay connected. Not sure how much time i've, or any of the team spent on it, but i basically just dip into it when i feel the interest, or have an idea.
This is for the legacy aspect of the game.
The current situation I am trying to figure out, is how to use ASSS in such a way that doesn't break from the ASSS trunk, such that i can modifiy it, but keep up with all the updates. Bak had this problem with the 1.4.4 release of asss. basically his code was designed for 1.4.3 and it took some work to get it working again. _________________ Rediscover online gaming. Get Subspace | STF The future...prehaps |
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Posted: Mon Jan 14, 2008 10:43 am Post maybe stupid Post subject: |
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Dr Brain wrote: | There are so many problems in this vein. Lots of people have said "yeah, open source is good for operating systems, so it must be good for massively multiplayer games", but I've yet to see anyone come up with a decent plan for implementing cheating protection. |
Well, Continuum .39 was hackable for years. It was pretty widely known for a while, too. We all saw that. .40 is still hackable, but far less people know how to do it. Either way, my point is the same... we dealt with it. Cheating wasn't a common thing - at least on the SSC biller - the threat of a netban was enough to stop most people. I'm not worried about speed hacking and things of that sort at all because it's obvious when they do it. The only stuff I'd really be worried about is things like cloaked ships. Maybe there's no way to have cloaked ships and hide the cloaker from a cheating player. If that's true, it'd be hard to detect. Worst case scenario, you just have to take cloaking out of your zone altogether. To me, that's still better than not having a new client.
The previous closed-source client projects have all failed, as far as I'm concerned, since we don't have a new client. Even if no one actually used an open-source client, it'd be a great thing to have around, for all future closed-source clients. And all this is worst-case scenario stuff, too. I think it's entirely possible that an open-source client would be able to work. And when a hacking/cheating problem DID come up, there would be people who were able to fix it, unlike our current situation. I'm sure that, once both the server and client were both open source, it would be much easier to write cheating detection programs. |
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Cheese Wow Cheese is so helpful!

Joined: Mar 18 2007 Posts: 1017 Offline
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Posted: Tue Jan 15, 2008 3:11 pm Post maybe stupid Post subject: |
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that sounds like skywize... :S _________________ SSC Distension Owner
SSCU Trench Wars Developer |
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