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| 28 Feb 2012 09:28 AM |
Is it possible to create a new server if there is already a server with only one player on it? Can it work by just kicking a player if there is already a player in a server?
"Knowledge talks, wisdom listens." |
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| 28 Feb 2012 11:25 AM |
Bump?
"Knowledge talks, wisdom listens." |
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Oysi
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Dralin
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| 28 Feb 2012 01:08 PM |
Unless.....
You join a new server immediately before the current player is kicked.
Thereby giving you a 0.1 second time frame of success! :D |
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Oysi
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| 28 Feb 2012 09:07 PM |
Oh... Then I'll have to wait until single-player games officially comes out...
"Knowledge talks, wisdom listens." |
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gokoolaid
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| 28 Feb 2012 09:11 PM |
It all depending on what type of game. The kicking players off if the server has 1, is well... stupid.
If its a GUI type game, then that's easy to do, I think you know how.
If its not, then you would want to replicate the "level" and have each player start in there own, and just disable chat or something...
Not sure if that helps...
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| 29 Feb 2012 07:20 AM |
I don't know this part:
If I replicate the whole level, locally, such as inside the camera object, does it lag other players too?
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| 29 Feb 2012 08:16 AM |
Bump... :/
"Knowledge talks, wisdom listens." |
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Oysi
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| 29 Feb 2012 11:05 AM |
So... if I want to replicate the whole game, I'd just need to re-position them so that players won't see each other right? Like, one would be 500 studs from another...
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Oysi
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| 29 Feb 2012 11:12 AM |
Hmm... a script that clones the WHOLE map into a player's camera and positions them accordingly, which would make a temporary freeze for other players I think... lol.
"Knowledge talks, wisdom listens." |
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Oysi
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arundel
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| 29 Feb 2012 03:56 PM |
| What I do is use a getallobjects recursive function to get all baseparts in the game, then copy them to ligthing. Then if someone joins, copy them from localscript into their camera thus making local bricks. Not glitchy at all, it works great I've tested it with many people. :3 |
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LPGhatguy
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| 29 Feb 2012 03:58 PM |
If you do decide to make a game, single player, or not, implement something like this: http://www.roblox.com/Graceful-Quality-Proof-of-Concept-place?id=6561814
It works even when the map is the same across all clients, because it just adds and removes detail based on distance from the object. The objects' structure (and physics) remain the same. |
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Oysi
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LPGhatguy
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| 29 Feb 2012 09:31 PM |
The way a model in that system is structured is interesting. Each model is comprised of pieces defining when that object should be rendered.
In that little proof-of-concept, I have 3 different quality levels. The only thing I had to do to convert a normal model was add a collision wall (so that no collisions would be calculated for the detail blocks) and name all the parts accordingly.
There are 3 different types of parts in the demonstration, too, and they're all ID'd numerically (but I can't remember their correspondence)
1.) Always render 2.) Render if closer than {x} 3.) Render if farther than {x}
With this, each part is also given a distance, (hence, {x}) except that each distance is not measured in studs, it's an index of an adjustable table whose values are measured by an absolute "quality coefficient" (so that different computers with different capabilities can have different overall quality levels.) In theory, a quality coefficient (or simply a set of table values) could be used so that certain details are *never* rendered, which would allow a game to run on a slow computer fairly easily.
I have 7 (or 8 or 9?) levels in the demo, and a fixed quality coefficient (it's open-source now, so mess with that and notice the difference.)
I'd imagine in a real implementation of the idea, each piece of a model would be grouped, instead of named individually like I have it. It's pretty bad coding, but it was a first-try mockup idea.
@Oysi Also, what I meant by "the objects' structure remains the same" is that you have to do very little to make a model function with the system. Just grouping and naming.
**It's open-source, so if you don't understand my garbled English, check it out for yourself.** |
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| 01 Mar 2012 07:14 AM |
Omg... LPGhatguy! I made that months ago... it's like a graphix thing, in where a player can choose between 3 graphical settings: High, Medium, or Low. It would then be rendered according to the distance, and according to the setting. So, if the player chose low, it would only render bricks that are low.
I also made a script in where, EVERY brick in the game would not be rendered, unless needed (must be close to player)
"Knowledge talks, wisdom listens." |
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| 01 Mar 2012 07:22 AM |
Normally you'd leave the static parts and terrain on the server, then make the interactive objects local. I think you can even move the player into the camera so nobody will see anyone else. |
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| 01 Mar 2012 08:04 AM |
1.Make 9000 alts 2.Put place on each 3.Make complex script to teleport players around until they get into an empty server 4.??? 5.Ban by roblox for taking up half of the servers |
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| 01 Mar 2012 08:20 AM |
@Brandonhare; I don't think you can move the character to the camera, well, you can, but I think the players would die, since their parent is not workspace... I think...
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LPGhatguy
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| 01 Mar 2012 02:35 PM |
@Candymaniac You can do it. I did it once a long time ago. |
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| 01 Mar 2012 02:49 PM |
But wouldn't it cause glitches to the player object? "Long time ago" I lost trust there lol.
"Knowledge talks, wisdom listens." |
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