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Re: Replication Filtering

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popinman322 is not online. popinman322
Joined: 04 Mar 2009
Total Posts: 5184
18 May 2012 09:35 PM
It's finally here, yay!

My only question is: Is the object fully read before it's checked by the filter?
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Legend26 is not online. Legend26
Joined: 08 Sep 2008
Total Posts: 10586
18 May 2012 09:49 PM
You mean if the entire object has been replicated?

It's hard to say. Given the track record of local scripts to run before the entire object is replicated, only they would really know. I'd say that it's possible that it isn't.
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LPGhatguy is not online. LPGhatguy
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Joined: 27 Jun 2008
Total Posts: 4725
18 May 2012 09:53 PM
Details? I must be out of the loop.
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popinman322 is not online. popinman322
Joined: 04 Mar 2009
Total Posts: 5184
18 May 2012 09:53 PM
I want to use the filters as a sort of packet system. That way, only the server and client know what's happening between them. :3
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Legend26 is not online. Legend26
Joined: 08 Sep 2008
Total Posts: 10586
18 May 2012 09:54 PM
@LP,

Go to SFOTH IV in edit mode, open workspace and take a look at a script named "trollolol" or however Sorcus had spelled it.
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Legend26 is not online. Legend26
Joined: 08 Sep 2008
Total Posts: 10586
18 May 2012 09:59 PM
Wait...

This could also be used for local parts/objects/etc outside the camera.
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popinman322 is not online. popinman322
Joined: 04 Mar 2009
Total Posts: 5184
18 May 2012 10:00 PM
@Legend

Possibly, but the rejection might cause the client to delete the object. Testing that now.
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LPGhatguy is not online. LPGhatguy
Forum Moderator
Joined: 27 Jun 2008
Total Posts: 4725
18 May 2012 10:01 PM
I'm not finding this special version of SFOTH IV? I must be missing something. Can I have a link?
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Legend26 is not online. Legend26
Joined: 08 Sep 2008
Total Posts: 10586
18 May 2012 10:02 PM
Ack. They copylocked it. Must not have wanted us to know about it. :P
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LPGhatguy is not online. LPGhatguy
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Joined: 27 Jun 2008
Total Posts: 4725
18 May 2012 10:03 PM
Can one of you put it up as an uncopylocked place?
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farted is not online. farted
Joined: 26 Feb 2008
Total Posts: 358
18 May 2012 10:03 PM
did anyone by chance copy the code?
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popinman322 is not online. popinman322
Joined: 04 Mar 2009
Total Posts: 5184
18 May 2012 10:04 PM
Wow, looks like we can have local objects legally now. :3
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Quenty is not online. Quenty
Joined: 03 Sep 2009
Total Posts: 9316
18 May 2012 10:13 PM
UMG. Explain!

Please!
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LPGhatguy is not online. LPGhatguy
Forum Moderator
Joined: 27 Jun 2008
Total Posts: 4725
18 May 2012 10:19 PM
As a sidenote, after looking at NetworkServer, we could in theory make a plugin to run ROBLOX servers and whatnot.

That would be fun.
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Legend26 is not online. Legend26
Joined: 08 Sep 2008
Total Posts: 10586
18 May 2012 10:21 PM
You can already run offsite servers that people can join... It's been done before.
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Quenty is not online. Quenty
Joined: 03 Sep 2009
Total Posts: 9316
18 May 2012 10:26 PM
Not without modifying ROBLOX's client (RbxPre).
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LPGhatguy is not online. LPGhatguy
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Joined: 27 Jun 2008
Total Posts: 4725
18 May 2012 10:27 PM
@Legend26
Of course, but with plugins we can conveniently *not* use modded clients and still get full featured things (or even extended features -- removing CoreGui, much?)
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Legend26 is not online. Legend26
Joined: 08 Sep 2008
Total Posts: 10586
18 May 2012 10:32 PM
Might work, actually.
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LPGhatguy is not online. LPGhatguy
Forum Moderator
Joined: 27 Jun 2008
Total Posts: 4725
18 May 2012 10:33 PM
I already found out we can start a server from a plugin or command bar with

game:GetService("NetworkServer"):Start(PORT)

And then you have to run the simulation I believe.
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Quenty is not online. Quenty
Joined: 03 Sep 2009
Total Posts: 9316
18 May 2012 10:34 PM
Hmm... I'm going to give this a shot.
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LPGhatguy is not online. LPGhatguy
Forum Moderator
Joined: 27 Jun 2008
Total Posts: 4725
18 May 2012 10:39 PM
Quenty, find the method to join a server if you will, I lost it.
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Quenty is not online. Quenty
Joined: 03 Sep 2009
Total Posts: 9316
18 May 2012 10:42 PM
Let's see.

Port

53606

IP:

99.8.213.10
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Quenty is not online. Quenty
Joined: 03 Sep 2009
Total Posts: 9316
18 May 2012 10:44 PM
It appears you instance a Network Replicator into your game, parented to the NetworkServer, and that stores the connections... I think.

I'm testing. Give me a sec.
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Quenty is not online. Quenty
Joined: 03 Sep 2009
Total Posts: 9316
18 May 2012 10:48 PM
Actually, try this port, since it's the tools, test, start server one...

53640
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Quenty is not online. Quenty
Joined: 03 Sep 2009
Total Posts: 9316
18 May 2012 10:55 PM
That failed....

Someone else host something so I can try to connect.
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