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 I'm still here...

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PostSubject: I'm still here...   Tue 10 Sep - 19:58

...praying...for multiverse to recover and to return to its former glory so I can help it go beyond...
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AthlonJedi
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PostSubject: Re: I'm still here...   Sun 15 Sep - 9:07

Im workin on it, just havent said much about it latly.
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PostSubject: Re: I'm still here...   Mon 16 Sep - 4:34

It's fine Athlon, i'm just showing my faith is still here (belief). Just moral support really.
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AthlonJedi
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PostSubject: Re: I'm still here...   Mon 16 Sep - 4:55

Lol , no worries, the MMO development gods will bless us very soon Cool
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Delurin
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PostSubject: Re: I'm still here...   Tue 17 Sep - 3:20

On that note Smile  I am back from a summer converting the game client to unity. I will see what I can do about adding some of the code to the repository but I can tell you that it is possible with out any changes to the server to run on both windows and mac.
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PostSubject: Re: I'm still here...   Thu 19 Sep - 6:18

:!: Wait Delurin,

I think it would be better to focus on addressing the current problems of Multiverse being user-unfriendly and its habit of "difficult to diagnose" malfunctioning. As far as my understanding goes, the over basic startup kit and repository on its own is very sensitive to any modifications, often any changes i've made causes white screens to display in all of the editing tools.

What i'm saying is that my major concern is that Multiverse (and Unity), are overwhelming for most people, and I think it would be more beneficial to tackle that issue first.

For now, whilst i've been faithfully waiting for everything here to return to normal status, I've been playing "jigsaw pieces" with the server's files to try and form a layout that so that those with less technical knack can make better sense of its composition and know what folder contains the files that does specific tasks.
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Delurin
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PostSubject: Re: I'm still here...   Thu 19 Sep - 6:36

I had to convert it over for my own game: I had originally updated the client to work with the newest version of Axiom but I realized that there is a fundamental flaw in how the client handles memory. Once you have a large enough world (with multiple instances) we had a problem with the game crashing after 20-60 minutes with an out of memory exception.
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AthlonJedi
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PostSubject: Re: I'm still here...   Thu 19 Sep - 7:18

Ill tell you quite simply what I at least will be doing for that, for one thing, windows configurations are history in thier current form, I have a guy reworking the windows setup, however, windows CLIENT operating systems like windows xp , windows vista, ...ect, will no longer be supported, This is SERVER software. Therefore, windows configurations will now be on the SERVER side of the house. While its great the platform will run on windows xp for example, you would NOT use it in a production environment. Also we will be strongly encouraging the use of linux, and here is why.

Anyone wanting to develop a game on an mmo platform no matter how small, sould already be familure with linux and how to run it, ALSO they should have at least a basic understanding of how to configure things in linux as well as use the tools for their art pipe line, hardware,database server ...ect. If only a basic understanding ok, but we are NOT here to teach everyone every detail of how to do this, we get away from further development, imporving the platform and many other things if we go down that road.

While this platform is more middle ware than end ware, I do NOT want it to end up like realm crafter or game creator studio, or kaneva(dead now ) or the torque mmo kit ..ect, This I want to evolve back into the professional grade arena just as hero and big world are in, BUT keep a MIT licensed version maintained for indies that simply can not afford to buy anything while offering a few things that are payed for and possibly going back to the original business model for those that have the skills to present AAA level mmos, but also keep a space for those just starting out with say a mit version that is robust but does have some limitations compared to the payed for version and services.

Other than that if I can ever get vanquish straitened back out, ( even the wiki is gone now ) and get the site back up, we will be golden, I am considering moving everything away from them as I find thier support is a bit slow and lacking lol

anyway, these are the main 2 things preventing us from being back in full swing, hopefully I can get it sorted before too much longer.


Just my opinion
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Delurin
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PostSubject: Re: I'm still here...   Thu 19 Sep - 7:32

I have no problem with removing server support for windows at the very least people should be using cygwin.  I think your post is a little confusing
AthlonJedi wrote:
however, windows CLIENT operating systems like windows xp , windows vista, ...ect, will no longer be supported,
 I am not sure here if you mean controlling the server software/setting it up or if you mean the game client, if you mean the game client then I disagree I think at least vista should be supported on the game client.  But if you mean the server side then I agree there is no real need for it.
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AthlonJedi
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PostSubject: Re: I'm still here...   Thu 19 Sep - 7:59

Sorry, That post was a little confusing now that I read it again, But yes, what I mean is setting up the server on anything less than a server version of windows, the game client we will continue to support in its current form as I see no reason to change that at this time.
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PostSubject: OS Neutrality   Tue 1 Oct - 6:02

Why are we talking about OS versions and editions? I intentionally made no reference to those grounds because I was not talking about reshaping the server for a specific operating system.

To rephrase, for the server-side, simplifying will make it generally easier to understand and for people to get on-board, and I thought reducing the folder depths would be a major leap forward and in the process people can get up and running much faster with less problems.

I am being serious here guys, hand on heart, of all the engines i've been cracking over the last two years at to patch together a working MMO system, this one has the least-steep learning curve and it would be a waste of this position to not reduce it even further so that more people can get on the bandwagon.

I'm not focussing any attention whatsoever on the client-side elements right now because I don't have a working server setup that is stable and that I know how it works.
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