I need an experienced coder happy to work with the online scripts for rpg maker xp.
I need 7 scripts:
* Time script
* PVP (edited from the original to better suit our needs)
* Portals (called instances in some games)
* New menu system (adapted from the one currently in use)
* Swear blocker (This is an edit to the chat system)
* Alliance (you choose your team at the beginning of the game)
* Designer (We'd like to adapt the custom clothes script)
We'll pay $20 per script.
Please contact admin@valhira.com for the position,
Alex
p.s. more information will be given when/if accepted.
Alright, as I was saying in the shoutbox...
You said you're using Netplay, correct? Now, if you would be using RMX-OS:
1. Time script is no problem. RMX-OS has a plugin that works with ATES (a time system).
2. PvP is no problem either. RMX-OS has a plugin that allows you to utilize Blizz-ABS. There are some problem I still want to sort out, but I can't do much without testing data and it's practically impossible to test it with one PC.
3. Can you explain portals a bit more?
4. A menu system is a piece of cake.
5. To make a swear blocker in RMX-OS is a 10 minutes job. Unlike Netplay, it has a better segmented chat system and you just had to get somebody to make a small script that replaces occurences of specific words (which you can define) in the chat strings before they are sent.
6. Can you explain that a bit more? If this is what I think it is, this can be actually done with events easily.
7. Yet another thing RMX-OS already has. You just have to use Blizz-ABS with RMX-OS and add the Visual Equipment plugin for Blizz-ABS and there you go.
Well, I don't mean to advertise, but switching to RMX-OS would literally remove 3 of your requests and one can be done in 10 minutes (I wouldn't even charge you for that one). Staying with Netplay would require all 7 scripts to be done. And trust me, they are not easy, especially not with Netplay. I have worked with Netplay and RMX-OS is pretty much the reason why it exists: to avoid the design mistakes made in Netplay.
In the end, the choice is yours. I wish you good luck finding somebody to mess around with Netplay. I know for sure that I'm never touching that one again.
I've never used your system before...
Would you charge for the game to go commercial?
As for the rest of the system. It sounds nice, could you show some screenshots?
The alliance thing can't be done with events. This is because when you login instantly you were forced to choose race of character and such. But I needed it so that you could pick a team FIRST. Which would determine which race you were allowed and then PVP would shape around it.
I give you permission to use the system in a commercial game regardless of the license.
As for the system, you can try out Pokemon Neon (http://www.pkmnneon.com/), it runs on RMX-OS. I don't have any screenshots here right now, but there are a few around in the threads here if you're willing to search a bit.
(looked at some screenshots)
Thanks for the permission, would you be able to explain the abilities your online system has?
How does the login and registration work?
Chatbox?
Guild system?
PVP (whats the error?)
Character design
Can you see other player move live on the screen?
Trade?
and so on
For example:
(and who should I credit? Blizzard or your name?)
portals:
This is a tricky script.
Lets say I want a quest were only 5 people can enter a cave and have to kill the dragon. That sounds great ay?
How is this possible? Players could just happily go in and out as they pleased.
So I need a system so I can make a maximum and minimum of areas. The script would allow players to go into one of these zones as long as they made the requirements.
If others wanted to enter they could. HOWEVER they would be in a different version. They would be in a version where other players are not.
This would mean hundreds of players could be in the same place but couldn't see each other or see monsters dying by an invisible source.
That's called an Instance Dungeon in some games :x
yes rmx-os is a cool system better than net play
Quote from: Blizzard on May 13, 2010, 04:50:22 pm
and one can be done in 10 minutes (I wouldn't even charge you for that one).
I might have to take you up on that offer ;)
Quote from: Delusian on May 13, 2010, 05:12:48 pm
How does the login and registration work?
Chatbox?
Guild system?
PVP (whats the error?)
Character design
Can you see other player move live on the screen?
Trade?
Login and registration work similar to older Netplay versions. All features listed here are included in RMX-OS. You should download the system and simply check out the manual, it has a feature listing as well. Only character design is not included as it's not part of the online system, it's an independent system. If Remexos (the online game developed here) gets cancelled on 1st July, I'll release our character designer script to the public.
The problems with PVP are mainly systematical. The server doesn't require any game scripts so game processing is done on clients. One client is assigned as master processor for the map he's in and he takes care of all damage processing, etc. There are a few problems with that as sometimes the server either fails to detect a disconnected master client and stops processing the map because of that. As I said, I'd love to fix the problem, but I can't get any useful test data as I can't test it alone.
Quote from: Delusian on May 13, 2010, 05:12:48 pm
and who should I credit? Blizzard or your name?
Whatever suits you better. If you prefer crediting people by their real names (I personally do), then you can credit me with my real name. Otherwise Blizzard is fine.
As for portals/instance dungeons, it shouldn't be much of a problem, but it might require some in-depth edits of RMX-OS.
I'd happily test it with you if it gets the bug fixed.
Yea I would download it but currently my windows computer is being done up. I'm running on my mac (which i refuse to duel boot so can't put rpg maker xp on this).
I'll download it hopefully this weekend.
How many players can the server handle? (do you think?)
We're hiring a server soon. We first did a test with NetPlay and got 1000 without lag. PVP wasn't working 100% though so I have idea what would happen if everyone decided to battle.
But yea an estimate will definitely help
1000 people actually connected to the server isn't the same as the server being able to process 1000 players. RMX-OS should be able to handle 1000 players as well as Netplay since it pretty much only depends on your hardware. Especially if you have a multicore PC, you will get better performances on RMX-OS since it supports multi-threading unlike Netplay.
But neither Netplay nor RMX-OS could handle 1000 people actually connected to the server because of the connection speed. The problem is that the data complexity is n
2. If one person needs to send 10 kB data each second to notify the other players on the same map about his position and status (to the server, then to the other players), then the required speed would be:
- 1 player: 10 kB + 0 kB = 1 kB
- 2 players: 20 kB + 10 kB * 2 = 40 kB
- 3 players: 30 kB + 20 kB * 3 = 90 kB
- 4 players: 40 kB + 30 kB * 4 = 160 kB
- 5 players: 50 kB + 40 kB * 5 = 250 kB
- ...
- 10 players: 100 kB + 90 kB * 10 = 1 MB
- ...
- 100 players: 1 MB + 990 kB * 100 = 100 MB
- ...
- 1000 players: 10 MB + 9.99 MB * 1000 = 10 GB
Do you still believe Netplay or RMX-OS could handle actual 1000 people connected who can happen to be on the same map? Unless you have at least a 100 Gbps connection (and all your clients at least a 100 Mbps connection), they can't. Somebody played a really bad practical joke on you if they made you believe you actually could. Each time the connected clients count gets multiplied by 10, the speed requirement is multiplied by 100. For 10000 connected clients, you would need a 10 Tbps connection.
That being said, you should be able to handle 100 connected clients without problems if you have a 1 Gbps connection. Of course, this is a worst-case statistic where all connected clients would be on the same map. If you had 10 maps, each having 10 connected clients, a 100 Mbps (LAN connection) is enough or if you had 10 maps with 30 connected clients each, a 1 Gbps connection should suffice. So practically RMX-OS actually might be able to handle 300 connected clients without actual problems. I can give you some probability statistics as well if you want since 50% of the connected clients being on one single map is very improbable and becomes even less probable the less players you have.
With other words, it's hard to estimate how many connected clients it can handle, but you can estimate the chances for the server being overloaded for every number of connected clients. It's done via basic combinatorics. Even funnier, this doesn't depend on RMX-OS or Netplay at all. You will encounter this problem with any server.
As for the problems in RMX-OS, I'd appreciate the help a lot if you could get online a few times with me so I can figure out what's wrong.
Quote from: Blizzard on May 14, 2010, 04:24:22 am
As for the problems in RMX-OS, I'd appreciate the help a lot if you could get online a few times with me so I can figure out what's wrong.
if it means fixing the bugs, I'd do that!
Quote from: Blizzard on May 14, 2010, 04:24:22 am
1000 people actually connected to the server isn't the same as the server being able to process 1000 players. RMX-OS should be able to handle 1000 players as well as Netplay since it pretty much only depends on your hardware. Especially if you have a multicore PC, you will get better performances on RMX-OS since it supports multi-threading unlike Netplay.
But neither Netplay nor RMX-OS could handle 1000 people actually connected to the server because of the connection speed. The problem is that the data complexity is n2. If one person needs to send 10 kB data each second to notify the other players on the same map about his position and status (to the server, then to the other players), then the required speed would be:
- 1 player: 10 kB + 0 kB = 1 kB
- 2 players: 20 kB + 10 kB * 2 = 40 kB
- 3 players: 30 kB + 20 kB * 3 = 90 kB
- 4 players: 40 kB + 30 kB * 4 = 160 kB
- 5 players: 50 kB + 40 kB * 5 = 250 kB
- ...
- 10 players: 100 kB + 90 kB * 10 = 1 MB
- ...
- 100 players: 1 MB + 990 kB * 100 = 100 MB
- ...
- 1000 players: 10 MB + 9.99 MB * 1000 = 10 GB
Do you still believe Netplay or RMX-OS could handle actual 1000 people connected who can happen to be on the same map? Unless you have at least a 100 Gbps connection (and all your clients at least a 100 Mbps connection), they can't. Somebody played a really bad practical joke on you if they made you believe you actually could. Each time the connected clients count gets multiplied by 10, the speed requirement is multiplied by 100. For 10000 connected clients, you would need a 10 Tbps connection.
That being said, you should be able to handle 100 connected clients without problems if you have a 1 Gbps connection. Of course, this is a worst-case statistic where all connected clients would be on the same map. If you had 10 maps, each having 10 connected clients, a 100 Mbps (LAN connection) is enough or if you had 10 maps with 30 connected clients each, a 1 Gbps connection should suffice. So practically RMX-OS actually might be able to handle 300 connected clients without actual problems. I can give you some probability statistics as well if you want since 50% of the connected clients being on one single map is very improbable and becomes even less probable the less players you have.
With other words, it's hard to estimate how many connected clients it can handle, but you can estimate the chances for the server being overloaded for every number of connected clients. It's done via basic combinatorics. Even funnier, this doesn't depend on RMX-OS or Netplay at all. You will encounter this problem with any server.
As for the problems in RMX-OS, I'd appreciate the help a lot if you could get online a few times with me so I can figure out what's wrong.
Yea i'll happily go online with you so we can work it out.
As for the server thing. I didn't mean 1000 players on one map. That would be chaos. I meant 1000 players spread across the game.
How many people do you think could get on the game at one time?
As for players on a map, ho many do you think realistically?
Players on the same map, I'd say up to 30 without problems. Regardless of that, if there are 5 players per map in average, I think 200-300 could be possible. But that's more of a guess based on the statistics I posted before.
WoW's servers can handle several thousand players each, but they probably have monster CPUs and even better network connections. EVE Online is even better. It can handle up to several hundreds of thousands of players. O_o
In the end, it's hard to tell and it mainly depends on your hardware and network connection speed.
I can't get rmx-os to work as I can install .net freamework 2.0 service pack 2 (windows 7 just wont allow it)
Any way around ing rmx-os GUI to get the server up?
RMX-OS doesn't require any .NET. O_o If you are referring to Ryex's RMX-OS GUI, you actually don't need that to run RMX-OS. It's just an additional utility. You can perfectly set up everything without it. Also, Windows 7 has already .NET 3.5 installed if I'm not wrong.
I setup the config file.
Would you be able to explain how to get the server online (because the manual doesn't work)
When you have everything set up (including Ruby and the MySQL database), just run RMX-OS.rb.
Got it all working :) thanks
EDIT:
ok the servers online but i'm getting an error
script '(RMX-OS) Script' line 2571: Errno::ECONNRESET occurred.
An existing connection was forcibly closed by the remote host.
Please don't double post. Use the Edit button instead. ~ G_G
If you didn't get any error message on the server itself, you need to make sure you have everything configured right. e.g. Your IP address should be the external one, your firewall and other stuff should allow remote connections, etc.
(BTW, you can edit your last post and it will automatically bump instead of double-posting.)
I keep going over it but I just can't see what i've done wrong. The server appears online. The game knows it's online. When I press enter however it shows that error.
And the server doesn't have any error messages displayed? Try turning on message log and try again. After it fails, upload the errors.log and messages.log files somewhere so I can take a look at it.
I'm using the 'Demo' if that makes any difference at all.
I tried again, the same message appears (it's something to do with the sql name if i'm correct)
And where are these logs? I've searched around the files and they don't appear to be anywhere.
They are in the logs folder.
It only has an info notepad on?
Is there anyway you could set it up your end, send it over and it still work? I remember I did this with NetPlay and sent it across to a guy and the server and client worked his end.
I ask because obviously i need it set up as soon as possible. I've got a pitch for this game this afternoon and a coder already coding within this system.
Well, practically you only need to set up the right IP and SQL host and that's that. If anything isn't working right, then your network isn't configured properly. Do you have port forwarding configured on your router properly?
I'll be in CP's IRC chat all day so you can contact me quicker. Just click the Chat button on top next to the Forum button.