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Plan for Josh Ritter
Plan for Josh Ritter
| Name: | Prairie Games | ![]() |
|---|---|---|
| Date Posted: | Apr 06, 2005 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Prairie Games |
Blog post
For the technically inclined, here's a look at Minions of Mirth's binary schtuff:

Pretty funky aye?
I got the dedicated World Manager/World Server/Zone Server system all packed up and mobile. MoM will definitely ship with Massively Single and Multiplayer game modes.
An entire world can be server "statically" with dedicated zone servers (spanning multiple machines). It can also serve zones dynamically, as players move around in the world, teleport, join a world, etc. You can also mix the two so that some zones are always up (a busy city for instance) and some are served dynamically (a remote dungeon people hardly go to). The process priority of Zone Servers is set based on the number of players. If a zone server crashes, the world can automatically relaunch the zone. (I have had a World Server with 7 connected zones running for over a week)...
The whole point of this flexibility is so that a few friends can all be romping around in the world together (with 3/4 zones being served, most if not all dynamically)... or, people can setup 3d "MUDs" for hundreds of players with a dedicated box or two depending on load...
I've also split out the entire database configuration system for mod makers. New monsters, quests, items, NPCs, skills, spells, even zones can be created! You can, of course, make new zones with the Torque Mission editor and connect them to existing ones and/or make special teleportation spells/NPC's to get to them :)
You can even recompile the RPG database on live worlds and the data reattaches itself... from our "Editing Manual" documentation:
Now back to my 32nd birthday :)
-Josh Ritter
Technical Director
Prairie Games

Pretty funky aye?
I got the dedicated World Manager/World Server/Zone Server system all packed up and mobile. MoM will definitely ship with Massively Single and Multiplayer game modes.
An entire world can be server "statically" with dedicated zone servers (spanning multiple machines). It can also serve zones dynamically, as players move around in the world, teleport, join a world, etc. You can also mix the two so that some zones are always up (a busy city for instance) and some are served dynamically (a remote dungeon people hardly go to). The process priority of Zone Servers is set based on the number of players. If a zone server crashes, the world can automatically relaunch the zone. (I have had a World Server with 7 connected zones running for over a week)...
The whole point of this flexibility is so that a few friends can all be romping around in the world together (with 3/4 zones being served, most if not all dynamically)... or, people can setup 3d "MUDs" for hundreds of players with a dedicated box or two depending on load...
I've also split out the entire database configuration system for mod makers. New monsters, quests, items, NPCs, skills, spells, even zones can be created! You can, of course, make new zones with the Torque Mission editor and connect them to existing ones and/or make special teleportation spells/NPC's to get to them :)
You can even recompile the RPG database on live worlds and the data reattaches itself... from our "Editing Manual" documentation:
Quote:
Building and testing your changes
There are two methods to compiling your changes and testing them:
Live Updating
While playing the game, from the Tome command line, execute "/imm recompile". After a few seconds, the changes you made to the RPG rules will be recompiled and reattached to your running game! If something seems too easy or hard, tweak it and try it again. Spelling mistakes in dialog? No problem! It's great! Please refer to additional /imm (immortal) commands in the player's documentation in the repository. These commands can be a great assistance in creating and testing MoM's content!
Static Rebuild
If you want to generate a brand new, fresh, and clean database from scratch, the Genesis program is for you! From the command line, change the current working directory to your ./mom folder and execute "Genesis.exe". You should do this from the command line so that any errors are reported in the console. Otherwise, you can simply double click the executable. Once the build process is complete, the new database will be in the "./mom/minions.of.mirth/data/worlds/baseline" folder. Once you have your sparkling new database file created, you can start a new single player world, and the game will use your new data, automatically!
Now back to my 32nd birthday :)
-Josh Ritter
Technical Director
Prairie Games
Recent Blog Posts
| List: | 03/29/08 - TGEA 1.7 Build System and Embedded Python 03/14/08 - MegaTerrains - TGEA Update 01/18/08 - Minions of Mirth: Undead Wars Expansion 01/04/08 - Physics Overhaul - Video 12/26/07 - Web Integration - Video 12/21/07 - New MMO Client - Trees - Day/Night Video 12/18/07 - Minions of Mirth - 1.26 - Holiday Edition! 11/28/07 - TGB/TGEA integration first pass |
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Submit your own resources!| Timothy Aste (Apr 06, 2005 at 01:32 GMT) |
| Matthew Langley (Apr 06, 2005 at 02:29 GMT) |
and amazing stuff! Really looking forward to this... love the idea of massively multi and single !!! Can't tell you how many times I've wanted that lol
| Xavier "eXoDuS" Amado (Apr 06, 2005 at 02:52 GMT) |
| Peter Eberle (Apr 06, 2005 at 03:02 GMT) |
| Joshua Dallman (Apr 06, 2005 at 03:24 GMT) |
| Thomas Glennow (Apr 06, 2005 at 03:45 GMT) |
| Jay Barnson (Apr 06, 2005 at 04:33 GMT) |
| Frogger (Apr 06, 2005 at 04:41 GMT) |
| James Laker (BurNinG) (Apr 06, 2005 at 06:54 GMT) |
Your progress sounds good too.... :)
| Prairie Games (Apr 06, 2005 at 08:44 GMT) |
-Josh
| Grugin (Apr 06, 2005 at 10:30 GMT) |
| Teck Lee Tan (Apr 06, 2005 at 14:05 GMT) |
| Johnny Hill (Apr 06, 2005 at 15:50 GMT) |
So basically after MOM ships I can quit paying Blizzard and build my own world to romp in :)
PS. Iam serious LOL torque can do some of the things WOW already does if you look at from the tech standpoint.
Josh torque, python tech combo proves it and the tech will only get better!!!
| Prairie Games (Apr 06, 2005 at 17:17 GMT) |
-Josh
| Reverend James Langford (Apr 06, 2005 at 19:45 GMT) |
Great integrations.
| DavidRM (Apr 06, 2005 at 22:41 GMT) |
Happy Birthday!
In other news...I started digging for PyTorque today, and it seems that all the existing download links are dead. You still have a copy of the PyTorque package that you could make available?
Thanks!
-David
Samu Games
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