Game Development Community

Dedicated Server Questions

by DavidRM · in Torque Game Engine · 02/23/2002 (11:08 am) · 6 replies

I'm new to Torque, and I'm still in the planning/designing phase of my project. These are some questions I've accumulated:

1. Can a dedicated server choose the mission/map at runtime? [Would it be better to use a large mission with several "SimGroups" and the server chooses a SimGroup?]

2. Do players have to have the same mission locally as is chosen by the dedicated server? If not, will the remote player be "pushed" the mission by the server?

3. Does a mission have to include all possible objects? Or is there a repository that can be external to the mission?

Thanks in advance!

-David
Samu Games

#1
02/24/2002 (2:23 am)
so first questiion: I'm sure, it is possible. But it will take you some time, i think.
Second question: If you have a mission, witch isn't aviable at the client, he will download it. I've seen this, when i was running my first tests.
Third question: Don't know exactly, what you mean.

Hope it helps a little bit.
#2
02/24/2002 (2:49 am)
Does the mission download? i was always under the impression it wouldnt. Nice to hear.

Phil.
#3
02/24/2002 (7:21 am)
Well, it doesn't every time. don't know what the reason is. but several times we've got the situation, that only my machine got the mission, but the client downloaded it just fine. like i said. it didn't work all the time. i will have a look at it and try to find out, why it work only a few times.
#4
02/24/2002 (8:06 am)
I think As long as the mission is made with resources available on the client The mission will be pushed.

If you have differnt shapes or terrains etc. The client can't build the map locally. But if you build a map with items available to the client, then the placement of objects, the heightmaps, water placement, etc will be able to be transfered to the client to build the map.

I could be wrong but to my understanding, thats how it works.
#5
02/24/2002 (9:58 am)
A bit more detail about what I'm wanting to do (Questions #1 & #2:

I want players on a dedicated server to be able to vote on the type of mission, and on the map for the mission. The server uses the voting to select the mission type and mission map when starting the next mission.

If the server can push the map to the player, it would be the simplest approach. But if the player has to already have the map, then it would seem necessary for the server to know what maps each player has available, and limit the choices (regardless of voting) to those maps that every player has.


More detail on Question #3:
The equipment each player has is tracked, and whenever the player starts a mission, that is the equipment he will have.

Thus, would every mission need to include every object that could be carried by the player? Or is it possible to have a collection of "object definitions" that is separate from any particular mission?


Thanks for you help, everyone!

-David
Samu Games
The Journal
#6
02/24/2002 (10:34 am)
I've been digging a bit more in the mission scripts, armed with Bruce's information, and I think I'm getting a better understanding.

So, if the mission is composed of resource elements that are available on the player's local PC (terrain maps, textures, .dif's, .dts's, etc.) with the same relative path/filename then the mission can be pushed to the player?

Or rather, the mission definition is pushed to the player, and if the necessary resource elements are present, the mission starts?

Am I getting warm?

Thanks in advance!

-David
Samu Games
The Journal