Phat Looser Posted June 30, 2011 Share Posted June 30, 2011 (edited) Hello guys. I know I already created two topics, and this one is to prevent creating two more. Instead of talking about each single one of my servers, I want to talk about all of them together. The chaos.de.to community is different to any other community. Not only because people all over the world are playing almost lag-free gamemodes. I decided to grow all servers together. Zombie mode, Climbing, Stealth, derby, and - if Jasper allowes it - RPG are all part of one big cloud system. The goal is that you can be playing together with all players on all servers, even though you like different gamemodes and prefer climbing to senseless slaughter. Also, you should be able to switch servers with the blink of your eye soon. Since the resource system they use has been grown-together for ages you can guess that the changes in HUD, anticheat or else in one server automatically are set up in all the other servers, too. That means creating four different topics about each of my servers makes no sense. Edited July 12, 2011 by Guest Link to comment
Phat Looser Posted July 3, 2011 Author Share Posted July 3, 2011 Server switching has been activated - type /stealth to join the stealth server, /climbing to join climbmode and /zombie to join zombie mod. Link to comment
eAi Posted July 3, 2011 Share Posted July 3, 2011 Does chat work across them all etc? callRemote is designed for exactly this kind of thing. Link to comment
Phat Looser Posted July 3, 2011 Author Share Posted July 3, 2011 Yes. Its using callRemote for that, but its a bit more complicated since I don't want servers I don't know to be able to join the chat relay. The "main resource", the one which gets triggered by server-internal events is based on the concept that there is one server somewhere invisible which does the chat and command relay, and the other servers have to ask that one server for permission to join. If that server shuts down they'll use a backup one which has the same abilities as the first one. But thats not really what I had in mind, I wanted it P2P style, but currently that would provide security holes. Link to comment
eAi Posted July 3, 2011 Share Posted July 3, 2011 callRemote should really support passwords, shouldn't it? Link to comment
Phat Looser Posted July 4, 2011 Author Share Posted July 4, 2011 Its the most basic function you can imagine. Even the callbacks have to be set "per call", otherwise you don't know which server gave his OK and which didn't, and which function was the one that gave back the OK. Link to comment
Phat Looser Posted July 5, 2011 Author Share Posted July 5, 2011 Provided by someone else, but still good: the derby (dd/dm) server. Stealth had another record player count: 13! Time for even more. Link to comment
eAi Posted July 6, 2011 Share Posted July 6, 2011 If I get a moment, I'll add password support and a request id. Link to comment
Phat Looser Posted July 6, 2011 Author Share Posted July 6, 2011 It was fun to script it "the basic way", but thank you. Can you also make it that passworded pakets are ignored by the http antispam? I don't want to raise the http paket count, after all it helps against people spamming http pakets. And whats a bit annoying too is the fact that you have to add ALL resources with a remote-callable function in the ACL and forbit access for http guest. If you forget one its a security hole. Link to comment
Phat Looser Posted July 17, 2011 Author Share Posted July 17, 2011 And a freeroam was added for the lulz! Its totally chaotic. Maybe a TDMA server, too? Link to comment
Phat Looser Posted July 28, 2011 Author Share Posted July 28, 2011 I added some artifical enemies to the freeroam - maybe I'll put the planned gamemode I've always wanted to add in use. Link to comment
Phat Looser Posted August 4, 2011 Author Share Posted August 4, 2011 Jasper was nice enough to add a wikipedia: http://mtaroleplay.wikia.com/wiki/MTA-Roleplay_Wiki Link to comment
Phat Looser Posted August 25, 2011 Author Share Posted August 25, 2011 Switched all servers to MTA 1.1. Actually, they were switched. Link to comment
Phat Looser Posted August 29, 2011 Author Share Posted August 29, 2011 I am sorry guys, until the assert error is fixed, no sounds for you. The servers were, of course, updated. Link to comment
Phat Looser Posted September 7, 2011 Author Share Posted September 7, 2011 Sound is fixed. Also: I added a Basemode server. Another failure? YES! Link to comment
[-Chris-] Posted September 7, 2011 Share Posted September 7, 2011 Jasper was nice enough to add a wikipedia:http://mtaroleplay.wikia.com/wiki/MTA-Roleplay_Wiki Negative. This is Jasper-wiki http://wiki.jaspernl.tk/index.php/Main_Page Link to comment
JasperNL=D Posted September 7, 2011 Share Posted September 7, 2011 Jasper was nice enough to add a wikipedia:http://mtaroleplay.wikia.com/wiki/MTA-Roleplay_Wiki And that's chris' wiki Didn't you read «Special thanks to [-Chris-]», BBB? Link to comment
Phat Looser Posted September 8, 2011 Author Share Posted September 8, 2011 Whats "read" Link to comment
Phat Looser Posted October 3, 2011 Author Share Posted October 3, 2011 Changed the syncronisation - it has MUCH less lag now. Zombies don't get pushed by bullets any more, that was annoying. And the derby server has a "stunt" script now, you get cash for certain stunts (not for all!). Link to comment
ImPeRiO Posted October 16, 2011 Share Posted October 16, 2011 jojo I am Luis good server chaos Link to comment
Phat Looser Posted November 2, 2011 Author Share Posted November 2, 2011 Changes in ZM: The sound system was upgraded, now its less noisy. Also, in the derby server, the health and speed system has been changed. Link to comment
12p Posted November 2, 2011 Share Posted November 2, 2011 I like Chaos. You sir is awesome Link to comment
Phat Looser Posted November 2, 2011 Author Share Posted November 2, 2011 I like Chaos. You sir is awesome I'm trying my best but I promise nothing! Link to comment
Phat Looser Posted November 4, 2011 Author Share Posted November 4, 2011 Today the special effects script will be tuned so that all effects are shut down below 20 fps. Link to comment
Phat Looser Posted December 20, 2011 Author Share Posted December 20, 2011 A small shader test. Link to comment
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