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Author Topic: web embedded dedicated server?  (Read 9949 times)

NAGN

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Re: web embedded dedicated server?
« Reply #15 on: August 24, 2011, 01:20:41 am »

Hm well I believe it was planned to use Box2D as the central library as a start
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Orpheon

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Re: web embedded dedicated server?
« Reply #16 on: August 24, 2011, 03:26:32 am »

Hm well I believe it was planned to use Box2D as the central library as a start

Quote from: Box2d manual
Since Box2D is written in C++, you are expected to be experienced in C++ programming. Box2D should not be your first C++ programming project. You should be comfortable with compiling, linking, and debugging.

So we agree on C++?

Or has someone tried to port it?
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Haxton Sale

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Re: web embedded dedicated server?
« Reply #17 on: August 24, 2011, 05:47:23 am »

I know it's not what op wanted, but anyone remember /v/idya's mapvoting? That was pretty cool.
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Orpheon

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Re: web embedded dedicated server?
« Reply #18 on: August 24, 2011, 06:08:18 am »

I know it's not what op wanted, but anyone remember /v/idya's mapvoting? That was pretty cool.
What the hell is that?
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trog

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Re: web embedded dedicated server?
« Reply #19 on: August 24, 2011, 06:48:51 am »

there was a website which you used to vote for the next map, and a little transition map inbetween

at least I think so, wasn't actually here when it was up
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Re: web embedded dedicated server?
« Reply #20 on: August 24, 2011, 09:24:02 am »

Yes, you were taken to a map called vote_lobby and had 30 seconds to vote for the next map. Vindi had something like that going for a short time as well I believe.
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Orpheon

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Re: web embedded dedicated server?
« Reply #21 on: August 24, 2011, 11:03:21 am »

Yes, you were taken to a map called vote_lobby and had 30 seconds to vote for the next map. Vindi had something like that going for a short time as well I believe.
And uhh... what does this have to do with the discussion?
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trog

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Re: web embedded dedicated server?
« Reply #22 on: August 24, 2011, 12:33:36 pm »

I know it's not what op wanted, but anyone remember /v/idya's mapvoting? That was pretty cool.
What the hell is that?
^^^that's what
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Blackbird88

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Re: web embedded dedicated server?
« Reply #23 on: August 24, 2011, 01:49:02 pm »

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Vindicator

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Re: web embedded dedicated server?
« Reply #24 on: August 24, 2011, 02:15:55 pm »

I'm taking a Python independent studies course at school, so I basically have 55 minutes every day I could use to build a dedicated server (and present it as my final project).

Although, I'm not looking into doing this on my own.
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Kirtan

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Re: web embedded dedicated server?
« Reply #25 on: August 24, 2011, 04:36:30 pm »

I am also taking Python/C# at school and could use this for my project. It would be great if more people agreed doing this in Python though.
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Saniblues

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Re: web embedded dedicated server?
« Reply #26 on: August 24, 2011, 05:13:41 pm »

You don't necessarily have to do a direct port of the game, you can just start out with the basics (CTF mode and movement, basically every 1.0 build) and work your way up from there.
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Kirtan

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Re: web embedded dedicated server?
« Reply #27 on: August 24, 2011, 05:43:30 pm »

direct port = easier IMO :/
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Dusty

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Re: web embedded dedicated server?
« Reply #28 on: August 24, 2011, 06:46:30 pm »

Yes, well, it's a long time to work on something with little effort to show for it until it's done.

Orpheon

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Re: web embedded dedicated server?
« Reply #29 on: August 25, 2011, 03:24:03 am »

I can help for Python.

Actually, I even already started. Though I probably won't be able to compete with 55 min every day of vindi, I could help.

Also, it's much easier to start from the beginning, ignore the networking, make ctf and all the classes work (wihout the HUDs first), and then just add stuff.

The collision system could get a little complicated, people on the #pygame channel recommended me to use rects for collision (also with the wallmask), and not mask.

Speaking of which, what library are we using? Pygame, or something else?
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