ID:152602
May 8 2006, 3:50 am
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Name of topic.
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In response to Bunchie
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I was thinking of making a game where players could 'return to the past' but implementing that requires loading a savefile, however I don't want want to resurect dead NPCs. I'm merely asking what people think of either proc
PS. wolfy-boi? |
TheLunarWolf wrote:
Name of topic. False dichotomy. Since minimalist stabs at communication seem to be all the rage, I won't bother to elaborate on that. If you'd like to begin a discussion, words might help. Lummox JR |
In response to TheLunarWolf
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TheLunarWolf wrote:
I was thinking of making a game where players could 'return to the past' but implementing that requires loading a savefile, however I don't want want to resurect dead NPCs. I'm merely asking what people think of either proc First of all, does the game have to do with the show "Code Lyoko"? Second of all, a repop should have a better chance of people staying in the server, but lag could build up over time. A reboot will refresh most things on the server, cutting down the lag, but some players may not reconnect properly after the reboot. |
In response to YamiYugi124
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YamiYugi124 wrote:
but some players may not reconnect properly after the reboot. That's a bug in the DreamSeeker client. |
In response to Mysame
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No the game has nothing to do with Code Lyoko. Though after a quick google search, it appears my idea is not original.
Lummox JR wrote False Dichotomy As I see it, there only is 2 options for doing this, I don't see how that's false dichotomy. |
They do two different things so which to use depends on what you need. Repop restores all mobs and objects that no longer exist in the world. Reboot, well reboots. It calls world/Del() and after rebooting world/New(), it gives you what is essentially a brand new copy of the world, exactly how it was originally.
Doing a reboot certainly can give the effect of having going back in time. To help people who don't automagically reconnect during the reboot you can always put a reconnect link back up in the text box. The actual concept, as long as it's not a player initiated "go back in time" it would work fine. |
In response to Nick231
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yeh, but it IS a player initiated 'Go back in time' and also doesn't world/New() resurect dead NPCs?
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In response to TheLunarWolf
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TheLunarWolf wrote:
Lummox JR wrote You're wrong that there are only two options; both of those suck. Lummox JR |
In response to TheLunarWolf
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When world.New() is called, the NPCs were never "dead", or deleted, to begin with. They were just instruction on a map file.
And, reboot isn't always called by a player. You can make the world automatically reboot. |
In response to Lummox JR
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Lummox JR wrote:
You're wrong that there are only two options; both of those suck. Care to elaborate on what other ways there are of doing this? |
In response to TheLunarWolf
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TheLunarWolf wrote:
Lummox JR wrote: In a nutshell, the solution is to keep track of which mobs are being killed, or which pre-loaded objs are taken or destroyed, and create an event handler to restore them at the proper time. Lummox JR |
In response to Lummox JR
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wouldn't such a process flood the CPU if it's used continuosly? Say if a player wanted to return more than 3 times or something?
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In response to TheLunarWolf
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It's not used continuously. When things are killed/destroyed, they tell the event handler what happened. When a player returns, whatever they returned to tells the event handler to put things back. Things are put back only once. If nothing was killed/destroyed, then nothing wastes CPU time respawning.
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In response to ACWraith
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use a database, or XML file.
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In response to TheLunarWolf
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TheLunarWolf wrote:
yeh, but it IS a player initiated 'Go back in time' and also doesn't world/New() resurect dead NPCs? If you want to try doing something like you say then instead of deleting stuff just remove them to a room...then just call repop which would just restore all stuff that will come back after whenever you want (note:still delete stuff that can come back) |
Before post, add more contents to your post. Otherwise, this post fails.
Now to get on topic- What do you mean by Reboot vs Repop? Care to elaborate, wolfy-boi?