Well maybe I'm only speaking for myself here, but I never once thought MS:S would actually happen. Ever. MS:C can hardly keep up with its original "MONTHLY PATCH" quota. No hard feelings, what so ever.
If it hopes, I never had any doubts or qualms with you or anyone else running. Take it how you will. Without a dedicated team, and I mean a team that would -actually- work on it as a -you know, TEAM- it just wasn't going to get done.Orochi said:Lucifer, I'm not sure if that's a compliment or an insult, heh.
See guys, this is why we can't have things! (Completely ignoring the fact he's probably referring to what I wrote.)Orochi said:That's why I wrote this; I noticed this thread and realized "They're right, I'm rubbish at this" and promptly wrote up the above post.
One of the ideas MiB came up with, was to go back to client side characters, and turn the central character server into a database of a history of MD5 hash tags to verify their authenticity instead. So long as the character is modified while connected to an approved server, the MD5 would update and the character would be usable anywhere, but characters modified outside the system would be invalid. For buggary, the client would keep a backup copy of the character, last verified to take an MD5, that can be fallen back to, and some way of re-authenticating manually through an administrator, should everything go to hell, or the player need to restore his character from an external backup, due to HD failure or what not.Xeropace said:creating the character database
Thothie said:...go back to client side characters... So long as the character is modified while connected to an approved server, the MD5 would update...
... This would eliminate size limitations in character files without resorting to prolonged streaming, and keep the overhead of a central server fairly minimal ...
Thothie said:PS. Holy **** it's Skillasaur...
Well, we were looking at 50MB+ characters with some of our more elaborate meanderings on the project, and have gotten there, with some other MORPG's I've worked with more recently. The MSC characters are highly compressed and come up to ~15KB, despite being pretty much all numbers, but we keep tacking on strings, and they could be pushing 1MB by the end of this project, if we add everything we want.Xeropace said:As for size/overhead. I just created what I would consider a 'massive' character as a JSON object and it's not even 2kb. I think in todays day and age, in terms of storage, computational speed, average internet speed, bandwidth prices, etc, we can easily get away with it being all on the servers.
Ya can't always depend on graceful fans like RKS to keep you afloat, and the game spreads fastest when folks can host their own listenservers yet keep their characters when they go abroad. It is true, however, if not for the rampant cheating, our FN servers would be open to the general public - as it once was - so we're down to an approved server list ourselves.Xeropace said:I'm funny of the idea of people even being able to host their own MS server too.
By the gods man! His last post was in 2011!
Skillasaur said:By the gods man! His last post was in 2011!
Huh, that must've been when I started university. Oh well. All done now!![]()
zeus9860 said:It's time to get your butts back in ms:c! F*ck MS:S for now!![]()
Thothie said:I want to believe
zeus9860 said:Skillasaur said:By the gods man! His last post was in 2011!
Huh, that must've been when I started university. Oh well. All done now!![]()
Maybe now we will get to see something new from skillasaur. Muahahaha!![]()
Facebook Chat said:Skilla: You should make a multiplayer medieval/fanstasy themed fps mmo
Me: wut, like Endless Ages?
Skilla: whut no.
It'd have skeletons
And orcs
And bosses
And skeleton bosses
Me: oh
Skilla: And all the weapons would level your stats
Me: You want me to go with my MS:C remake idea
it's tempting y'know