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Author Topic: Proelium fangame! [Update 1/10/09] Demo!?  (Read 8040 times)

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Re: Proelium fangame! [Update 1/10/09] Demo!?
« Reply #20 on: January 11, 2009, 02:02:42 pm »
  • Oh.
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I want a class with a giant boomerang.
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Hm.

Mamoruanime

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Re: Proelium fangame! [Update 1/10/09] Demo!?
« Reply #21 on: January 12, 2009, 05:20:04 am »
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Derjo!

I made a mockup of my map :p
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DJvenom

super-sage
Re: Proelium fangame! [Update 1/10/09] Demo!?
« Reply #22 on: January 12, 2009, 02:31:15 pm »
  • Colbydude was here.
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NICE! :3 That's essentially what it's gonna look like :P
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DeathTailsz

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Re: Proelium fangame! [Update 1/10/09] Demo!?
« Reply #23 on: January 13, 2009, 03:36:11 am »
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Fan Maps submitted to the game would kinda be cool, it saves you work, time, and effort! (Or was that Time, work and money...)

Personally I'd like to make a few maps...  (With permission of course. o.o)

Oh, what extra classes do you have in mind, btw?
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DJvenom

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Re: Proelium fangame! [Update 1/10/09] Demo!?
« Reply #24 on: January 13, 2009, 07:05:51 am »
  • Colbydude was here.
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Well Reo suggested re-adding the Alchemist (demo-man) and I was thinking of re-adding the Pyrotechnician. I may make maps external. I dunno. Maybe release my tileset, and let people submit them for me to include in future builds. Not 100% sure. We'll see :P
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Re: Proelium fangame! [Update 1/10/09] Demo!?
« Reply #25 on: January 13, 2009, 09:24:09 pm »
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Well Reo suggested re-adding the Alchemist (demo-man) and I was thinking of re-adding the Pyrotechnician. I may make maps external. I dunno. Maybe release my tileset, and let people submit them for me to include in future builds. Not 100% sure. We'll see :P

External would be the best option :o
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Hm.

DJvenom

super-sage
Re: Proelium fangame! [Update 1/10/09] Demo!?
« Reply #26 on: January 13, 2009, 11:48:39 pm »
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But then there's the issue of GM being able to read them on the fly, not to mention not having people modify them to cheat :3
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Re: Proelium fangame! [Update 1/10/09] Demo!?
« Reply #27 on: January 14, 2009, 03:12:32 pm »
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Could maybe make it so that it gets the md5 hash or something of the map file and if it's not correct (doesn't match with the md5 hash or whatever you use of the real correct file preset into the game or something) make it complain or something :P
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Mamoruanime

@Mamoruanime
Re: Proelium fangame! [Update 1/10/09] Demo!?
« Reply #28 on: January 14, 2009, 06:13:10 pm »
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Could maybe make it so that it gets the md5 hash or something of the map file and if it's not correct (doesn't match with the md5 hash or whatever you use of the real correct file preset into the game or something) make it complain or something :P

I was thinking that same thing at first, but then I remembered an easy way to do it without worrying about that :P

As I mentioned in chat with DJ yesterday-----

All you have to do is write a script that creates dummy room files. The host of the map is the only one who physically has the external map file. When he starts a match with that file, a bit of "prematch" goes on (let the users chat or something). During this prematch, that script runs on all of the opponents machines and populates those rooms with tiles and objects. This way the only one with an *external* room is the host, and honestly even on his end that script should run and generate the dummy rooms.

Once the script finishes running, it'll flag the player as *ready*, and once all players are ready, badaboom! match on with no external file being read :p
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Re: Proelium fangame! [Update 1/10/09] Demo!?
« Reply #29 on: January 15, 2009, 09:52:27 am »
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So, the host "gives the map" to the rest of the players?
Indeed having the server control everything's probably the best :D
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Mamoruanime

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Re: Proelium fangame! [Update 1/10/09] Demo!?
« Reply #30 on: January 15, 2009, 10:11:20 am »
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So, the host "gives the map" to the rest of the players?
Indeed having the server control everything's probably the best :D

Yeah, temporarily; but since it's all generated in-game, the user has no way of saving the map and modifying it :D
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Re: Proelium fangame! [Update 1/10/09] Demo!?
« Reply #31 on: January 15, 2009, 01:19:59 pm »
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So, the host "gives the map" to the rest of the players?
Indeed having the server control everything's probably the best :D

Yeah, temporarily; but since it's all generated in-game, the user has no way of saving the map and modifying it :D
Tell that to the people that can decompile your game, make it load a map from the computer and flag ready while using the wrong map.
Unfortunately with GM there's no way to give your games the same level of mod protection as compiled executables.
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Re: Proelium fangame! [Update 1/10/09] Demo!?
« Reply #32 on: January 15, 2009, 02:04:50 pm »
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So, the host "gives the map" to the rest of the players?
Indeed having the server control everything's probably the best :D

Yeah, temporarily; but since it's all generated in-game, the user has no way of saving the map and modifying it :D
Tell that to the people that can decompile your game, make it load a map from the computer and flag ready while using the wrong map.
Unfortunately with GM there's no way to give your games the same level of mod protection as compiled executables.
Not to mention you could probably manipulate the data that's being sent to the client, just hook yourself in and off you go.
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Re: Proelium fangame! [Update 1/10/09] Demo!?
« Reply #33 on: January 15, 2009, 04:55:15 pm »
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Is this game going to be so huge that it'll have to need to counter such measures? >_<
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Re: Proelium fangame! [Update 1/10/09] Demo!?
« Reply #34 on: January 16, 2009, 02:30:53 am »
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Is this game going to be so huge that it'll have to need to counter such measures? >_<
Did you hear of squeebs? Someone decompiled their client and put in code that crashed the servers, making the servers try to perform functions on uninitialized variables and stuff. And they made themself an admin.
Unfortunately, it only takes one douche to ruin it all.
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Quote from: Jason
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DJvenom

super-sage
Re: Proelium fangame! [Update 1/10/09] Demo!?
« Reply #35 on: January 16, 2009, 03:01:31 am »
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Well since my game is just a prototype for Ken, maybe custom maps won't be so hard. Who knows? Also crashing "servers" and overtaking isn't gonna be an issue since it's a P2P game. Basically the only people you're gonna be playing with are friends.
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Re: Proelium fangame! [Update 1/10/09] Demo!?
« Reply #36 on: January 16, 2009, 03:07:55 am »
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No master server to list active servers or something?

Is this game going to be so huge that it'll have to need to counter such measures? >_<
Did you hear of squeebs? Someone decompiled their client and put in code that crashed the servers, making the servers try to perform functions on uninitialized variables and stuff. And they made themself an admin.
Unfortunately, it only takes one douche to ruin it all.
:o
But then again anyone could just connect to the server rather easily I guess (not just from the correct game client) and send whatever data they wanted. Just need to make a better server :P lol
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Mamoruanime

@Mamoruanime
Re: Proelium fangame! [Update 1/10/09] Demo!?
« Reply #37 on: January 16, 2009, 03:29:25 am »
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I think you guys are missing the point tho :p This is a peer to peer game, not a server based match game............ Unless your friends a !@#$% and hacks you while you're versing him, you have nothing to worry about.
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DJvenom

super-sage
Re: Proelium fangame! [Update 1/10/09] Demo!?
« Reply #38 on: January 16, 2009, 05:07:08 am »
  • Colbydude was here.
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No master server to list active servers or something?
Nope.
But then again anyone could just connect to the server rather easily I guess (not just from the correct game client) and send whatever data they wanted. Just need to make a better server :P lol
About as easy as they could while you AREN'T playing it. I guess if they managed to guess your IP while you were hosting, you could blame the game on that, but in all seriousness It's a P2P game. You tell your friends when you're playing, you play, end of story :P
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Re: Proelium fangame! [Update 1/10/09] Demo!?
« Reply #39 on: January 16, 2009, 07:55:30 am »
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*Goes to start talking about it again and notices the little mod badge*
Oh, right. Back on topic guys.
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