shorun
08-03-2011, 06:50 PM
i dont know if you allready have this in mind, but this is what testing tells me and damian.
We see each other's outfits, if we go in/out a place it re-syncs outfits pritty well.
Switching weapons doesnt sync very well, going in-out a place fixes this (read above why)
dropping an item on the ground doesnt do anything for the other side, neither is manipulating items. we both pick up the same stuff. it's dupe. we have our own items.
so here's my suggestion:
make npc's and items server based, meaning that the player recieves the items of the world from the server, wich could or could not be re-spawnable, and set the client to ignore it's own items. this way, dropping something on the ground tells the server there's an item there, wich then gets send to the other players. and you have the basics of trade.
Apply this to npc's, and you have pritty much synced npc's. all npc's would have to be re-made tough, so someone will have to do that (applying for the job if you teach me how.) and would need a specific function (trader/villager/soldier) with each their own tasks. you could create new city's this way, made for multiplayer.
We see each other's outfits, if we go in/out a place it re-syncs outfits pritty well.
Switching weapons doesnt sync very well, going in-out a place fixes this (read above why)
dropping an item on the ground doesnt do anything for the other side, neither is manipulating items. we both pick up the same stuff. it's dupe. we have our own items.
so here's my suggestion:
make npc's and items server based, meaning that the player recieves the items of the world from the server, wich could or could not be re-spawnable, and set the client to ignore it's own items. this way, dropping something on the ground tells the server there's an item there, wich then gets send to the other players. and you have the basics of trade.
Apply this to npc's, and you have pritty much synced npc's. all npc's would have to be re-made tough, so someone will have to do that (applying for the job if you teach me how.) and would need a specific function (trader/villager/soldier) with each their own tasks. you could create new city's this way, made for multiplayer.