ZΛNWORLD

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Should we even think about it?

 
Total votes: 0

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Zeberpal
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ZΛNWORLD

#1

Post by Zeberpal » Sat Aug 23, 2014 8:31 am

Now, when we have this, could we try to make some kind of MMORPGFPS?

*PLOT
As any other MMO, suggestion is to allow all "races" from doom canonic engine games: Doom, Hexen, Heretic, Strife.
So basically it would be a mixed world.

STRUCTURE:
There would be around 4 permanent servers, representing a certain parts of the world. 2 American servers would be west and other 2 European
would represent east of it. (basically 4 maps)
In the very first launch for a player, he should decide which server he choose as Motherland, to save his initial process there.

If player want to travel to another part of the world he is basically must find some kind of Border checkpoint, which redirects him to another server(consolecommand connect <ip adress>)
His ping will change to a high one, which points out he is far away from "home".

WHAT TO DO:
Killing mobs, doing quests, buy/sell stuff, possibly play duels within world map, irdk.

WHAT TO CREATE:
A world. Unless you want to look it as basic HQ, it requires some tough mappers from around doom community to make something beautiful.

It's just short brief stuff I had circling in my head.
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Monsterovich
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RE: ZΛNWORLD

#2

Post by Monsterovich » Sat Aug 23, 2014 8:49 am

Zeberpal wrote: MMORPGFPS
Your idea isn't new. I already thought about this, but the main problem is gzdoom's opengl which is not enough optimized on ultra huge maps (thanks to graf). And finally.. there are no such features as "renderer distance" or "view distance" that could very help you in such projects.
Last edited by Monsterovich on Sat Aug 23, 2014 8:58 am, edited 1 time in total.

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RE: ZΛNWORLD

#3

Post by CloudFlash » Sat Aug 23, 2014 8:59 am

In all honesty, seeing how servers can take only 64 players at once, I think that Stronghold is pretty much the best mod that could serve as a MMORPG template. You know, just bunch of people playing maps together and doing their best to finish the main quest. After it is finished, they could just run around and PvP each other, do secondary quests, get skills and whatnot or go back to hudmap and select some other mission.
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RE: ZΛNWORLD

#4

Post by Lollipop » Sat Aug 23, 2014 9:13 am

If it is already split up in servers, why not chop up the world in a few more chunks? This would support overall more players, and it would make the map area per server smaller :\
Last edited by Lollipop on Sat Aug 23, 2014 9:13 am, edited 1 time in total.
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RE: ZΛNWORLD

#5

Post by IdeIdoom » Sat Aug 23, 2014 9:23 am

There is one more problem: Doom renders all of the level when connecting, so if you are going to make one large world, take account into that. It's gonna spike zandronum hard.
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Monsterovich
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RE: ZΛNWORLD

#6

Post by Monsterovich » Sat Aug 23, 2014 10:34 am

IdeIdoom wrote: There is one more problem: Doom renders all of the level when connecting, so if you are going to make one large world, take account into that. It's gonna spike zandronum hard.
It would be possible to make an MMORPG on Zandronum engine if it had proper multiplayer on hub maps. That is, players being able to play different maps of one hub at the same time (right now, if someone exits a hub map, EVERYONE must teleport to that map too). This would greatly reduce network traffic compared to "one huge map" approach (because players only need to know what's happening on the map they are playing and don't need to know what's happening in the rest of the world). The world would be broken into any number of small maps connected by entrances/exits. These small maps would also not cause FPS drops compared to ONE HUGE OPEN SPACE world.
Last edited by Monsterovich on Sat Aug 23, 2014 10:35 am, edited 1 time in total.

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RE: ZΛNWORLD

#7

Post by ZZYZX » Sat Aug 23, 2014 1:25 pm

consolecommand connect <ip adress>
So it's effectively incompatible with 2.0, gg.

Also doom_engine+openspace=heh (or lots, lots, LOTS of 3D floors that would lag because doom_engine)
Last edited by ZZYZX on Sat Aug 23, 2014 1:52 pm, edited 1 time in total.

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Zeberpal
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RE: ZΛNWORLD

#8

Post by Zeberpal » Sat Aug 23, 2014 1:49 pm

Circunei Z wrote:
consolecommand connect <ip adress>
So it's effectively incompatible with 2.0, gg.
I still hope they won't comletely remove ConsoleCommand, that would just break compatibility with older wads with closed source and "dead" authors.
Circunei Z wrote: Also doom_engine+openspace=heh (or lots, lots, LOTS of 3D floors that would lag because doom_engine)
I faced this problem in my projects latelly, I came with conclusion to split world into more small areas, it's a normal thing.
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RE: ZΛNWORLD

#9

Post by ZZYZX » Sat Aug 23, 2014 1:53 pm

Warning: completely alien and weird ideas under the spoiler, Jenovas go away *referring to Jen still trolling me for saying that Zan's netcode should use both TCP and UDP for different purposes*

[spoiler]The only way to get this working properly is to make a piece of software (possibly unrelated to Zandronum codebase itself) the point of which will be implementing proper multiplayer hubs that will work like this:

  • look like exactly one solid server to the client (and masterserver, too)
  • have multiple separate servers as 'backend' and manage them
  • provide 'world chat' and other global notifications between backends
  • for each client connected to the proxy server, store his actual location (the corresponding backend)
  • relay packets between the client and it's corresponding backend
  • optional: have the global list of players and send it to the client instead of per-server player list (inb4 client MAXPLAYERS overflow, would require a custom client)
  • switch servers when the current backend says so (i.e.: make a serverside ACS function to change servers instead of map)
  • on switching servers:
    1. tell client's old backend that the client is leaving
    2. tell client's new backend that the client is entering
    3. the new backend sends it's current map (i.e. map switch packet) to the client
[/spoiler]
Last edited by ZZYZX on Sat Aug 23, 2014 1:59 pm, edited 1 time in total.

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RE: ZΛNWORLD

#10

Post by Awesome Possum » Sun Aug 24, 2014 2:50 pm

It would be cool to see one of these happen, but it's gonna be long, hard work.
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RE: ZΛNWORLD

#11

Post by Torr Samaho » Sun Aug 24, 2014 3:32 pm

Zeberpal wrote: I still hope they won't comletely remove ConsoleCommand, that would just break compatibility with older wads with closed source and "dead" authors.
To stay backwards compatible I think about collecting the MD5 hashes of existing mods that need ConsoleCommand. If Zandronum detects that such a legacy mod is loaded, it could allow ConsoleCommand. But even if we do this, it will only be for mods that are released before 2.0. Mods released after 2.0 will not be able to use ConsoleCommand at all.

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RE: ZΛNWORLD

#12

Post by Catastrophe » Sun Aug 24, 2014 4:12 pm

Torr Samaho wrote:
Zeberpal wrote: I still hope they won't comletely remove ConsoleCommand, that would just break compatibility with older wads with closed source and "dead" authors.
To stay backwards compatible I think about collecting the MD5 hashes of existing mods that need ConsoleCommand. If Zandronum detects that such a legacy mod is loaded, it could allow ConsoleCommand. But even if we do this, it will only be for mods that are released before 2.0. Mods released after 2.0 will not be able to use ConsoleCommand at all.
Sounds fair.

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RE: ZΛNWORLD

#13

Post by ibm5155 » Sun Aug 24, 2014 5:13 pm

heh, I'm going to enter on the idea, I thinked too an idea about a MMORPG, where, there wouldn't be static monsters like on doom, but yes controlled by acs, like, on time, there would be some monsters spawning somewhere, but they would spawn acording to the player's levels...
I actually tried to make a spawn system, it worked, but, the test wad is lost somewhere...

+ this idea + some strife/diablo gameplay + the new database on zandronum would be abble to make a damn good mod/game (that hmmm, could be called zandronum heh)

EDIT:
for now I think the only main problem of my idea is if you're going to make a map with 10k monsters, there was a nether like mod on zandronum, it's cool, but zandronum can't handle fine online 10k monsters actived at the same time, so it would require a really coom method to just spawn monsters where the players are, and remove them if they're far away from it...

the load time isnt the problem, you would just load maybe 1 minute to load everything, and then you could be everywhere...

EHM, what about a test wad for just test the idea? it wouldn't be an official wad but yes a wad to test all the main ideas and see if it would work or not right...
Last edited by ibm5155 on Sun Aug 24, 2014 5:20 pm, edited 1 time in total.
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RE: ZΛNWORLD

#14

Post by Kaminsky » Sun Aug 24, 2014 5:43 pm

There was an old game that combined Doom and Diablo together, entitled: "Doomablo", which provided a role-playing experience. However, I don't think the project is supported by its creator(s) any longer. Here are some images:

[spoiler]Image
Image
Image[/spoiler]

If you wanted to create a role-playing modification for Zandronum, this can be of some inspiration.
Last edited by Kaminsky on Sun Aug 24, 2014 5:46 pm, edited 1 time in total.

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RE: ZΛNWORLD

#15

Post by Lollipop » Mon Aug 25, 2014 12:05 pm

I suggest using the dialogue thing for the conversation with the NPC's that you can interact with.
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