Uridium Wars:TRI Project (devnote)

01/08/2015 15:24 Fenrisus#106
Quote:
Originally Posted by AchtungPL1 View Post
Ohh good job. ;) If u need some help with translate game to polish tell me ;)
Yeah, ill let you know! That will be great to see game translated on many languages.

-----Little technical News :pimp:------
Disclaimer: Read this if you understands programming things hehe.

So, little explains, why it takes so much time.
Server coded with perfomance & stability in mind. We oriented to commercial quaility, not just "emulator". Known fact, 100% emulators released here, partially works, but - non-thread safe, non stable, not high perfomanced (singleton server). Yeah, their respectful authors put alot of work on it, but those software still just emule. And that so far from really good server app.

Just for example, databases. For prevent lose any data in any cause (and prevent DB overloaded) we are using our own low-level libraries(that enchance C# NET features).
Just look at this:
Code:
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using System.Threading;
using Castle.ActiveRecord;
using Castle.ActiveRecord.Framework;
using Castle.ActiveRecord.Framework.Config;
using NHibernate.Cfg;
using NHibernate.Dialect;
using NHibernate.Engine;
using ServerLib.Util;
using ServerLib.Util.Collections;
using ServerLib.Util.Strings;
using ServerLib.Util.DB;
using ServerLib.Util.DB.DataInterpolate;
using ServerLib.Util.ThreadingParallel;
using ServerLib.Util.ORMIntercom;
ActiveRecord & NHibernate + our libs = high perfomanced database things.
Most developers, making just MySQL.Data based MySQL connector for DB, and manual written queries to database. Nothing else.
Our platform, allow todo many things, ones of them:
Parallel-Queue for synchronized queries to database.
Timed Save & Safe(lagless) saving user data.
Manipulate a huge amounts of data without MySQL overloading.

All of this takes alot of time, becouse we do all things - complex, safe & stable with perfomance in mind. We dont looking for easy way - "work please! only work until next server restart!", we do a really solutions.

Yeah, agreed - that takes so much time... but try to look on the future!
We want our players play game! Yeah, players should play. They shouldn't cares about technical side of game (Why i cant connect? Why i am lose items after server crash? Why so hard lags? Why %reason% happens?). Players should cares about game things only. Thats what we want, and what we are working for.:handsdown:
01/09/2015 10:56 Zetadarus#107
So you said "We" so you are not alone in this project who work with you ? ,

You want to make a non-p2w game , but that hard when you game goes big , a lot of game wanted the same thing but they have so much population they were not having the money to pay their servers ....

, and count on me for being the first pro player of your game ;D
01/15/2015 22:19 kongre#108
Hey guys just wanted to know how the game is coming alone, got any more details for us =D Cant wait for you guys to be done lol
01/16/2015 10:20 Cupak12#109
This is the most interesting project on this forum, and more info would be greatly appreciated :handsdown:
01/16/2015 11:06 Ciяcαssiα#110
That's awesome! Guys it's really good to see you coding this beautiful game. If you need any help in C# or storywriter etc. i can help :) Best regards!
01/16/2015 19:15 Tinwor#111
My fifty cents: why did u have used DBMS? Basically u need an low query response when the user is in map so (IMHO) I'd use No-SQL db like couchbase or redis. But it's only my opinion cuz I don't know the application structure.
Also I don't understand what u want saw when u said that your server is not a "singleton server"(that means nothing cuz singleton in Computer Science means another things ;) )
You make a thread every time that a user join? If u do that u'll have a terrible thread overhead.
Now with websocket it's possible have a server single thread that manage tons of client simply using the websocket server :D
01/19/2015 19:15 Fenrisus#112
Quote:
Originally Posted by Tinwor View Post
My fifty cents: why did u have used DBMS? Basically u need an low query response when the user is in map so (IMHO) I'd use No-SQL db like couchbase or redis. But it's only my opinion cuz I don't know the application structure.
Also I don't understand what u want saw when u said that your server is not a "singleton server"(that means nothing cuz singleton in Computer Science means another things ;) )
You make a thread every time that a user join? If u do that u'll have a terrible thread overhead.
Now with websocket it's possible have a server single thread that manage tons of client simply using the websocket server :D
DBMS explains: used for store huge amount of data and operate them. Our game is not "DarkOrbit" 1:1 re-creation. It's more like EvE online.

singleton server explains. I know what it means, but you dont know the architecture of project :pimp:. Servers are instance-based, non-single. That things used for self-maintance. I cant explain you deeper, on public, for what it used, but that used in right way.

Threading explains: some of my custom-maded functional represents a lock-free, thread-safe, first-in, first-out collection of objects and do many other things. Threading used in most "hard" operations, tasks-factory(task queue, self-running tasks and etc.) and other important things.

Keep in mind - that engine (client-server), mainly designed not only for DO-like game. Mainly they designed for game, equals to EvE online. DO-like game, for be fair - simple a bit, not deep as serious mmo games. Also, not all features from that engine will be implemented for UW:TRI (Darklancer - production name hehe, yeah, UW:TRI is project-dev name. Production will be Darklancer). But those improvements allow us implement hard and complex systems from it, if players would wanna see them in game.

Anyways, if you are interesting in technical things - let me know in PM and ill explain you in skype about that things. hehe.
=========================
Little Concept Art showoff. Game design documents hehe :D

Here the Lasers and Ammo:
[Only registered and activated users can see links. Click Here To Register...]
[Only registered and activated users can see links. Click Here To Register...]
===========================
About team.
I am developing that game not alone. Our team - small but strong. We are old-school hardcore UW & EvE online players and not only focused on that games. Mainly we all - from Elite-Games.ru community (formed in 1999 year). Community, who like and play sci-fi space themed games. Each guy from our dev team, not only a good developer. They fly among the stars, each pursuing their own goals: someone carries goods to the colony Tionisla, someone guarding the peace of the Federation of the three systems, someone explores forgotten sector Lentis, and someone is prepared to protect its people from a mysterious race Conflux... But one thing unites us all - Freedom among the stars! And of course, the desire to be your navigators in this universe! Fly safe pilots!
01/19/2015 19:24 YURI-ELIADE.ITALY#113
Quote:
Originally Posted by Fenrisus View Post
DBMS explains: used for store huge amount of data and operate them. Our game is not "DarkOrbit" 1:1 re-creation. It's more like EvE online.

singleton server explains. I know what it means, but you dont know the architecture of project :pimp:. Servers are instance-based, non-single. That things used for self-maintance. I cant explain you deeper, on public, for what it used, but that used in right way.

Threading explains: some of my custom-maded functional represents a lock-free, thread-safe, first-in, first-out collection of objects and do many other things. Threading used in most "hard" operations, tasks-factory(task queue, self-running tasks and etc.) and other important things.

Keep in mind - that engine (client-server), mainly designed not only for DO-like game. Mainly they designed for game, equals to EvE online. DO-like game, for be fair - simple a bit, not deep as serious mmo games. Also, not all features from that engine will be implemented for UW:TRI (Darklancer - production name hehe, yeah, UW:TRI is project-dev name. Production will be Darklancer). But those improvements allow us implement hard and complex systems from it, if players would wanna see them in game.

Anyways, if you are interesting in technical things - let me know in PM and ill explain you in skype about that things. hehe.
=========================
Little Concept Art showoff. Game design documents hehe :D

Here the Lasers and Ammo:
[Only registered and activated users can see links. Click Here To Register...]
[Only registered and activated users can see links. Click Here To Register...]
what percentage is the server :handsdown: :handsdown:
01/19/2015 19:57 Fenrisus#114
Quote:
Originally Posted by YURI-ELIADE.ITALY View Post
what percentage is the server :handsdown: :handsdown:
~80% from planned to Beta. (i mean code, gfx part still on dev, hard to say how much % totally, but currently we have a 60% from planned, that may be changed) ;)
Quote:
Domain Name: DARK-LANCER.COM*
Updated Date: 17-jan-2015
Creation Date: 17-jan-2015
Expiration Date: 17-jan-2018
*just registred.
Right now we are do many things, and working hard on it. Hard to say date or set ETA for it due to many things (Real life one of it). But we will post here about that. Right now, official webpage with dedicated forum for it upcoming.
01/20/2015 09:41 Madatek#115
I am curious to see where it's gonna take, as I saw some posts ago this server seems even legal, so good work and keep it up.
Are you going to have an official game forum?
01/20/2015 11:49 Fenrisus#116
Quote:
Originally Posted by Madatek View Post
I am curious to see where it's gonna take, as I saw some posts ago this server seems even legal, so good work and keep it up.
Are you going to have an official game forum?
Thanks! :) Yeah, we going to do that soon as possible. Right now our hardware on technical maintance (replacement HDD to RAID5, and other things) + need buy additional IP for it and they will be done.
01/20/2015 20:03 Tinwor#117
It sound's interesting but I don'tunderstand why ur team has choosen a DMBS :D
I'm making a big data application for the university and I'm getting something like 100/150GB of data to process every hour. Using DBMS is really slow and only use Mongodb + Redis I can make it faster.
I send my skype via PM
02/01/2015 23:17 kongre#118
hey hows it going, just wanted to know how the game is coming along, got any more news/updates for us? also when to you think people will be able to beta test it out =P looking forward to it
02/02/2015 20:40 alphadragon12345#119
Well id like to apply as a player!:)
02/04/2015 16:36 Dexter's#120
Great project good luck!