ok, i have written an engine, that handles jumping, spawning, talking and running (gives u the exact packets u need with modified ids, all u gotta do is forward them to the clients & and tell the interserver when players, join, leave etc.).. i can give u guys a C# class wich should help u understand how to communicate with the interserver engine, basically it can allow upto 900 servers to connect and unlimited players from each server
Hey Ultimation maybe you can do some kind of room.. Well like a map
Basicly a map where all the servers can see each other uhh maybe like There Phoenix Server they go to the room and they can meet up with friends on Light server... Kinda like that is sounds pretty cool
Where you can talk/Pk/(Not realy pk lol)
But yeah something like that might be pretty cool
Probaly a packeted map... Well thats just a idea for you
ok, i have written an engine, that handles jumping, spawning, talking and running (gives u the exact packets u need with modified ids, all u gotta do is forward them to the clients & and tell the interserver when players, join, leave etc.).. i can give u guys a C# class wich should help u understand how to communicate with the interserver engine, basically it can allow upto 900 servers to connect and unlimited players from each server
900 servers.. stability of that many sounds amazing. I doubt there are 900 5201 servers though. I don't remember what patch packet encryption changed pre-5201, but still whatever it was, I doubt merely 100 servers that high exist. Or rather, deserve to interserver with you all.
@ult: Wud be best to strip out guild and clan ids from the spawn packets. Maybe use the clan name area to identify which server ppl are from?
Are you using one database for both servers? If so, why don't you just strip out the character identification and on receiving load the servername out of the database?
@o sTriiDe: The packet encryption didn't change. Just a few changes to some packets like spawn/init/item/guild/nobility/flowers etc...
@ult: Wud be best to strip out guild and clan ids from the spawn packets. Maybe use the clan name area to identify which server ppl are from?
Just thinking, if you are Frankie or Steve, and i don't know if you are. Wouldn't that mean your source is in Java and most others would be in C#? I really have no idea on this but would you be able to get them to "communicate" with a central point?
Just thinking, if you are Frankie or Steve, and i don't know if you are. Wouldn't that mean your source is in Java and most others would be in C#? I really have no idea on this but would you be able to get them to "communicate" with a central point?
It would make no difference if I would connect from;
C# -> C++
C++ > C#
C#/C++ > Java
Java > C#/C++
All three languages support sockets now don't they?
Just thinking, if you are Frankie or Steve, and i don't know if you are. Wouldn't that mean your source is in Java and most others would be in C#? I really have no idea on this but would you be able to get them to "communicate" with a central point?
Since the servers and clients communicate with packets theres abosolutely no issue about compatability, you just send raw data, aslong as both ends use the data correctly it doesnt matter what language they are written in.
@o sTriiDe: The packet encryption didn't change. Just a few changes to some packets like spawn/init/item/guild/nobility/flowers etc...
@ult: Wud be best to strip out guild and clan ids from the spawn packets. Maybe use the clan name area to identify which server ppl are from?
yea that sounds like a plan, also regarding entering and leaving, the way i do it is, on enter, just send the player spawn packet of entering, everything else is handled, like screen distances etc etc. also, on leaving, send the datapacket 0x271A with the subtype 0x87 (remove entity) this will remove them from the interserver.
If you persued this interserver to the point of, PvP, would it strictly be the most recent of client patches, if not, what do you propose to do regarding damage, later versions offering more items, affecting damage calculations and such. i.e Fans & Towers
If you persued this interserver to the point of, PvP, would it strictly be the most recent of client patches, if not, what do you propose to do regarding damage, later versions offering more items, affecting damage calculations and such. i.e Fans & Towers
I doubt it would ever go that far, for the reasons that you have stated in your post.
PVP is possible,(not implemented) but a type of PVP system is possible, but attacks should be standalized
Wouldn't the latency be rather high though, I mean sending data between multiple sockets i.e (Client1->Server1->Interserver->Connected Servers->Clients)
I suppose it depends on the distance between them, or am I mistaken ?
PVP is possible,(not implemented) but a type of PVP system is possible, but attacks should be standalized
Of course its possible, but pointless imo, if someone with the latest client logged into this area and someone from one of the 1.0 clients logged on, you would have to stop the latest client from spawning with gear that the 1.0 client doesnt use otherwise you just crash the 1.0 client, then if you made them spawn naked the fight would hardly be fair, then theres the fact that many people modify their client/servers to include weapons and armor that doesnt exist for everyone else.
It would be an immense effort to incorporate a system which would make combat possible accross all client/server platforms, and when it comes down to it, is it really worth it?
The simplest solution for this would be to make only 1.0 gear useable, which alot of people would dislike, and then you could only use the 1.0 attack protocol, or write an entirely new one i guess.
I would get the rest of this system finshed before even thinking about combat
Of course its possible, but pointless imo, if someone with the latest client logged into this area and someone from one of the 1.0 clients logged on, you would have to stop the latest client from spawning with gear that the 1.0 client doesnt use otherwise you just crash the 1.0 client, then if you made them spawn naked the fight would hardly be fair, then theres the fact that many people modify their client/servers to include weapons and armor that doesnt exist for everyone else.
It would be an immense effort to incorporate a system which would make combat possible accross all client/server platforms, and when it comes down to it, is it really worth it?
The simplest solution for this would be to make only 1.0 gear useable, which alot of people would dislike, and then you could only use the 1.0 attack protocol, or write an entirely new one i guess.
I would get the rest of this system finshed before even thinking about combat
Korvacs i got a question for you if you can answer great ^.^
With this InterServ if it were to be done.. Would it be possible to make a world wide pk tournament lets say...
Qonquer has 2 server i am betting im not sure...
But if this InterServ working do you think that it can do the same for Servers Pk Tournament?
Meaning the fact if this were possible it probaly be a very hard packet to code..
A packet being sent to the hole server... And if they put "Yes" they get teleported to the map but both servers can fight each server
interserver db transfer change 05/27/2006 - Conquer Online 2 - 2 Replies what a bunch of lazy bastards. I have never once seen a GM on my server in about 9-10 months of playing.
rAegis - InterServer Fehlermeldungen 03/22/2006 - Ragnarok Online PServer Hosting - 0 Replies Wie schon im Topic kurz und knapp beschrieben benutze ich rAegis von der Seite http://www.rentus.de.vu/ und dessen Guide/FAQ. Leider habe ich aber beim InterServer ein Problem. Undzwar das er mir diese 3 Fehlermeldungen anzeigt. Bin zwar nicht ein Newb in Sachen MySQL Server aber hab dafür leider von meiner Seite keine Lösung des Problems parat.
Fehler 1:
SQL Server existiert nicht oder Zugriff verweigert.
Fehler 2:
DBServer connect error:Script, :DB:Script, UID:script