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Messages - Yuri Patrick

#81
Advanced Technical Forum / Re: MMO Plugin
Tue 24/08/2010 10:53:40
Thank you so much, Wyz. I don't have to wait for Raknet to download no. ;)

However, looks like I still have much to learn, like how to properly google for stuff. LOL. Thanks again. :)
#82
Advanced Technical Forum / Re: MMO Plugin
Tue 24/08/2010 10:36:30
Thanks WOnkyth. Now I have a new train of thought... I have done some further research on the server base that I wish to use for my game. I was considering using SmartFox, but am getting severely deterred as all of their tutorials are for FLASH clients. Flash has taken over all of a sudden. It has taken me all day and all night to find RakNet. New question, though, since this is going to be a straight up tcp/ip connection between the client and the server, do I really need extra functionality or do you think the standard AGS TCP/IP plugin would be enough?
#83
Advanced Technical Forum / Re: MMO Plugin
Tue 24/08/2010 10:03:19
Ugh. If I am reading this correctly, then in the tutorials section it is stating that something such as the TCP/IP plugin would have been written in C++ so that it could be included with the game itself for runtime. Which means that I have to re-learn C++. Been a long time since I worked with that. And as such, C# can only be used for Editor plugins and not game plugins. That kinda stinks. Oh well. :)

Now to try and figure out how to influence the scripting language via C++ plugin. ;)

I wonder if it is possible to mix C++ and C# in the same dll...? Just thought of that and how much more convenient it would make the end product as it would appear as a single plugin still then. Hrm.
#84
Advanced Technical Forum / MMO Plugin
Tue 24/08/2010 09:32:32
I'm trying to write a plugin in C# which will enable a custom networking system for a MMO idea I have. I can't even find a copy of the source code for the TCP/IP plugin anymore. So, as such, have little idea of where I need to go with this. I believe, though, that the TCP/IP plugin makes use of script plugins so that the connection can be initialized during game start and utilized throughout the rest of the game.

Is there a tutorial on script plugin modules? Adding menus and such to the editor is easy, but getting past that, I am having trouble. Please help?
#85
I now remember why I dislike MS .NET anything. The errors make no sense. I just want to change a few things around in the demo C# plugin and now it doesn't compile again giving me cryptic errors. I miss my ADA.
#86
Forgive me if this is in the wrong place, I am not positive where to post this....

It's been a while since I tinkered even in VC#, but how would one go about getting the AGS game itself to pop up a dialog via C# under a condition? I'm trying to see if I can get it to simply connect to SFS and upon that condition display a box with an error or display a "connected" dialog. But can't seem to find anything that does such a feat in the AGS dlls. :(

It appears at first glance that I need a script inside AGS that pops up the dialogs and then call the script from within C# based upon the outcome there...?
#87
Alrighty. I have a quick question... It states in the post that the TCP/IP plugin can be used for stuff such as a small mmo, ummm... I have had some experience with the SmartFoxServer on a pre-made system. So, was wondering, do you think the TCP/IP plugin could be made to interface with SmartFox or do you think I would be better off just writing a SmartFox Plugin?
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