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English Idea for Call of Duty Servers

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old Idea for Call of Duty Servers

Anders4000
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Hello everyone!

I came up with this idea a couple of days ago, and i thought I would share it with you guys.

So, at the moment I'm making a One in the Chamber mod, which will be made to work very well with dedicated servers. And I've seen other Call of Duty mods here and there too. Also Call of Duty skins.

The idea is to make 2-3 servers, where one server will be a TDM server, one will be One in the Chamber, and then there will maybe be a FFA one, but that's not the point...
Then, we make a script to the servers, that will make players earn CoD Points from kills and objectives.
And the players will then be able to go gamble on the One in the Chamber server.

The players will have to earn lvl to unlock weapons and perks. And also they will also need to buy the weapons/perks in a CoD Points Shop.

I think we could team up for this, if anyone else is interested...

The only problem is that I don't think 2 or more servers will be able to have access to 1 .txt file at a time. And then we will also need someone to host the servers...

It's just a cool idea, IMO.
- Anders4000

What do you think?
edited 2×, last 19.06.11 01:04:13 am

old Re: Idea for Call of Duty Servers

Apache uwu
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Anders4000 has written
The only problem is that I don't think 2 or more servers will be able to have access to 1 .txt file at a time. And then we will also need someone to host the servers...


You could just keep the data you want in a temporary table. Then synchronize the two servers so it won't update information at the same time.

Example:
•Server 1 will save every minute+30 seconds.
•Server 2 will save every minute+15 seconds.
•Server 3 will save every minute.

>It's a good idea, I just can't see much game play with this. Class type mods in cs2d are rarely played--people are looking for originality, keeping held so they don't go overboard with too complex ideas.
>It's a common case of every fps game with ranks that actually allow you to purchase better equipment than others. Playing longer allows you to own the noobs even more, and the people who once could beat you--it's different.
>It seems simple, probably only have to use the hooks join,leave,kill, etc. Too simple scripts make people treat it as a classes game--which indeed it is.

I will go in on this! If you need any scripts I can totally help, but the idea? No the idea--it's alright--but it seems like it has been done thousands of times.

old COD2D

VAU
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I think, the idea of a little 2D COD is very good :D, why dont make a crisis 2D or other ;D, i find it nice, but it looks exactly more or less like CS2D, thats a little bit shit ...

old Re: Idea for Call of Duty Servers

Anders4000
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Well, the reason why i picked CoD is because:
• It's the most popular FPS game. (I think..)
• I've already made 1 mod needed.
• I don't know much about other FPS games, than CoD.
• Many others have made CoD things, and my idea was to put all this together to a few high quality servers, instead of many low quality.
(Not that I think the CoD servers we have now are lame, but putting everything together would be cooler!)

old Re: Idea for Call of Duty Servers

Apache uwu
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user EngiN33R has written
Lua scripts on different servers can't communicate with each other, right?


Not very fast. The only way I can think of is io/file. A personally I think using files to transfer information is slow and inefficient. I'm sure there is another way...

old Re: Idea for Call of Duty Servers

Lee
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Not really, lua wraps read/write from the stdio.h and literally wraps the file stream pointer in a light userdata proxy. The only overhead associated is the resolution of the write/read/close calls from the metatable. Now fread/fwrite is essentially a constant operation on top of the syscalls read/write, so the only question is whether the system calls read/write are faster than lua's variable resolution.

In fact, the standard method of interprocess communication is via pipes, which are faux pas file descriptors.

However, given the concurrent nature of multiprocess access, concurrency issues may occur. http://www.cs.cornell.edu/courses/cs3110/2011sp/lectures/lec17-concurrency/concurrency.htm for a brief overview of what these issues may be.

old Re: Idea for Call of Duty Servers

Apache uwu
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user Lee has written
Not really, lua wraps read/write from the stdio.h and literally wraps the file stream pointer in a light userdata proxy. The only overhead associated is the resolution of the write/read/close calls from the metatable. Now fread/fwrite is essentially a constant operation on top of the syscalls read/write, so the only question is whether the system calls read/write are faster than lua's variable resolution.

In fact, the standard method of interprocess communication is via pipes, which are faux pas file descriptors.

However, given the concurrent nature of multiprocess access, concurrency issues may occur. http://www.cs.cornell.edu/courses/cs3110/2011sp/lectures/lec17-concurrency/concurrency.htm for a brief overview of what these issues may be.


Oh you misunderstood. It's not the way that lua does it. Saving to the harddrive is generally something you want to avoid anyways because files are saved while an action is happening. It's passed with it. So it ideally not a method to take if there is another option.

old Re: Idea for Call of Duty Servers

Lee
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@Textual Context: I'm not sure I understand your point. Do you mean hard drive access is ran concurrent to other programs? This is a none-issue unless active page swapping is occurring, at that point however, the game will already be unplayable.

Or do you mean that harddrive access is generally slower than memory access and the IO operation blocks the program from continuing on? This is also generally a none-issue as reading IO is preemptive where the file descriptor actually points to chunky streams on the memory and writing IO is just marginally slower (in context of the entire application). Unless you're doing expensive post processing, which isn't really an IO operation, in almost all cases, reading/writing a file has negligible overhead compared to socket IO that CS2D performs on top of Lua. In fact, you can do file IO calls per CS2D frame and it still probably won't affect the performance of CS2D.
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