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champ

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Everything posted by champ

  1. Software is not going to help much if at all, since at this point all the malicious traffic has already reached your network. I would invest into a load balancer that will forward the requests to multiple gate servers. This way, if one gate server goes down, you could still serve traffic from a different one. I would then apply some adequate rate limiting on a bridge between users and load balancer, so that if traffic exceeds z requests per second/ minute - whatever, it won’t be forwarded to the load balancer.
  2. Is there any evidence to your claims or is it plain speculation?
  3. Hey Jap, I'm working on this project as a hobby. The others have taken a more complex route by building their game from scratch. Statistically (and quite frankly) speaking, I don't see it getting past the "fun" development phase. People often underestimate how long it takes to reach even the beta stage when starting from the ground up. I'm porting a client to Unity, which is a bit different. I usually showcase most of my demos in cities because it gives a better sense of how it looks, but now I can render all the top maps dynamically, which was probably the hardest part. Like you said, I’m working solo, and progress is slow since I can only commit 2-3 hours a week to this due to the nature of my full-time job. I don’t plan to release this as a product, but who knows? Maybe I'll open-source it one day. We’ll see. For now, I'm just as happy sending updates for those interested to see what ToP could look like if it was made in Unity Engine. If this got more traction, I could consider opening donations so that a good chunk of work could be offloaded to freelancers, but the project is not there quite yet.
  4. Slowly making more progress! Map generation is complete, now I need to correct paths and hopefully will create a video showcasing the progress so far soon! More progress updates in discord.
  5. hi all! I've made some solid progress over the past few weeks, so far I can generate all map files. Object placement needs work and then some optimisation for ahead of time terrain generation, but so far happy with the progress Will be posting more updates here: https://discord.gg/KME45eDefd
  6. Привет! Есть желание совместить усилия, я переношу сейчас клиент в юнити. Если интересно, напиши и поговорим!
  7. I’m using Unity engine. Nanite is for UE from my understanding.
  8. Sorry, that is misleading indeed. I read the structure of .bin files The ultimate goal is to be able to run tales of pirates server side as is with Unity client. at the moment I’m trying to figure how to optimise terrain generation. So rather than generating the entire thing, I need to dynamically load and unload chunks.
  9. Hi all! I've been fairly inactive recently due to work and other commitments, but recently continued working on a hobby of porting top client 1.36 to Unity Engine. I will be posting all future updates in this discord in case anyone's interested: https://discord.gg/hGj8bc6S So far we can render top maps and objects and handle 1.36 bin files. Next steps would be optimising terrain generation and then start porting simple networking bits, including auth packets. Attaching a few screenshots of some progress. Hopefully see you there!
  10. Привет. Чем дольше прокси-сервер работает, тем он умнее и тем меньше шансов его сложить; Каким образом это работает? Второй вопрос уже чисто из интереса, почему node, а не какой-нибудь го?
  11. A bit unclear whether this is two servers that can connect to the same instance or just a mix of two server files? also, your website controls cannot be accessed from mobile.
  12. Amazing release, thanks @Snre3n and @Mdrst!
  13. Непонятно собственно, что сама программа делает? Возможно не помешало бы краткое описание
  14. Please elaborate on what specifically is required, tech stack, frameworks, deadlines, etc.
  15. Hi. VPC is a virtual private cloud, you use it to define your networking components like subnets (public internet access and private respectively). With a free tier you can get a couple of burstable (t type instances) like t2.micro and others. It’s probably not enough to host a server. t type instances are also burstable, so when you have CPU spikes, you’ll first use CPU credits and if your instance is configured in “unlimited” mode, then you will pay extra money for it, so it’d be careful. You most likely won’t be able to achieve high performance by hosting SQL on these instances either. In terms of region, EC2 is a region-based service, which means you can switch region in your console and deploy it elsewhere that is within a close proximity geographically.
  16. Привет. Идея хорошая, мне нравится. Я предлагал уже что-то подобное Виктору, возможно можно будет сделать магазин, где будут отобраны товары, подтвержденные администрацией или что-то типа того. Я дал несколько идей Виктору, как можно развить форум с меньшими затратами. Ту тему пока что закрыл, как будут новости, сообщим!
  17. Hey @Blanquitoh, thank you. "Use at your own risk" referred to improper token configuration/ exposure. Code is clean.
  18. If I remember correctly you can modify velocity variable in CCharacterModel::PlayPose
  19. Whilst this works please keep in mind its very bad practise. The os.execute function call is blocking in nature, which means that it will halt the execution of game server until the command finishes. If a SQL query or command takes a long time to execute, it could cause noticeable delays. not to mention it is prone to sql injections and other security vulnerabilities (there’s enough already, so why add more )
  20. champ

    Hello

    There are a few websites written in django/ flask as far as I’m concerned but the majority are written in php. this comes with a shortage of web developers I suppose and the primary interest being around backend development within the game source code.
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