Server program to pair with the banks. It's half-way setup right now for global-game chat. I am just taking a break at the moment, I'll publish it at about 1:00 a.m. EST and I'll do some test runs with the folks here at SC2mapster. My next step after chat is actual movement.
EDIT: If this really does spark some interest in people, I will try my best to make this a library and easy to implement (for both my program/sc2), otherwise it'll be left to developers.
Pretty interesting concept, I have an idea if this project takes off.
Is it possible to grab global variables inside the map while the game and program are running such as leaderboard kills and deaths, if NOT then have the map author dump the values into the game after it's over and have the program fetch the values and automatically upload those values to an external mySQL server. It would be an awesome feature considering only one person would need the program running. Thus creating a external website leaderboard for players to see their rankings. Do you understand what I mean? Otherwise I can explain it further.
Wasn't gloop for sotis allowed? They are both 3rd party programs, I don't see why this wouldn't be allowed but gloop would be, I guess because its inserting data into the bank? Even then, why would blizzard ever put in the bank reload function if we aren't allowed to even use it...
Just read the whole thread, this is amazing, wish I were a programmer! :]
This could be the biggest thing in sc2, talking ofc about experience in seeing other 3rd party softwares that came to other games and became a hit.
Too bad it violates rules..
Can't you contact blizzard and ask if you can work with a project, tell them ideas etc of how you plan to do it?
Feels kinda bad that you just have to drop your idea :(
Well, from what I've seen over the years of my Blizzard gaming, they never really support or ever approve of any 3rd party stuff. Even though almost everything that ever made Blizzard's custom scene what it is, came from 3rd party support, if you had to ask me anyways. For example, SC1's enhanced editor's that gave so much more power/options to map makers. Not to mention the hacks that sparked ideas into map makers to create new ideas (such as stacking defenses). WC3 was obviously thinks like "Listchecker", GARENA, and so much more. Not to mention all the bots that came out. None of this stuff was legitimately legal at first, but Blizz learned to live and let go.
From my opinion, if you ask a Blizz employee anything, he'll give you the straight up legal answer, like they should! I don't believe they will take any personal action against you, even if you went ahead through with whatever you're doing. So with that - I hope you can see what's inside my head and how I view things, and you can determine whether I dropped the project or not.
I'm looking into ways, for research purposes, on how much I can manipulate with such a program.
Wasn't gloop for sotis allowed? They are both 3rd party programs, I don't see why this wouldn't be allowed but gloop would be, I guess because its inserting data into the bank? Even then, why would blizzard ever put in the bank reload function if we aren't allowed to even use it...
That's what's confusing me. I'll ask one of the admins about it next time I talk to them. It's probably for stuff like YABOT where the user modifies the bank.
From my opinion, if you ask a Blizz employee anything, he'll give you the straight up legal answer, like they should! I don't believe they will take any personal action against you, even if you went ahead through with whatever you're doing.
^ Basically that. Blizzard's tech guys will always give you the legal answer which it lists in their instructions, just like any other company. Will they take legal action against you or take down the map? That's harder to tell.
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
Yeah well I'm going to use it anyways. I'm going to make an MMOFPS with multiple world support and real time hit scan, with this system. What could go wrong?
Too bad Blizz won't allow it..
I was thinking about the technical side, and to make MMORPGs with this there should be a way to go around the player limit.
What I mean, is if GameA has 14 players and GameB also has 14 players, to join them we need a way to simulate the ally properties.
Once GameA's player quota is full, any player's units from other gameB has to be assigned a controller, which all slots are already being used by GameA's players. If the joining units are assigned "Neutral" or "Hostile", its gonna put strict limits to the game types possible with this system.
It would basically change the max player to 12 players per game-instance. 1 player for hostile, 1 player for ally. Doesn't mean you can't string together 5 games of 12 people, cause you can. The programming required to do so might be a little intensive.
Rollback Post to RevisionRollBack
Project Rise of Nigma
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@zeldarules28: Go
Server program to pair with the banks. It's half-way setup right now for global-game chat. I am just taking a break at the moment, I'll publish it at about 1:00 a.m. EST and I'll do some test runs with the folks here at SC2mapster. My next step after chat is actual movement.
EDIT: If this really does spark some interest in people, I will try my best to make this a library and easy to implement (for both my program/sc2), otherwise it'll be left to developers.
@Enexy: Go
EDIT: Download this and join map "handletestblah" exactly. If anyone is there and running the program... should be chatting to each other.
EDIT2: Made a temporary 100ms update version.
@Enexy: Go
Testing was successful with 3 ppl in 3 separate games. We could chat to each other.
Working on movement now as well.
EDIT: While I'm away, please DO NOT attempt to break my server. If I see it I'm going to stop the project completely.
@Enexy: Go
Pretty interesting concept, I have an idea if this project takes off.
Is it possible to grab global variables inside the map while the game and program are running such as leaderboard kills and deaths, if NOT then have the map author dump the values into the game after it's over and have the program fetch the values and automatically upload those values to an external mySQL server. It would be an awesome feature considering only one person would need the program running. Thus creating a external website leaderboard for players to see their rankings. Do you understand what I mean? Otherwise I can explain it further.
Ignore this, I asked a question that was already answered
@FuzzYD: Go
Disregard, I suck cocks.
@Sware: Go
Yes, possible ;)
Edit: requires some work around though.
Watch your language.
Alright guys - this got disapproved! It violates ToU. Oh well.
(Databases will be shut down)
:*(
That's a real bummer. Hopefully blizzard will officially implement something like this one day. Impressive work nonetheless.
That pisses me off. If Blizzard doesn't let us use our own system, they had better damn well make their own, and fast.
Great to be back and part of the community again!
Wasn't gloop for sotis allowed? They are both 3rd party programs, I don't see why this wouldn't be allowed but gloop would be, I guess because its inserting data into the bank? Even then, why would blizzard ever put in the bank reload function if we aren't allowed to even use it...
BlizzTech(TM).
Just read the whole thread, this is amazing, wish I were a programmer! :]
This could be the biggest thing in sc2, talking ofc about experience in seeing other 3rd party softwares that came to other games and became a hit.
Too bad it violates rules..
Can't you contact blizzard and ask if you can work with a project, tell them ideas etc of how you plan to do it? Feels kinda bad that you just have to drop your idea :(
@redbean87: Go
Well, from what I've seen over the years of my Blizzard gaming, they never really support or ever approve of any 3rd party stuff. Even though almost everything that ever made Blizzard's custom scene what it is, came from 3rd party support, if you had to ask me anyways. For example, SC1's enhanced editor's that gave so much more power/options to map makers. Not to mention the hacks that sparked ideas into map makers to create new ideas (such as stacking defenses). WC3 was obviously thinks like "Listchecker", GARENA, and so much more. Not to mention all the bots that came out. None of this stuff was legitimately legal at first, but Blizz learned to live and let go.
From my opinion, if you ask a Blizz employee anything, he'll give you the straight up legal answer, like they should! I don't believe they will take any personal action against you, even if you went ahead through with whatever you're doing. So with that - I hope you can see what's inside my head and how I view things, and you can determine whether I dropped the project or not.
I'm looking into ways, for research purposes, on how much I can manipulate with such a program.
That's what's confusing me. I'll ask one of the admins about it next time I talk to them. It's probably for stuff like YABOT where the user modifies the bank.
^ Basically that. Blizzard's tech guys will always give you the legal answer which it lists in their instructions, just like any other company. Will they take legal action against you or take down the map? That's harder to tell.
Yeah well I'm going to use it anyways. I'm going to make an MMOFPS with multiple world support and real time hit scan, with this system. What could go wrong?
Great to be back and part of the community again!
@TacoManStan: Go
A nuclear explosion
Too bad Blizz won't allow it..
I was thinking about the technical side, and to make MMORPGs with this there should be a way to go around the player limit.
What I mean, is if GameA has 14 players and GameB also has 14 players, to join them we need a way to simulate the ally properties.
Once GameA's player quota is full, any player's units from other gameB has to be assigned a controller, which all slots are already being used by GameA's players. If the joining units are assigned "Neutral" or "Hostile", its gonna put strict limits to the game types possible with this system.
@butterflo: Go
It would basically change the max player to 12 players per game-instance. 1 player for hostile, 1 player for ally. Doesn't mean you can't string together 5 games of 12 people, cause you can. The programming required to do so might be a little intensive.