Stone Legion

Sep
27
by Chris at 7:53 AM
(872 Views / 1 Likes)
5 Comments
For single player games, physics are calculated on the client and generally there is no need to verify abuse or client hacks - if a player is going to cheat or hack up their client, they're doing it on their own and not affecting other players in most circumstances. Nonetheless, when it comes to mmo's, physics are often calculated server side. Why? This is because you cannot trust anything the client is sending to the server when it could have an affect on other players around them. For an mmo, you cannot trust that the player hasn't modified their game client to exploit the game.

For example, Player A has a modified client to give his sword swing an increase in power to hit Player B. He hits Player B and Player B is sent off the map because the velocity and force behind the sword was modified beyond the parameters laid out by the game. This is an obvious problem and would easily ruin a multiplayer game. However, if the physics are verified or calculated server side, we can check to ensure they fall within the normal parameters and prevent this type of abuse. Instead, the server would take the role of telling a player how hard the sword hit him.

With Project Legion, we were then faced with choosing one of several options.

1) Headless Client Server w/ Unity - In Unity 4.x, a headless client option was released. What this would allow users to do is program a game server which has access to Unity's physics engine, collidors, etc, without having to actually to render and draw everything. You can essentially use Unity's dependencies and engine without having to rewrite a new physics engine. Running a headless client server that doesnt require a gpu allows this to be run on linux command line. You could even run this on a VPS if you were just making a basic server for a unity game.
Pro's: Easy to implement, can run on linux with command line
Con's: Relatively new, reported memory leaks (although likely fixed, I have yet to test myself)

2) Back End Game Client - Some people suggested (likely before the headless client option was released) that a back end client be used to verify physics. This would save time from having to create your own physics engine, however, to me this seems very hackish and not something we'd like to do.
Pro's: Access to unity physics
Con's: Added latency to have to transmit info between client server server client, seems hackish.

3) Use a 3rd party physics engine server side. I was looking at Physx .net wrappers for C#, however, it seems like they are all out of date and have not been updated since 2011. This could be due to the death of XNA as most of these were developed to assist with .Net XNA games. Given that support C# physics engines is pretty much dead, this is not a great option unless I dive into another language, such as Java, or C++. I'd like to just stick with C#, although I've used Java many times in the past; likewise, its very similar to C#.
Pro's: Many 3rd party physics engines have a lot of features and would be great to use.
Con's: Time, can take more time to implement, learn. If using C# wrapper, many 3rd party physics engines seem to now be dead or dormant.

4) Create your own physics engine. While I'd like to do this and learn more about physics, if we can instead use Unity's engine on the server, it may save some time.
Pro's: Complete control, if you can build it you can use it.
Con's: Can be time consuming.

We've opted for 1) right now. The best thing right now would be to test out the headless client/server and see how smoothly it runs. If it starts eating up the CPU as some people have reported, although those posts were a few months old on the Unity forums, then we might have to think of something else. If it doesn't, this may be the best way to go.

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Project Legion is an MMO in early stages of development. To see past Dev Logs, please visit here. Project Legion is only a working title until the official game title is released.
Sep
27
by ElectroBot at 2:03 AM
(765 Views / 0 Likes)
5 Comments
[youtube]http://www.youtube.com/watch?v=5TMn_HT9hmE[/youtube]

I’m a little snapshot, short and stout. Here is my screenshot and here is my [FATAL CORRUPTION IN CLASS SXQ CANNOT CONTINUE]
To get snapshots, open your launcher and press the “New Profile” button. Call it “snapshots” and check the box saying “Enable experimental development snapshots” and save. To switch to the normal version, you can select it in the dropdown at the bottom left corner of the launcher.
Server files:
Report bugs here:
// The Minecraft and Minecraft Realms teams
Sep
25
by Kane Hart at 6:57 AM
(2,503 Views / 0 Likes)
56 Comments
Since 1.7 is slowly coming along and I had predicted it to be pretty darn slow and thankfully it has been, I thought this be a good time to work up some of the suggestions and ideas we had on the old Godcraft site. I guess to sum up what we decided is we were going to setup 1 single world with no nether portal access yet. Maybe the first major addition to the server sort of like a content update but there was clearly no fees or cost to these updates just fun and a new way to try to extend the content.

So how we decided it would work is we would launch 1.7.2 with a dozen or so plugins pretty much a lot of basics + ByteCart and some VIP Features to help keep the costs down for the servers. From there will be launching the Nether and many other neat content updates like Arena's and much much more. We wanted the players to have as much as the vanilla feel we can offer possible from the start and then slowly add more the fun and interesting plugins into the server as time goes on.

There will also be no required modded client in any way and at the same time will not be wiping this server ever unless some massive crazy nuclear strike hits us the first few days of launch like say Mojang really made a no no. But after that initial period it will be smooth sailing and we hope to once again have 2-3 great years just like we did with Godcraft's Flagship Build Server.

So Please start using this thread to post ideas and suggestions and keep it mature an don't argue. Overtime I will edit my thread with more content and compile the ideas we liked just for a easier read.

So Start Talking!
Sep
24
by Kane Hart at 12:38 AM
(729 Views / 1 Likes)
9 Comments
So the launch of Terraria 1.2 will be on the first of October. I was wondering how many people would be interested in 1 or heck 2-3 servers? We could do a VIP Server / Free Server. VIP Just a simple password we share with the current members.

Anyways I wanted to hear what you guys thought. Terraria is pretty much gone through the biggest update ever and adding more features then ever. It's no Minecraft for most of you but it's a fun game to play for a week or 2.

[youtube]http://www.youtube.com/watch?v=E0scnF8pXfU[/youtube]
Sep
22
by Kane Hart at 8:59 AM
(609 Views / 0 Likes)
1 Comments
This will hopefully fix the latest crash issues with IndustrialCraft.

Updated:
  • Updated GregTech to 4.04c
  • Updated IndustrialCraft 217
Sep
20
by ElectroBot at 3:20 AM
(504 Views / 0 Likes)
1 Comments
Source: redstonehelper (http://www.reddit.com/r/Minecraft/comments/1mpu2e/twitter_dinnerbone_164_has_been_released_through/ccbgq3b)

BTW 1.6.4 is NOT compatible with 1.6.2. We will be skipping 1.6.4 since it doesn't apply to our Creative server (no structures) and our modded server will remain on 1.6.2 as well.

To "downgrade" to 1.6.2, select it as the version in your vanilla launcher or use our modded client updater.
Sep
20
by ElectroBot at 3:06 AM
(724 Views / 0 Likes)
2 Comments
[youtube]http://www.youtube.com/watch?v=RH6dKPlj_yY[/youtube]

There’s a snapshot! It’s called 13w38a! What does it have? Well, that’s Super Secret :)
To get snapshots, open your launcher and press the “New Profile” button. Call it “snapshots” and check the box saying “Enable experimental development snapshots” and save. To switch to the normal version, you can select it in the dropdown at the bottom left corner of the launcher.
Server files:
Report bugs here:
// The Minecraft and Minecraft Realms teams
Sep
19
by Kane Hart at 1:00 PM
(1,503 Views / 0 Likes)
20 Comments
This was an attempt to fix a server crash bug with ExtraCell's. The crash was unfortunately not fixed nor I think required on client side at this time. We suggest you not use ExtraCells for now till the issue can be solved.

We for now had to remove the mod and load the chunks and re-add the mod to fix the issue for now. If you guys outside Spwnx base had any loss, Then please let SpwnX Know ;)
Sep
18
by Kane Hart at 1:00 PM
(556 Views / 0 Likes)
0 Comments
Here is some great updates today. The biggest change would be pretty much every Electrolyzer and Centrifuge Recipe has been changed and some more IC Features working or getting better but the biggest thing is some actual NEI Recipes now!

Updated Mods:
  • Updated Applied Energistics to 13-c
  • Updated BiblioCraft to 1.4.1
  • Updated Buildcraft to 374
  • Updated ExtraCells to 1.4.2
  • Updated GregTech to 4.04a
  • Updated industrialcraft to 195
Sep
15
by Kane Hart at 11:25 AM
(747 Views / 1 Likes)
0 Comments
Today is a pretty decent update in terms of some new features. We have Optifine that is an optional install. You must do this by clicking modules in the updater and checking Optifine. The next things that we are welcoming back to our family is NEI Plugins. Now it's missing some IC/GregTech Features till a future update but is already being very useful when it comes to other mods. Thanks to Fugners bug report, we also now have a fix for Indemnification cards for MFFS.

PS: Boost Key / Mod Change on Gravity Stuff WORKS!

Updated Mods:
  • Added OptiFine (Optional In Modules)
  • Added NEI Plugins
  • Updated GregTech to 4.0.3d
  • Updated BuildCraft to 371
  • Updated IndustrialCraft to 170
  • Updated Iron Chests to 570
  • Updated MFFS to 224
  • Updated Gravi Suit to 1.9.6