Author Topic: Project Legends (Zelda Legends FPSMMORPG)  (Read 4020 times)

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Offline Deathie

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Re: Project Legends (ZeldaLegendsGM)
« Reply #210 on: January 23, 2011, 04:08:05 PM »
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Okay so I figured out how I can update the SVN on a schedule. 8) The problem is the gamemode doesn't work yet on the server (I can't see the sword). I noticed it does the same thing when in single player. Is that normal?

Oh and this doesn't seem to be a very demanding gamemode (specs wise) do you think a P4 3.0 Ghz with Hyper Threading and 1.5 GB ram will do? I used it for hosting a Gmod build server and it can take quite a lot. So this should be a piece of cake for it, right?

Dude,

Me and Don did some hosting on a vanilla server,

P4 1.8GHZ
256MB Ram

We fucking spawned like 2000 props, before our pings began to rise. :L

I think you're good.


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Offline Pryvisee

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Re: Project Legends (ZeldaLegendsGM)
« Reply #211 on: January 23, 2011, 06:41:23 PM »
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Dude,

Me and Don did some hosting on a vanilla server,

P4 1.8GHZ
256MB Ram

We fucking spawned like 2000 props, before our pings began to rise. :L

I think you're good.

Mostly need a good internet speed.

Sabb: oh when'd you get there!?
...
Sabb: That was embarrassing.

Offline Deathie

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Re: Project Legends (ZeldaLegendsGM)
« Reply #212 on: January 23, 2011, 06:45:15 PM »
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Mostly need a good internet speed.

^ That.

Protip - Most builds or RP's where you have a lot of physics/npc's going around take up about 0.2-0.3mbps per user.


So really, just head over to speedtest.net , find out your speed, and devide that by 0.3 to find out how many players you can support.


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Offline » Magic «

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Re: Project Legends (ZeldaLegendsGM)
« Reply #213 on: January 23, 2011, 11:33:13 PM »
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^ That.

Protip - Most builds or RP's where you have a lot of physics/npc's going around take up about 0.2-0.3mbps per user.


So really, just head over to speedtest.net , find out your speed, and devide that by 0.3 to find out how many players you can support.

Didn't know an MMo was all physics :rolleye:

Okay so I figured out how I can update the SVN on a schedule. 8) The problem is the gamemode doesn't work yet on the server (I can't see the sword). I noticed it does the same thing when in single player. Is that normal?

Oh and this doesn't seem to be a very demanding gamemode (specs wise) do you think a P4 3.0 Ghz with Hyper Threading and 1.5 GB ram will do? I used it for hosting a Gmod build server and it can take quite a lot. So this should be a piece of cake for it, right?

the gamemode is still beta so it will get bugs sometime causing it to not work, I will work on fixing it

and those specs are fine :D

Offline Deathie

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Re: Project Legends (ZeldaLegendsGM)
« Reply #214 on: January 23, 2011, 11:49:00 PM »
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So now the base code is all good to go? Now we just start adding sweps and classes, huh?

I also ha the crazy idea of re-modeling the gunmenstral and replacing the sounds with ocarina ones c:


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Offline Tomcat

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Re: Project Legends (ZeldaLegendsGM)
« Reply #215 on: January 24, 2011, 09:34:23 AM »
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So now the base code is all good to go? Now we just start adding sweps and classes, huh?

I also ha the crazy idea of re-modeling the gunmenstral and replacing the sounds with ocarina ones c:

dats what i thought lol

Offline » Magic «

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Re: Project Legends (ZeldaLegendsGM)
« Reply #216 on: January 24, 2011, 10:18:29 AM »
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So now the base code is all good to go? Now we just start adding sweps and classes, huh?

I also ha the crazy idea of re-modeling the gunmenstral and replacing the sounds with ocarina ones c:

not yet I still got work on the EXP and Leveling system

Also tomkitty the team selection menu needs to run on each user death/spawn, and then not be able to reopen after that until next death/spawn

if you want I'll do iet

and gunstrumental... lol ill pass, our content only(excluding materials, dat nintendos)

Offline SMasters

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Re: Project Legends (ZeldaLegendsGM)
« Reply #217 on: January 24, 2011, 10:49:44 AM »
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not yet I still got work on the EXP and Leveling system

Also tomkitty the team selection menu needs to run on each user death/spawn, and then not be able to reopen after that until next death/spawn

if you want I'll do iet

and gunstrumental... lol ill pass, our content only(excluding materials, dat nintendos)
RunConsoleCommand("zl_team_menu")

just add that to the playerspawn hook in init.lua :L

Offline » Magic «

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Re: Project Legends (ZeldaLegendsGM)
« Reply #218 on: January 24, 2011, 02:06:18 PM »
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RunConsoleCommand("zl_team_menu")

just add that to the playerspawn hook in init.lua :L

You do iet

I nid finish the forest temple

Offline PDAFreak14

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Re: Project Legends (ZeldaLegendsGM)
« Reply #219 on: January 24, 2011, 02:21:19 PM »
+1
Server is running @    77.165.60.4:27015

Right now it's running gm_construct with of course the Zelda-Legends gamemode.
Password is rNd.

I just need people to join and see if they can connect. So if you have time, please. :)
By Error7
Desktop
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Offline Cake Faice

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Re: Project Legends (ZeldaLegendsGM)
« Reply #220 on: January 24, 2011, 04:09:19 PM »
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Nids moar GUI.


Offline Cheesicle

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Re: Project Legends (ZeldaLegendsGM)
« Reply #221 on: January 24, 2011, 04:12:18 PM »
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Offline Deathie

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Re: Project Legends (ZeldaLegendsGM)
« Reply #222 on: January 24, 2011, 04:20:58 PM »
+1
Nids moar GUI.



Did you hear the one about the really fat guy?


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Offline Cake Faice

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Re: Project Legends (ZeldaLegendsGM)
« Reply #223 on: January 24, 2011, 04:24:32 PM »
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Did you hear the one about the really fat guy?

"He got so fat that he developed diabetes and got his leg removed yesterday."

Offline Deathie

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Re: Project Legends (ZeldaLegendsGM)
« Reply #224 on: January 24, 2011, 04:33:26 PM »
+1
"He got so fat that he developed diabetes and got his leg removed yesterday."

That's depressing ._.


Check out my Soundcloud for some neat stuff!