Editing Missions In Dedicated Mode (Problem)
by Jorge Luis Gandulfo · in Torque Game Engine · 01/22/2006 (8:28 pm) · 2 replies
I completly separated the Client and Server Code, but now i have a problem with that, by pressing F11 my client try to create a local server, is there a way to edit the missions that are running in the dedicated server?
My client application don't have any of the server files, not even the common directory ones.
Anybody tried something like this?
My client application don't have any of the server files, not even the common directory ones.
Anybody tried something like this?
#2
Thanks for the tip, i imagined this, but maybe somebody had a miracle solution.
01/22/2006 (10:42 pm)
Well seems i have to now make a mixed developing build, and i will modify all there, then i will copy files to the propper client and server game directories, wich in my case were completely separated.Thanks for the tip, i imagined this, but maybe somebody had a miracle solution.
Torque 3D Owner Stephen Zepp
Well, it's possible but has a -lot- of issues, and here's why:
Editing missions happens in realtime in a single player game because of the fact that the editor, the client, and the server are all running in the same executable space. If you wanted to "remotely edit" a mission (which is what you are describing), you would need to implement networking all of the changes that happen as they happen, and this isn't how Torque edotirs are set up at all. I'm talking about things like sending deltas of the terrain heights as you change them, terrain textures, lighting, etc--not trivial stuff.
One of my guru's gave it a shot for a while, and while we had partial success, it took him a lot of work, and in the end wasn't worth it. What we did instead was to have a "combined" build option, and then simply used that for editing missions. We'd then take the result and dump it into the dedicated server and dedicated client environments.