Game Development Community

Client Scene/Map without connection to server

by Kyle Cook · in Torque Game Engine Advanced · 07/19/2006 (3:58 pm) · 14 replies

Is there a way for the client to load a mission file, terrain and all, without connecting to a server (even a local one)?

#1
07/19/2006 (9:01 pm)
Not easily. All of Torque is built around a Client/Server architecture. Now, in "single player" mode the game (itself) runs a Client and Server just in separate threads/processes. You don't need to have 2 copies of the engine running or anything. Is that what you're asking?
#2
07/20/2006 (9:57 am)
I was looking for a way to load up a mission file client side without a server connection, then use a pathed camera to navigate around with a GUI that is visible to the client when they arrive at the camera's desired node. This way I could have pretty scrolling 3d backgrounds for the mainMenuGui, complete with particle effects.
#3
07/20/2006 (10:01 am)
I do that, use the Mission in Main Menu resources, they make it a snap. No need to rewrite the engine here for such a simple effect.
#4
07/20/2006 (10:02 am)
Can you tell us one good reason you need to get rid of the client/server architecture?

Edit:

@C2:

That won't get rid of the client/server though.
#5
07/20/2006 (10:06 am)
Thanks C2, I am sure this is what I was looking for.
#6
07/20/2006 (10:06 am)
Kyle, what you describe doesn't mention why you don't need a server though. A SinglePlayer server is all you need if you don't have other players.
#7
07/20/2006 (10:07 am)
@Stefan, he said why he wanted to do this odd no server architecture: the 3D main menu background with particles/etc. So I gave him a better solution. :)


Edit: Wait, you want a GUI in the 3D world that you navigate to? Like you float around in a camera mode and can fly to the in-game GUI object? That's going to take a little more work.
#8
07/20/2006 (10:08 am)
@Juan - Hmm well I would need to make a transition from the single player server to the dedicated server and then close down the single player server without issueing a disconnect packet.
#9
07/20/2006 (10:48 am)
@C2:

Quote:
@Stefan, he said why he wanted to do this odd no server architecture: the 3D main menu background with particles/etc. So I gave him a better solution. :)

Which is perfectly possible with client/server.
#10
07/20/2006 (10:51 am)
It is the transition the client goes through from the local server to the dedicated server, I need more connection args on the server, than the client.
#11
07/20/2006 (10:58 am)
Which is what I gave him instead. :)
#12
08/11/2006 (5:53 am)
Hi all

I didn't see this thread :/ and postet this :
www.garagegames.com/mg/forums/result.thread.php?qt=48909
Sorry for double post.

In My Game i planning the mainmenu,charselection and charcreation screen to have a Mission in the background, this was no problem to implement.

The Problem is in the mainmenu the client sends login data to a server and disconnect then from the mission in the background.

I dont wanna have my server to have to host the "mainmenu" to, just wanna retrieve the Charakter data from the Server to show up in the charselection screen.

Anyone have a idea?
#13
08/11/2006 (12:19 pm)
Integrate the main menu "scene" into your mission that you have loaded. And when the client selects a character, initialize the client variables again, and then give the client the name of the character, drop the character somewhere in your mission and BLAAAM!
#14
08/11/2006 (12:57 pm)
This is not the problem, i have loaded the mission behind the mainmenu it works fine.
The Mission for the menu is loaded local, but to login he requieres a connection to the remote server

1 Client Start
2 CLient create Local Server for the MainMenu and Charselection Scene
3 Client Login ( connect to Remote Server)
4 Server send Charakter data to Client
5 Client show Player char's in the Local Mission
6 Client selects Char
7 client connect to Remote server & destroy local server

that is what i have in mind to do.