| bio | website | |
|---|---|---|
| location | ||
| age | ||
| visits | member for | 1 year, 3 months |
| seen | Apr 11 at 14:48 | |
| stats | profile views | 7 |
|
Jan 4 |
comment |
Persistent Data for Multiplayer, Browser-Based Games @MarkR Maybe not every 1s/game, but if my server is running many instances at once - this may change. For example, if I had an online hack and slash game and wanted to keep track of player experience points, I'd want to do so quite regularly. |
|
Jan 4 |
comment |
Persistent Data for Multiplayer, Browser-Based Games @Kylotan I've never had hands on experience with NoSQL DBs, so it was more insight/experience I was looking for. There are clear merits in both (not sure about how I might be able to take advantage of scalability/performance, though). |
|
Jan 4 |
comment |
Persistent Data for Multiplayer, Browser-Based Games What is the worst case and how will MongoDB do it better? |
|
Jan 3 |
comment |
Persistent Data for Multiplayer, Browser-Based Games I've never used memcached before - but I hear that redis+mysql would also work. I think I'll start with the mysql pack with node and go from there. Thanks for the links. |
|
Jan 3 |
comment |
Persistent Data for Multiplayer, Browser-Based Games @Kylotan It seems like the author of that top answer was leaning towards NoSQL, but MySQL is still the way to go |
|
Jan 3 |
comment |
Persistent Data for Multiplayer, Browser-Based Games I want the data to persist on the server, not locally. E.g. A player's username or experience points |
|
Jul 1 |
comment |
Skyrim Creation Kit with Xbox 360 Hmm.. that's too bad. It'd be really great to get the mods with the different character models and armor pieces (and to be able to mod those myself). Thanks for that, though! You'll probably be getting an email from me soon (the subject will be Skyrim Mod - funseiki) :) |
|
Jul 1 |
comment |
Skyrim Creation Kit with Xbox 360 I'd vote this up if I could. Tried most of this except for the TU7 and Le Fluffie parts (as you already pointed out). Thanks for letting me know about this. I'll try it out this weekend and see if it works out. When you say you have 40 mods running on yours, do you mean Skyrim mods on a non-modded Xbox? Also, the mod I was trying get on was one with a custom sword texture (just wanted to see if I could get the references to the new texture objects working). Any help as to how I may go about doing that? Thanks again for the reply |
|
Mar 2 |
comment |
Skyrim Creation Kit with Xbox 360 I'm not sure if the archive.exe actually does the archiving correctly. When reading the .bsa file (which is what the archive tool spits out) on the xbox, it appears as "File corrupted." |
|
Feb 23 |
comment |
Skyrim Creation Kit with Xbox 360 Hmm, I'll look into this. Still trying to navigate my way through this file system business. Thanks for the post! |
|
Feb 21 |
comment |
Skyrim Creation Kit with Xbox 360 Awesome. I'll take a look at this. It seems this is the most productive response I've received. Thank you |
|
Feb 20 |
comment |
Skyrim Creation Kit with Xbox 360 @ClassicThunder yep, I'm aware of that. Was not planning on modding the xbox itself - at least nothing with hardware. I may actually even consider getting an XNA license, if I could have the 'game' really just serve as a hub for apps. I.e. if the game were to have access to the file system, it might be possible to toss in the file references in the mod (but this is really a stretch, since the game would probably need some sort of privileged access to write or read from anything not owned by it). |
|
Feb 20 |
comment |
Skyrim Creation Kit with Xbox 360 @thedaian, you're probably right: free60.org/Reset_Glitch_Hack <- talks about how running unsigned code is probably not easily done. I had figured since it is relatively easy to transfer save information over from the PC (at least with Skyrim), it might not be a stretch to load in the references necessary to run a Skyrim mod. This was posted a while ago, but it provides a glimmer of hope: escapistmagazine.com/news/view/…. |