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Re: Locoweed's Multiplayer Tutorial
[Re: steve52]
#29103
09/15/04 14:46
09/15/04 14:46
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Joined: Oct 2002
Posts: 2,256 Oz
Locoweed
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I am really done with the code except for 1 bug in the Dedicated Server code only. If a client joins, chooses profession, and his player entity and local weapon is created, then he exits game and disconnects, then he re-runs the game and joins the session, when his player entity is created this time he gets a empty pointer (a pointer pointing to the enity that owns the weapon) in his local weapon function.
Huh? Yeah, thats what I thought too. Still trying to track that bug down. After that bug is fixed and the documentation complete, that's it. I am done. I need a long break.
Never got any test done without a 26k phone connection being either the client or host. So I hope it works good on dsl and cable atleast.
I need some sleep,
Loco
Professional A8.30 Spoils of War - East Coast Games
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Re: Locoweed's Multiplayer Tutorial
[Re: Locoweed]
#29104
09/16/04 10:15
09/16/04 10:15
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Joined: Oct 2002
Posts: 2,256 Oz
Locoweed
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Hahaha,
I can't get my tutorial entry letter mailed into the contest mail address, it is always returned. It's past the deadline now. Not only that, now while trying to post on the tutorial forum, I crashed that too. Woot! It's a wonderful day to be alive.
I am still calm and serene though,
No worries,
Loco
EDIT:
Only the one known bug left, it's in the Dedicated Server code. Everything else seems to be working fine.
Current Source
There should be no more level or resource (models, pcx's, etc) changes now.
Last edited by Locoweed; 09/16/04 14:44.
Professional A8.30 Spoils of War - East Coast Games
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Re: Locoweed's Multiplayer Tutorial
[Re: Locoweed]
#29105
09/17/04 08:12
09/17/04 08:12
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Joined: Sep 2003
Posts: 186 BC
mccow28
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Calm and serene, huh? I wonder why.... kidding, you've done a great service to the community. 
I would help, but you know, I suck.
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Re: Locoweed's Multiplayer Tutorial
[Re: Locoweed]
#29106
09/17/04 11:54
09/17/04 11:54
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Joined: Jan 2003
Posts: 517 Illinois
giorgi3
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Hey Locoweed. Glad to see your tutorial made it into the contest. It would have been a shame to miss out with all the work you put into it. And you are currently leading the poplularity poles as well! Fantastic work! By the way, I just got a chance to test Bioshere IV MP over the internet. Server side was on a MediaCom cable modem, and client side was on a UUNET 56K dialup. These two connections require 14 hops to talk to each other! I had a latency of between 192ms and 210ms and it still played great. I've played big name games that didn't play worth a crap at 200ms latency.  You BPS rate is amazingly low. I even checked your UDP packet rate, and it never got over 20! I must say this is a superb example of what can be done. I would love to see a community test with a large number of clients. Based on the numbers I'm seeing, I think it could do very well. As far as the game play itself, animation, movement, collision detection, targeting, weapons fire, even the startup 'grace period' worked very well. I saw a couple of anomolies on the client side, but nothing that actually interrupted game play. Absolutely fantastic job! Hope you get rested up and come back soon.
Giorgi3
10,000 parts flying in a close formation does not constitute an airplane. Some assembly is required.
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Re: Locoweed's Multiplayer Tutorial
[Re: giorgi3]
#29107
09/17/04 13:05
09/17/04 13:05
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Joined: Oct 2002
Posts: 2,256 Oz
Locoweed
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Thanks giorgi3,
It's nice to know it actually works decently over the internet  . I feel better now that I know it does  . Thanks for doing the test.
I am plugging along on the A6.30 documentation, the final documentation and perfected code is coming very soon. Then 3DGS programmers can fry their brains on it.
Loco
Professional A8.30 Spoils of War - East Coast Games
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Re: Locoweed's Multiplayer Tutorial
[Re: Locoweed]
#29108
09/21/04 12:21
09/21/04 12:21
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Joined: Oct 2002
Posts: 2,256 Oz
Locoweed
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Good Day Everyone,
It's good to see that a 3DGS forum actually still exist. I am currently harvesting summer crops but still working on documentation as much as I can. This is my last link I will be posting until the A6.30 Tutorial is completely finished. Whether or not it will actually be considered for the Tutorial contest is yet to be seen, but it will be completed either way. I will update the HTML as it comes along. You should now be able to tell just how extensive and detailed the tutorial will be. Lots of pictures and even some bells and whistles. I am also going through the tutorial myself as I rewrite it, checking that all is working as I have it written, making some minor changes as I go, such as, now when a player first connects before he selects profession and joins the game the multiplayer text (bps, latency, etc) will be displayed, also he can chat with the people playing the game (this is also nice when a player get's axed, he can cuss out the player that killed him while he is re-selecting a profession).
Locoweed's A6.30 Multiplayer Tutorial HTML
If you notice an error in the documentation, please let me know.
Have a wonderful day,
Frederick Sims
Note to self: Never write a book in HTML again.
Last edited by Locoweed; 09/22/04 10:23.
Professional A8.30 Spoils of War - East Coast Games
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Re: Locoweed's Multiplayer Tutorial
[Re: Locoweed]
#29109
09/22/04 11:06
09/22/04 11:06
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Joined: Oct 2002
Posts: 2,256 Oz
Locoweed
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Hi again,
I am starting to feel insane here talking to myself, so I will shut up after this unless some one brings up a problem. But here is the message:
Feel free to start the tutorial. Everything in the documentation is final. I may fix some typos, but other than that, what script there is correct and has been tested and will not change. The HTML documentation link will be updated daily if at all possible.
Step 1: Download the resources file
Step 2: Follow the instructions in the multiplayer HTML
EDIT:
I had a change of mind on the above statement. Too many things can go wrong while I am still putting the tutorial together. I figured out that I am human and do make mistakes, even though the code is actually all written. So I wouldn't start the actual scripting just yet. I am however looking for a Beta tester, perferably someone that is familar with 3DGS but not too familar with 3DGS multiplayer, has a LAN line, has time to go through the tutorial as I am writing it, has either WM or AIM, and has Game Documentation (or some single-player or beginning multiplayer code written). Your responsibilty will be to let me know if anything is not working or if parts of the documentation are too hard too understand. If you are interested please give me a PM. If you beta test we will be working together and if you are trying to create a multiplayer game I will answer any questions you might have and help you get it set up for multiplayer. A very generous offer if you are wanting to get started into multiplayer programming quickly. Your game does not have to be a FPS, it can also be RTS, RPG, etc. The first person to respond that meets the requirements will be the beta tester.
Later,
Loco
Last edited by Locoweed; 09/27/04 14:04.
Professional A8.30 Spoils of War - East Coast Games
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