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Re: multiplayer game development blog
[Re: William]
#72177
05/31/06 04:59
05/31/06 04:59
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Joined: Oct 2002
Posts: 2,256 Oz
Locoweed
Expert
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Expert
Joined: Oct 2002
Posts: 2,256
Oz
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ent_sendnow(), something to think about. If you want to get rid of dplay_entrate(), sending every entity every blah blah percent second, consider how much you could lessen traffic by only sending when necessary with ent_sendnow(). Just a thought.
Why send an update for every entity, even when they are not moving or doing anything? Ala dplay_entrate(), when you could just send entity update when really needed? Of course, you would probably still want to send the entity updates at a rate, similar to what dplay_entrate() did, but only when an entity is actively doing something.
Yup, I really said that. Whatever it means.
Commands to consider:
Server: entity.nosend; ent_sendnow(entity);
Client: send_skill();
Professional A8.30 Spoils of War - East Coast Games
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Re: multiplayer game development blog
[Re: ulf]
#72179
06/01/06 16:41
06/01/06 16:41
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Joined: Aug 2005
Posts: 1,012 germany, dresden
ulf
OP
Serious User
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OP
Serious User
Joined: Aug 2005
Posts: 1,012
germany, dresden
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01.06.06 iam currently having some problems with the inventory system. right now i can pick up entitys but if i want to drop them in the world iam having a theoretical little problem. for the server this is no problem but for the client it is. i thought i go like this. whenever a client wants to drop an item i do the following. i put the itemid in a skill player._want_to_drop and sent this to the server. then i send the position where he wants to drop it in the world also with skills to the server. there i check if the player really owns this item and if yes he can drop it - create the item. but this is the problem i dont have a good idea how to do this and where. if i do it with an ent_next loop and constantly check for the player._want_to_drop skill i waste a lot of ressources i think.... but well maybe i have to do it this way if i dont have a better idea... maybe some of you have
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Re: multiplayer game development blog
[Re: ulf]
#72180
06/02/06 07:13
06/02/06 07:13
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Joined: Aug 2001
Posts: 2,320 Alberta, Canada
William
Expert
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Expert
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
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Create item on client or server. Send skill to server. Server send skill to clients. Drop item on server and clients.
Now, if you want to check if the client actually has this item to drop, you could always have "iventory boxs". So, every machine knows what is in each space of inventory. This way you dont tell the server and clients "drop item x". Instead, you say "drop inventory box x". It will work if you label each peice of inventory in it's own container... and it's in the same container on each pc(you place it in the container upon creation, the container really just contains a pointer to its item/items). This is quick thinking though, so mabye it won't work(I never worked with an rpg inventory before).
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Re: multiplayer game development blog
[Re: ulf]
#72182
06/06/06 21:30
06/06/06 21:30
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Joined: Oct 2002
Posts: 2,256 Oz
Locoweed
Expert
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Expert
Joined: Oct 2002
Posts: 2,256
Oz
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Glad to see you continuing to move along.
All of your concerns listed above can be overcome without much problem. Never under estimate the power of compacting data into a string and using send_string() or send_string_to(), decoding the info in the string when it arrives at it's destination. If used right under certain circumstances this can be a very powerful command. Send_var() and send_var_to() on the otherhand are pretty much worthless in alot of situations, especially when it comes to arrays, because you can not send a single variable of the array, it always sends the entire array. Babbling now.
I might explain more about this later if you get to a point where it is really necessary. My first ever attempt at 3DGS muliplayer, long, long ago in a galaxy before 3DGS networking really worked at all, I used this method extensively.
I can just imagine you thinking, "What the heck does this have to do with any problem I just listed in my last few post?" Answer, nothing and everything. If 3DGS doesn't supply a command you need or give you as many skills as you need, etc, you may have to think outside the box a bit in transfering multiplayer data.
Just some precognition stuff, Loco
Professional A8.30 Spoils of War - East Coast Games
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Re: multiplayer game development blog
[Re: ulf]
#72184
09/27/06 18:40
09/27/06 18:40
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
Senior Expert
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Senior Expert
Joined: Sep 2002
Posts: 8,177
Netherlands
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Quote:
i dont think ill come back to a6 for the current multiplayer project. after the time of summer i came back to the forums and realised i havent missed much. looks like no interesting projects are under development right now. 1 employee also left the conitec team.
Uuhhm, yeah, but why would an engine be bad when the activity on the forums is a little less than average and when 1 person left the conitec team? He will be replaced, so don't worry about it ... it may not be as bad as it sounds, eventhough we probably miss Marco's posts and stuff ..
Quote:
looks like no interesting projects are under development right now
You could be one of the guys making an interesting project instead, it shouldn't be a reason to quit using 3dgs in my opinion, but that's up to you. Anyways, good luck with Torgue,
Cheers
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