GoldenEyeRemake_RetroContestEntry_[ToBeUpdated]

Posted By: darkinferno

GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 01/29/10 23:59

[GoldenEyeRemake_RetroContestEntry_[ToBeUpdated]]

well... this is what i've been working on for some time, i've always loved goldeneye64 and wanted to see a multiplayer version of it, goldeneye source did an ok job but i think they missed that GE[goldeneye] feel...

ok, what is the entry?
an 8 player online goldeneye64 remake using anet and the 3dgs engine

why multiplayer?
well, i find more fun in playing with friends and i always hear that gs cant do multiplayer correctly and wanted to make a point, only using anet for 4 months [3 month contest] but thought i could handle it

is it stable?
define stable, it runs and plays ok even if your ping is above 200ms, its been optimized in terms of hit detection and removing player lag but THERE WILL BE THE OCCASIONAL CRASH, i am working to fix that and will continue to update the game for sometime until its bug free

is it finished?
no, i couldnt acquire a decently textured james bond model so i apologize for the untextured one, i hope to update it and a few buf fixes ofcourse

now, we've tested with SEVEN players so far, the limit is 8, those who can host a server and play with closer friends should take that route, if not, you can click unto "join dark's server" and join my ip

another slight problem where you have to damage a player before you get animation updates from him, this as something to do with new players not being updated and something i havent solved just yet..

theres also a bug i have no control over and that as to do with ent_blend and vec_for_vertex, apparently, they cause an animation bug and this is what you may see if other players dont animate, i really couldnt find a work around in time and i think jcl has received a similar complaint before and said to be working on it

other than that i plan to update the game as i fix bugs and add features...

this was a rather huge aim for me but am rather contented with how it turned out, also remember theyre are only 8 player slots so first come, first serve laugh maybe someone else will host

you may wanna avoid running in fullscreen until its totally stable, crashing in fullscreen aint too pretty on some pcs:)

now dont let the crash alerts scare you, i wouldnt release it if i thought it wasnt playable laugh now, hopefull ya'll can have fun and i can secure some votes grin

bugs may be more because of a lack in my programming skills rather than the engine/anet however frown still cant see what produces the crash, no errors but am looking into it

[look out for updates]

http://www.youtube.com/watch?v=2nVj3NN2Mg4



[DOWNLOAD LINK]
http://www.filefront.com/15496141/GoldenSpyContestEntryfinal.rar/

note that you can change the config at anytime by editting the file and changing the keys


DOWNLOAD THE FOLLOWING UPDATE 0.0.3

UPDATE [bug fixes and feature adds]
http://www.filefront.com/15468541/ge_update0.0.3.rar/



i'll try to keep my pc online but am not sure how often that may be but it should be pretty easy to host/join IPs

i'll update this thread when the server might be online
server status: ONLINE [please download update 0.0.3]

Posted By: sPlKe

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 01/30/10 02:13

looks like goldeneye but lets hold back until we wasted each other for a few times...
Posted By: Rei_Ayanami

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 01/30/10 12:54

Well, as i said in game, the game often quits, and i could never kill anyone...
Posted By: SchokoKeks

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 01/30/10 13:08

it worked pretty well for me, and i even managed to win a round (20 kills). It's most fun with about 4 players, I'd say!

controlls are very strange, and hit detection is buggy, you never know if you really did damage to the enemy.

Other than that, it's a pretty good remake. well done!
Posted By: Progger

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 01/30/10 13:14

@Schokokeks im from Germany too and i use windows Vista and have
220 ping but i can not move ):
the screen is shacking for me
WFG programmer
Posted By: Mike_P

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 01/30/10 13:17

If anyone wants a normal config file for the controls, here's mine: W,A,S,D, R for Reload, T for Chat.
http://www.filefront.com/15459763/config.txt
Posted By: darkinferno

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 01/30/10 14:07

if you experice screen shaking, please download the update and extract it to the game folder, it should fix it, dont know why it crashes so badly for rei... will update it again, soon
Posted By: darkinferno

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 01/30/10 18:37

UPDATE [bug fixes and feature adds]
http://www.filefront.com/15468541/ge_update0.0.3.rar/
Posted By: ratchet

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 01/30/10 20:57

The programmers on the N64 have done a bog work : they had
texure projection blending around edges when you shoot bullet on walls !

The AI was very cool with ennemies rolling or swinging to avoid your shoots.
You had also very precise polygon collision detection.
Even an old game like that on a little console had lot of power and great programming code.
Posted By: alibaba

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 01/30/10 22:04

This Game is really GREAT!! especially if someone palys with you. i played with terpent1n and it was really fun. it runs pretty stable and i got no errors. only one this. it really laggs if i kill someone, but only for some seconds.
but anyway You did a really great job. i never thought that 3dgs can handle multiplayer soo well.
Posted By: darkinferno

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 01/30/10 22:46

UPDATE [fixed error with dedicated server]
http://www.filefront.com/15468541/ge_update0.0.3.rar/
Posted By: Superku

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 01/30/10 23:31

Ohhhhhhhhh Goldeneye!!!! *in love*
I loved this game! And this is going to be a great remake!
Perfect Dark (the successor) was even 10 times better, though.
Too bad I'm the only one on the server. frown

EDIT: Funny gameplay!
Posted By: Progger

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 01/31/10 00:05

Man this game is so fantastic
You can play c_babe or bond then fight against others with blood respawn and all what it needs to be a good game.
Darkinferno did a great job and still he does.
Everytime he is gonna go to make updates and this is really nice
THX darkinferno for this beautiful and also cruel game im very sure to vote for u
WFG programmer alias Lite-c Scripter laugh
Posted By: darkinferno

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 01/31/10 00:12

ohh... YOUR "Lite-c Scripter", lol, i was wondering, good laugh ps, if you need to change your name, you can edit your 'playername.txt' file, the game itself only asks for your name once, this is to avoid ppl getting bored entering their names each time to the point they start using dumb names, we had that problem when testing laugh
Posted By: Pappenheimer

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 01/31/10 11:23

I crashes as soon that there are other players:

"PlayerID: 3
Total Players: 4
Ping: 479"

EDIT:
Another crash:
I was the first and only, as soon when another player joined the game, it crashed

Posted By: darkinferno

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 01/31/10 13:36

ok, i'll look into it..

[edit]
well i couldnt reproduce your crash, it worked for me, did you download the update?
Posted By: slacer

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 01/31/10 14:48

Hmm, I could download the game and the config.txt but the update refuses to download. It simply increments the download count but no dialog opens to download that file.

Could you please check if it still works for you?
Posted By: darkinferno

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 01/31/10 15:56

ok, check the first post, link updated
Posted By: Dark_samurai

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 01/31/10 16:51

I love it! Especially the cool intro ^^

I hope that you are planning to implement mines.
Posted By: slacer

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 01/31/10 16:53

Thank you, the updated link works.

And the gameplay is great - once you know how to change the weapon wink
Posted By: Pappenheimer

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 01/31/10 18:47

Could anyone come online and join the darkinferno's level.
Just for my curiosity to see that it runs, I don't want play for long!
Thanks! laugh
Posted By: alibaba

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 01/31/10 19:38

someone wnats to join grin
Posted By: Anonymous

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 01/31/10 19:44

hmpf - it crashes too often!
Posted By: alibaba

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 01/31/10 19:51

do you installed the update 0.0.3??
Posted By: Pappenheimer

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 01/31/10 19:54

Progger aka Lite-C...., thank you for joining, but I got a phone call, so I had to leave soon.
Posted By: Progger

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 01/31/10 20:04

no Problem (:
Posted By: MrNoOne

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 01/31/10 22:10

never mind, it already has textures.
Posted By: darkinferno

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 01/31/10 22:36

it does, but they dont show up as you can see, no idea why
Posted By: MrNoOne

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 01/31/10 22:46

its because its not uvmapped.
Posted By: Pappenheimer

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 01/31/10 22:51

It doesn't have any uv-mesh on the textures.
EDIT:^^ He's been faster as always! grin
Posted By: darkinferno

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 01/31/10 23:08

ya i knew that much...
Posted By: Superku

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 01/31/10 23:16

Take a one shot weapon (f.i. the pistol) : If you hold down the left mouse button the the recoil <=> camera tilt will increase infinitely.
Posted By: darkinferno

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/01/10 00:05

thanks, will fix that also
Posted By: MrNoOne

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/01/10 00:25

if you hit someone with a golden revolver, it doesnt count until you reload.
Posted By: darkinferno

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/01/10 00:45

thats weird.. not aware of that one though but will look into it also
Posted By: slacer

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/01/10 06:14

If you respawn, sometimes you still have a used ammo clip (eg. 3 from 8 shots available)
Posted By: Germanunkol

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/01/10 08:07

there's only a few things that I didn't like: the red blood-border should only show when you're hit, but then fade away again, and some other display should show how much health you've got left.

When you die and get spawned again, all your weapons should be reloaded at start.
Mousewheel should scroll through the weapons (that way I can go to the previous weapon too, atm, I think there's only "Y" for "next weapon", right?)

Those are just personal oppinion.

The game rocks, it was great fun! Especially when 5 or more people where online...
Posted By: achaziel

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/01/10 08:56

imma gonna klobb ya all!

just kidding, going to test it this afternoon.
Posted By: sPlKe

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/01/10 08:59

the klobb sucks so much. but i LOVE the RCP90
Posted By: Damocles_

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/01/10 10:00

The game hangs for me (does not accept movements, only menu works)
when hosting the game. (and playercount is 0)
In Dedicated server I can fly around, but thats it.

Is there any trick to it? Or can it be that it does
not start while waiting for the multiplayer plugin to
start up?
Posted By: darkinferno

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/01/10 11:12

well as you know this was a contest entry so i dont think i can update it anymore since its now past the deadline, i'll just leave the server online, am aware of most of the bugs mentioned though and may update the game or convert it to a freeware FPS for 16 players AFTER the contest [if i have time that is]

Originally Posted By: Damocles_
The game hangs for me (does not accept movements, only menu works)
when hosting the game. (and playercount is 0)
In Dedicated server I can fly around, but thats it.

Is there any trick to it? Or can it be that it does
not start while waiting for the multiplayer plugin to
start up?


did you download the update?
Posted By: Damocles_

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/01/10 11:21

yes, also with the update.

Im running it on a rather old Laptop, with
XP.
Posted By: darkinferno

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/01/10 11:29

well... i havent received that error from anyone else? whats your fps? the game also uses physics for movement so i dont if thats whats affecting it, do you crash if you join my server? what exactly do you crash and after what action?
Posted By: Damocles_

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/01/10 12:01

There is no crash error.
The game basically "locks", or better, it
does nothing more than looking at a wall.

The "menu" responds though. So it seems as
if it is waiting for something.

When running a local client too, the client shows just a black
screen. The playercount always keeps at 0 on host and client.

Also does not connect to your server.

I dont have my big compter right now. So my old Laptop
might not be representative.
Posted By: Dark_samurai

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/01/10 12:08

Maybe ANet.dll isn't loaded. This can happen if the Visual Studio 2008 Redistributable Package isn't installed.
Posted By: Damocles_

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/01/10 12:10

Ok, this is something worrying regarding the
DLL.
It should not assume a client to install something extra.
(Not darkinfernos fault)

Make an error popup at least, when some ressources are not on
the machine.
Posted By: Dark_samurai

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/01/10 12:27

Every project that is created with Visual Studio requires the redistributable package to be installed. Thats how it is, I can't change that either.

But it's no problem to include the installation of the redist. into the game installer. laugh
Btw. new computers should already have the package installed.

I will try to add a warning message into anet.h if the .dll can't get loaded.
Posted By: Damocles_

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/01/10 12:35

It runs now with the redistributable package.

Anyway, at least post an error popup, that guids the player
what to install.
BTW, gamestudio runs without this distro, and was developed
with the Visual Studio too, as far as I see in the SDK comments.
Does thins only apply to the VS 2008 Version? Or older too?

Posted By: Dark_samurai

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/01/10 12:46

I guess gamestudio is developed with VS 2005. This redistributable package was of course earlier included to the windows installation/update than the one of VS 2008.

I don't know why the new redistributable isn't installed on so many pcs... Only microsoft knows why it is how it is.
What I know is, that the new Gamestudio installer installs the VS 2008 redistributable package for GED. So I see no reason why a game creator can't include it into his installer.

In general it's the same thing like the ogg filter. You also have to include the installer to make sure it is installed on all systems.
Posted By: darkinferno

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/01/10 20:57

identified a bug where the shotgun fires lowers your ammo buy two for each shot, added to list and will correct after contest, now i know why i always die when using that frown
Posted By: Germanunkol

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/01/10 20:59

grin

You DID kill me with that gun though...
Posted By: Damocles_

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/01/10 21:18

Online now. Works good after installing the VS2008 files.
Posted By: Damocles_

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/01/10 21:31

Gab ein paar Abstürze wink
Ansonsten siehts schon ganz gut aus.
Posted By: lostclimate

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/02/10 00:37

it'd be nice to play but no one is ever on frown one time there was 1 other player, but he was afk...
Posted By: darkinferno

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/02/10 01:01

guess you go on at the wrong times grin had a 7 player match once which was intense, what i also like is that i've yet to hear anyone say anything about lag, even with pings above 300 laugh good to know my optimizations werent horrible
Posted By: MrNoOne

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/02/10 03:06

They are not completely horrible, but I do find it annoying that I CLEARLY see my bullet hit and sparks fly off of a person, but it appearently didnt hit. Golden revolver is appearently a one hit kill, yet I see people surviving a hit without even taking damage from lag optimization.
Posted By: darkinferno

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/02/10 03:51

well.. truth is, there is lag, thats unavoidable, there is a feature called lag compensation that i coded for my other game and i was thinking of adding to this but after succesful playtests and looking at the remaining time for the contest, theres no way i could implement it.. the current system is not perfect but the idea behind it was to keep the game playable even at pings above 200ms there is ofcourse still lag but it does work somewhat even tho i do know what your saying.. maybe i'll optimize it after the contest, not sure
Posted By: darkinferno

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/03/10 23:11

i coded in a sensor on the server so i always know when a player joins, so i will always be available to pawn you all laugh its a server only coding so wont affect the contest in anyway, nor does it improve the game, just so i can know when someone joins
Posted By: Helghast

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/04/10 13:32

i like it alot laugh

I keep playing it once every so many hours for a couple minutes tongue
trying to get new opponents and a filled server laugh

great job, hopefully you'll get the sources of this out as well...

PS: nice job in implementing my ragdoll tongue keep an eye out for the new header template soon!

regards,
Posted By: sPlKe

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/05/10 01:42

posted this on gonintendo. lets see if it takes on...
Posted By: darkinferno

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/05/10 02:02

oh, never heard of that site, cool though, i'll be sure to keep the server up... the matches get pretty fun with more than 5 people
Posted By: darkinferno

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/05/10 03:34

well, had my first hacker today, which is slightly strange that someone would try to hack such a small game, anyways, i need to code in an IP ban function..
Posted By: JibbSmart

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/05/10 04:54

What did he do?

Jibb
Posted By: darkinferno

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/05/10 05:39

wall hacking... sone stuff with the client side movement also, he was skipping back,,, and such
Posted By: Germanunkol

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/05/10 11:24

that's pretty impressive... I wanna learn how to do that grin

But you're right. it is very strange, on such a small game. It's probably a programmer who just does it for the fun... which is something I totally understand and emphasize with tongue
Posted By: Dark_samurai

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/05/10 11:45

How do you know that he tried to hack your game and do you know how he did it?
Posted By: darkinferno

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/05/10 11:54

ok, how do i know, he joins and asks, if am always monitoring the server, so i replied most times, yes, he laughs, we play a little then i start getting some weird position data, like i see him on the ground then he just warps back up to the upper level [lag cant do that btw]

then i see him trying to go to the lower basement level, no luck, so he quits, rejoins and there he is, walking around below the map so am tracking wondering where he his only to see his model peek through a wall... lol

he also spent a significant time shooting at a wall also, so i assume if it wasnt server side shooting, who knows what couldve happens

well either way, am glad he did it, showed me stuff i needed to do for example, an IP banning, i already started to code it last night and does show me what i'll have to deal with if i release my bigger project

if i see him again i might ask him to join the team as a tester though laugh who better to test your game than a hacker grin
Posted By: MrNoOne

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/05/10 12:06

I'm sure the movement thing is the only hack he did, the names show through walls so there is no need of a wallhack tongue
Posted By: Quad

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/05/10 12:47

i am guessing he changed the map files? if he runs fast he may get away whithout getting stuck in wall because of the servers movement prediciton?
Posted By: darkinferno

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/05/10 13:49

isnt wallhack the ability to walk through walls? and yes, i believe he changed the map files also and i already said about the weird movement pos, anyways, its fine really, more experience i gain, the better
Posted By: Damocles_

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/05/10 14:26

You can prevent this by evaluating the client-movement
on the server, and snapping back the client
(or making him inactive)
This is quite complex though, to get it properly working.
(and would require to let the client send
all data that was used to change and calculate the
movement, the server reuses this to determine
if it was a valid action)


You could also do a simple function to
see if a client sends positions, that would
in reality intersect with the walls/floors.

In an indy game, a client-kick + ip ban should be enough

Posted By: Quad

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/05/10 14:32

i guess just checking integrity of files is alo easier, like check map's md5 hash, if it doesnt match with the one on server, you cannot join.
Posted By: Damocles_

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/05/10 14:38

This assumes, that the client would respond with the
wrong checksum. (wich can also be hacked to always
send the correct one)

A hacker can simply alter the send positiondata, when
the server does not evaluate client movement.

The only totally save way is to do everything on the server.
(client only sends move/action commands)
But thats too slow for an FPS. (only works in a fast LAN environment)

But a server can still reevaluate a clients actions.
If something is impossible for a client to do, then simply ban the client.
Posted By: darkinferno

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/05/10 14:46

yes, i will do a speed check plus IP ban, there alot of ways to change IPs though, or so am hearing, so the power of that is also limtited, checking the speed is somewhat simple to do also but ofcourse takes some time to get right

someone was demonstrating 'cheat engine' to me and how it could do a speedhack, am surprised that it works that easily, i will also check the positions on the server to make sure its in a valid location... sounds like a c_content thing, am glad i released this game cuz even win or not, i learnt valuable stuff for my game
Posted By: darkinferno

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/05/10 14:57

i think the movement hack that i saw was something like a save/load thing, like he saved his position then moved then loaded back the old position, which is why he could jump down from upstairs than warp back up.. no lag at all could produce that
Posted By: MrNoOne

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/05/10 21:41

actualy Wallhack is seeing someone through a wall. a 'Noclip hack' is what makes you go through walls and such yourself.
Posted By: darkinferno

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/05/10 22:00

ahh i see, well thats what i saw, seems i need to become a cheater in order to make this game work lol to atleast understand the systems, i think i have a counter for alot of them, could someone explain to me how speedhacking works? its rather strange that they can use some external software to move faster than was coded
Posted By: alibaba

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/05/10 22:03

maybe they used the console. i mean maybe they wrote something like "time_factor =2" then they can move faster i think.
Posted By: darkinferno

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/05/10 23:21

naah, it was a software called cheatengine, we ran some tests with it plus my movement code doesnt use time_step so i dont see how time_factor would affect it
Posted By: Xarthor

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/06/10 07:27

Maybe it filters out the movement data which the client sends to the server and manipulates it.
Or is the whole movement calculate on the server?
Posted By: Germanunkol

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/06/10 10:01

"plus my movement code doesnt use time_step" could you explain that? what does it use? time_frame? cause without either, your game would not be fps-independent...?
Posted By: darkinferno

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/06/10 11:26

Originally Posted By: Xarthor
Maybe it filters out the movement data which the client sends to the server and manipulates it.
Or is the whole movement calculate on the server?
no, it is client side movement, i'll have to code in some checks
Originally Posted By: Germanunkol
"plus my movement code doesnt use time_step" could you explain that? what does it use? time_frame? cause without either, your game would not be fps-independent...?
the movement is physics based sp its applying forces to move a character, after further looking, i do see that i used time_step though
-nervous laugh-
Posted By: darkinferno

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/07/10 23:30

am trying to test how sufficient the multiplayer code i wrote so far is, so anyone that has the GoldenEye project and can assist, it would be nice to see you online

i want to get 8 players running around then have them give a report of how bad/good the hit detection is, am only doing this for the next few hours though

see you online

--dark--
Posted By: alibaba

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/17/10 21:18

Hi Darkinferno,.i have a question:
is it possible that you could release the source code of this project, so we can see how we can make great multiplayergames like you? or maybe a tutorial, because this game is so great even with a "blurry" grafic. is it possible? it would be really great! because it has everything what a multiplayergame needs.
Posted By: darkinferno

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/17/10 21:41

yes am aware but this code is the core of our other fps project "scion", sadly i cant release that yet, but nearing scions completion i may look into doing a template or tut, cant guarantee that however because scions development is already stressing on time
Posted By: darkinferno

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 02/27/10 15:44

JUST A NOTE:

i'll be removing all videos from the youtube page shorty as they dont reflect the quality we're aiming for, new videos will replace them shortly
Posted By: MrNoOne

Re: GoldenEyeRemake_RetroContestEntry_[ToBeUpdated] - 03/01/10 23:05

you should keep them to show how much you have improved. smirk
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