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A7 multiplayer team #160445
10/11/07 16:27
10/11/07 16:27
Joined: Aug 2004
Posts: 1,305
New York
PrenceOfDarkness Offline OP
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PrenceOfDarkness  Offline OP
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Joined: Aug 2004
Posts: 1,305
New York
I was thinking... there is no way any of us are going to be able to accomplish a large scale multiplayer game on our own...

What I'm suggesting is that we all work together to maybe build a basic multiplayer system with A7 that can support at least 20 players and have it run smoothily. We would of course make this avaliable to to the community for free.

Let me know what you guys think:
prenceofdarkness@earthlink.net


"There is no problem that can't be solved with time and determination." -me
prenceofdarkness for instant messages on AIM.

Looking for a model designer
PLEASE, SEND ME A PRIVATE MESSAGE OR EMAIL IF YOU'RE INTERESTED.
Re: A7 multiplayer team [Re: PrenceOfDarkness] #160446
10/11/07 16:32
10/11/07 16:32
Joined: Jul 2006
Posts: 150
Deutschland/Germany, nahe Hamb...
dennis Offline
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dennis  Offline
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Posts: 150
Deutschland/Germany, nahe Hamb...

Re: A7 multiplayer team [Re: dennis] #160447
10/11/07 16:36
10/11/07 16:36
Joined: Aug 2004
Posts: 2,215
I
ISG Offline

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ISG  Offline

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Joined: Aug 2004
Posts: 2,215
I think the only real chance we have of releasing this is getting a few real knowledgable people to team up on this. For example a team of:

-Locoweed (bring him back to 3DGS) lol
-Damocles
-Fastlane

But again, that's personal opinion. I think these 3 people could work together to make native 3dgs syntax run 20 online players fairly smooth.


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Re: A7 multiplayer team [Re: ISG] #160448
10/11/07 18:21
10/11/07 18:21
Joined: Apr 2006
Posts: 329
M
molotov Offline
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molotov  Offline
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Posts: 329
I like that idear and I'm willing to help with this team.

Re: A7 multiplayer team [Re: ISG] #160449
10/11/07 18:31
10/11/07 18:31
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline
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fastlane69  Offline
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Posts: 5,377
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I already have such a system though so I'm out.
And if we could get it to publish correctly, I would love to show it to you but there are some odd differences in publishing vs. development that we can't quite get our hands on.
Working on it!


But I'll be more than happy to drop in and give advice if you start such a project/thread.

Re: A7 multiplayer team [Re: fastlane69] #160450
10/11/07 19:02
10/11/07 19:02
Joined: Aug 2004
Posts: 1,305
New York
PrenceOfDarkness Offline OP
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PrenceOfDarkness  Offline OP
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Joined: Aug 2004
Posts: 1,305
New York
well why doesn't anyone who is interested give some kinda info about themselfs... what they have been able to do and not been able to do.

Here is mine:
All of A6 multiplayer I pretty much had the hang of...

I made my very own load/save system including login
I had a very simply inventory panel and item system
Of course basic movement
A basic Combat system.

Now that A7 is out my skills seem to have reset O_O'|

I can't get even a simple project to work without the screen going red on me with errors, but it's only a matter of time until I remaster this horse...

ANYONE ELSE?


"There is no problem that can't be solved with time and determination." -me
prenceofdarkness for instant messages on AIM.

Looking for a model designer
PLEASE, SEND ME A PRIVATE MESSAGE OR EMAIL IF YOU'RE INTERESTED.
Re: A7 multiplayer team [Re: PrenceOfDarkness] #160451
10/11/07 19:05
10/11/07 19:05
Joined: Mar 2003
Posts: 5,377
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fastlane69 Offline
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fastlane69  Offline
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Joined: Mar 2003
Posts: 5,377
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Quote:

Now that A7 is out my skills seem to have reset O_O'|




HAHAHAHA Ain't that the gosh darn truth!

I did a straight c-script compile under A7 just to see what would happen and I couldn't even get my servers to boot up! Now mind you, that was just a quick one day affair so I don't put too much stock in it, but still goes to show how different the systems have become.

Re: A7 multiplayer team [Re: fastlane69] #160452
10/11/07 19:10
10/11/07 19:10
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline
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fastlane69  Offline
Senior Expert

Joined: Mar 2003
Posts: 5,377
USofA

Re: A7 multiplayer team [Re: fastlane69] #160453
10/11/07 19:17
10/11/07 19:17
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
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FBL  Offline
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Joined: Sep 2003
Posts: 9,859
Publishing won't work because the current A7 release has a bug
Running in development however should do.

Re: A7 multiplayer team [Re: FBL] #160454
10/11/07 20:05
10/11/07 20:05
Joined: Nov 2002
Posts: 913
Berlin, Germany
S
SchokoKeks Offline
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SchokoKeks  Offline
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Joined: Nov 2002
Posts: 913
Berlin, Germany
Hey PrenceOfDarkness,

that idea sounds great, BUT
you have to focus on one genre. Compare an ego-shooter with "wsad" and an rpg or rts where you move your hero or units by clicking on the ground. networking is totally different in those genres..
my suggestion is to focus on an ego-shooter code, because this is most easy to code in general while at the same time the 3dgs "dead reckoning" system sucks at it . similar code could also be used in a WoW style RPG.
Our job would be to
1. code a smooth movement code which handles fast key inputs and mouse actions
2. create a maybe cheat-proof (<-hard to do) aiming system that beats the latency
3. make a demo game so everyone can test our template

I haven't been using 3DGS for over a year, and I'm still on A6, so no issues for me . I've recently started a "hack and slay" rpg, and i already have a movement code that can handle 20 players, probably even more. Sooner or later I will announce an alpha test in this forum, so keep visiting it, I'll be needing you .
As I'm currently busy programming this and have no plans on buying A7, I won't be able to participate in this project, sorry!

Good luck,
SchokoKeks

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