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Re: Aum 115 ready [Re: George] #456970
12/17/15 11:41
12/17/15 11:41
Joined: Sep 2009
Posts: 993
Budapest
Aku_Aku Offline
User
Aku_Aku  Offline
User

Joined: Sep 2009
Posts: 993
Budapest
Oh! Much better!
Thank you George.

Re: Aum 115 ready [Re: Aku_Aku] #456971
12/17/15 12:28
12/17/15 12:28
Joined: Sep 2009
Posts: 993
Budapest
Aku_Aku Offline
User
Aku_Aku  Offline
User

Joined: Sep 2009
Posts: 993
Budapest
I can see, there is a contest.
Its theme is unbound?

Re: Aum 115 ready [Re: Aku_Aku] #456972
12/17/15 15:36
12/17/15 15:36
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline OP

Expert
George  Offline OP

Expert

Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
You can send any open source project.

Re: Aum 115 ready [Re: George] #457006
12/18/15 19:11
12/18/15 19:11
Joined: Jan 2006
Posts: 168
Germany, Hannover
DexLoomer Offline
Member
DexLoomer  Offline
Member

Joined: Jan 2006
Posts: 168
Germany, Hannover

Thank you for the great AI tutorial !
Is there a limit on the number of nodes and for the enemies ?


A8-Com-v 8.47.1
Re: Aum 115 ready [Re: DexLoomer] #457038
12/21/15 06:04
12/21/15 06:04
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline OP

Expert
George  Offline OP

Expert

Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
You are welcome. The nodes are limited to 300 per level in the demo, but you can increase the limit by playing with the arrays at the top of the ai.c file. Everything is commented.

The number of enemies is limited to 50 per level, but you can increase that limit by changing an array at the top of the script as well.

Re: Aum 115 ready [Re: George] #457041
12/21/15 09:47
12/21/15 09:47
Joined: Apr 2005
Posts: 795
U.S.A. Michigan
exile Offline
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exile  Offline
User

Joined: Apr 2005
Posts: 795
U.S.A. Michigan
Hey guys, just wanted to point out a few things the multiplayer tutorial should fix/update.

1. Client and server environments are not properly mirrored, particle occur twice. To confirm I counted the number of particles on both the server and the client. For the machine gun the server had 50 particles, where as the client had 100. This can also be confirmed by adding a sound to the explosion effect, you should hear the sound once on the server and twice on the client.

2. I have yet to find a way to add sound into the "game" in a reasonable way. Example, so far I have had sounds play twice on the client and once on the server, zero times on the server and once on the client, only on the client, and only on the server.

3. The "hit" locations are inconsistent, this can be observed by having a client shoot a wall. You will notice the "bullet" patterns are different, server side appears to ignore the "accuracy" factor.

All in all this is probably the best tutorial I have ever seen, in more ways than one. If I make any improvements I will be sure to share among the community

Re: Aum 115 ready [Re: exile] #457047
12/21/15 15:33
12/21/15 15:33
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Thanks for the feedback and bug reports.
A new multiplayer template version that fixes those bugs and adds sound support has been uploaded: http://superku.de/MPTemplate3Patch1.zip
Patchnotes:

Quote:
- Fixed inconsistent hit locations.
- Dropped the "pan_tilt" compressed angles feature. Now pan and tilt are sent separately, more traffic but more precision.
- Fixed hit events being triggered twice on client computers.
- There's now a "hit_event_on_server_confirmation" variable. Set it to 1 to have server confirmed but delayed hit events or 0 for immediate hit feedback on the client (may be out of sync every now and then, visually speaking, but uses less traffic and feels better).
- Basic sound integration for weapons, items and more. Uses template sounds.



Last edited by Superku; 12/21/15 15:37.

"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: Aum 115 ready [Re: Superku] #457052
12/21/15 21:19
12/21/15 21:19
Joined: Apr 2005
Posts: 795
U.S.A. Michigan
exile Offline
User
exile  Offline
User

Joined: Apr 2005
Posts: 795
U.S.A. Michigan
Perfect, thank you Felix. You actually addressed a few thing the exact same way I did lol. I will keep playing with things and and keep trying to break it. If I find any bugs or anything I will be sure to let everyone know.

Re: Aum 115 ready [Re: exile] #457055
12/22/15 10:07
12/22/15 10:07
Joined: Apr 2005
Posts: 795
U.S.A. Michigan
exile Offline
User
exile  Offline
User

Joined: Apr 2005
Posts: 795
U.S.A. Michigan
Ok found another bug, when landing on a declining surface the jump reset doesn't activate. Example, on the first map go to the top of the tower area and face one of the declining ramps. Hold forward and jump, when you land you will keep moving forward however you will be unable to jump until the surface angle changes or or until you stop. I found that changing the "8" value to "10" resolves this issue however I am unsure how this change effects the rest of the system.

if(ent_collision.z > target.z+player_height_above_ground+1+8*time_step+48*!!(player_data[i].status&(1<<2)) || player_data[i].speed_z > 0)

CHANGE TO:

if(ent_collision.z > target.z+player_height_above_ground+1+10*time_step+48*!!(player_data[i].status&(1<<2)) || player_data[i].speed_z > 0)

Felt I should mention that

Re: Aum 115 ready [Re: exile] #457056
12/22/15 11:56
12/22/15 11:56
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Oh yes, the gravity code is a little whacky. Your fix seems perfectly fine to me though.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
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