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Re: POPULACE or 3DGS? [Re: Locoweed] #104806
01/06/07 06:06
01/06/07 06:06
Joined: Aug 2004
Posts: 1,305
New York
PrenceOfDarkness Offline
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PrenceOfDarkness  Offline
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Joined: Aug 2004
Posts: 1,305
New York
I have just a few questions. I am planning on eventually making a commercial game. Do I need to do anything like give credit in the credits or anything like that if I use populace, you know.. after paying the 50$.

Another thing I wanted to mention was that, (and by this I mean no offense) after looking over the documentation for populace, I didn't really find anything that I couldn't do with 3dgamestudio's wdl language anyway. Now I don't know about speed, but since I do trust locoweed (lol what choice do we have, how many tutorials and other contributions has he made for us all?) I guess populace is faster. Now although faster = better 99% of the time, the lack of tutorials also hurt this maybe superior multiplayer expansion (i say maybe because I can't confirm it). One final problem is the simple fact that it's a DLL. The problem with a DLL is that when A6 updates or even when A7 comes out, it might cause problems. These are some of the reason I stopped bothering with populace at all. Although 3dgs multiplayer might suck ass... alot... badly.. (lol), it will remain to be supported and debugged throughout every update. If you bought a DLL for A5, it's now useless in A6, and sometimes even after some slight A5 updates.

Now I don't mean to bash Populace. In all honesty the people who are working to bring it to us for the small 50$ fee are great people. They really did try helping me a lot. I want to thank them 100% and I wish all service providers could be like them. Maybe now with locoweed coming out with a tutorial and my better understanding, I will use populace again, but I still fear the whole A6 upgrading and the DLL causing a headache in the long run. But then again I might be wrong with the DLL (I had a few bad experiences with A5 dlls)

The way i see it it's reliability vs performance.

Last edited by PrenceOfDarkness; 01/06/07 06:34.

"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: POPULACE or 3DGS? [Re: Locoweed] #104807
01/06/07 09:29
01/06/07 09:29
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Germanunkol  Offline
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Joined: Jun 2006
Posts: 2,640
Earth
GREAT!
thank you very much for that very long answer!
It helped a lot...
the system seems to be pretty well thought out, I like that...
Good to know the action is run on every computer...
It'll take some getting used to... but I think it's worth it. 32 players ... even 8 would be enough for my purposes right now^^

So... we'll give it a shot:)

Micha


~"I never let school interfere with my education"~
-Mark Twain
Re: POPULACE or 3DGS? [Re: Germanunkol] #104808
01/06/07 10:00
01/06/07 10:00
Joined: Aug 2004
Posts: 1,305
New York
PrenceOfDarkness Offline
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PrenceOfDarkness  Offline
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Joined: Aug 2004
Posts: 1,305
New York
Lol, as far as what I just said before, I just realized there is 1 thing about my method that I did forget to mention lol. I use skills to send the x,y,z,pan,tilt,roll, while populace doesn't. So that's another + to populace (unless I'm wrong)


"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: POPULACE or 3DGS? [Re: PrenceOfDarkness] #104809
01/06/07 15:32
01/06/07 15:32
Joined: Aug 2003
Posts: 842
alabama
Drittz_Dourden Offline
User
Drittz_Dourden  Offline
User

Joined: Aug 2003
Posts: 842
alabama
This might have already been answered, but i couldnt find it

i have a6 commercial. if i buy populace can i still get 32 players online...or just the normal 4 that the commercial edition has

Daniel

Re: POPULACE or 3DGS? [Re: Drittz_Dourden] #104810
01/06/07 18:13
01/06/07 18:13
Joined: Jun 2005
Posts: 4,875
broozar Offline
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broozar  Offline
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Joined: Jun 2005
Posts: 4,875
the website states that populace's 32 player support works even with a6 standard.

Re: POPULACE or 3DGS? [Re: broozar] #104811
01/10/07 01:39
01/10/07 01:39
Joined: Aug 2004
Posts: 74
E
East_Coast_Games Offline
Junior Member
East_Coast_Games  Offline
Junior Member
E

Joined: Aug 2004
Posts: 74
DaBroOzar =

That is correct. The DLL will work with all version of GameStudio.


East Coast Games

Introducing Populace:
www.ecgames.com/products
Re: POPULACE or 3DGS? [Re: East_Coast_Games] #104812
01/13/07 12:25
01/13/07 12:25
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Germanunkol  Offline
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Joined: Jun 2006
Posts: 2,640
Earth
Hi!
since this thread has already been acting as a sort of populace-help thread I figured I could ask this here:
I want to use MP_EntityCreate to create my player. Now that doesn't work. As soon as it gets there, it gives me an error: "Crash in MP_EntityCreate"

here's my code:
Code:

function create_player()
{
vec_set(temp,spawn_points[(my_player_number -1)*3 + 0]); //get station position out of array


dll_handle = multiplayer_handle;
player = MP_EntityCreate(player_mdl, temp, player_function, null);

// player = ent_create("mp_main.mdl",temp,player_function);
}


var vCurrWarning;

//hack to remove warnings when DLL loads, as per Conitec
vCurrWarning = warn_level;
warn_level = 1;

multiplayer_handle = dll_open("Populace.dll");
breakpoint;
if ( multiplayer_handle != NULL ) //make sure the dll loaded
{
ifdef phost;
//connect locally to the multiplayer server, randomly assign to one of four teams
dll_handle = multiplayer_handle;
if (MP_ConnectServer("Host_Player", int(random(4))) == MP_NO_ERROR)
{
scroll_message(" -> Connected. <-");

my_player_number = 1; //if you're host, set starting values.
total_players = 1;


//create_station();
create_player();
}
endif;
...
...




what reasons could there be for a "crash" in MP? usually it means the wrong amount of parameters are given etc, right? But I do give the right parameters...?


~"I never let school interfere with my education"~
-Mark Twain
Re: POPULACE or 3DGS? [Re: Germanunkol] #104813
01/13/07 12:29
01/13/07 12:29
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
Expert
Germanunkol  Offline
Expert

Joined: Jun 2006
Posts: 2,640
Earth
i just narrowed down the problem. It has to do with this:
vec_set(temp,spawn_points[(my_player_number -1)*3 + 0]); //get station position out of array
player = MP_EntityCreate(player_mdl, temp, player_function, null);
Apparently it cannot create an object that is far away from the origin? Why is that?
if I use
vec_set(temp,vector(0,0,0)); instead it works just fine...?

Micha


~"I never let school interfere with my education"~
-Mark Twain
Re: POPULACE or 3DGS? [Re: Germanunkol] #104814
01/13/07 19:45
01/13/07 19:45
Joined: Nov 2000
Posts: 1,534
hamburg
Samb Offline
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Samb  Offline
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Joined: Nov 2000
Posts: 1,534
hamburg
@germanunkol
I solved the problem by set the position of the created entities after the create function:

you = MP_EntityCreate("nplatt.wmb", nullvector, null,null); // create multiplayerentite
you.x=Tilegroesse * spalte; // now move its position
you.y=(Tilegroesse/2)- Tilegroesse * reihe;
you.z=0;
wait(1);// wait one frame so the position data will be send
MP_IgnoreField(you, MPUC_PAN);
MP_IgnoreField(you, MPUC_POSITION); // now disable the tracking for those entities


another question: how do I know how much latency time my game needs? on one machine, the server and client runs fine, but over a LAN, the movement is a slower then normal.
I just tested it with a very very simple code without time or anything. I have to try it with a locked framerate etc. but it woul really help if you could see how big the packages are.

Re: POPULACE or 3DGS? [Re: Samb] #104815
01/14/07 10:01
01/14/07 10:01
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Germanunkol  Offline
Expert

Joined: Jun 2006
Posts: 2,640
Earth
that's the solution I came up with as well... thanks
Man, I'm sorry, I'm still getting used to this. This part works now, I can host and join, works just great. I really like how the dll connects after starting the engine, not while it is starting, that way you don't need to use the command line and you can have a main menu before joining up in any game, without having to restart the engine.
It does take a bunch of getting used to but I recommend it


~"I never let school interfere with my education"~
-Mark Twain
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