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Re: POPULACE or 3DGS?
[Re: Locoweed]
#104806
01/06/07 06:06
01/06/07 06:06
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Joined: Aug 2004
Posts: 1,305 New York
PrenceOfDarkness
Serious User
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Serious User
Joined: Aug 2004
Posts: 1,305
New York
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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.
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Re: POPULACE or 3DGS?
[Re: Locoweed]
#104807
01/06/07 09:29
01/06/07 09:29
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
Expert
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Expert
Joined: Jun 2006
Posts: 2,640
Earth
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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
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Re: POPULACE or 3DGS?
[Re: Germanunkol]
#104808
01/06/07 10:00
01/06/07 10:00
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Joined: Aug 2004
Posts: 1,305 New York
PrenceOfDarkness
Serious User
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Serious User
Joined: Aug 2004
Posts: 1,305
New York
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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.
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Re: POPULACE or 3DGS?
[Re: East_Coast_Games]
#104812
01/13/07 12:25
01/13/07 12:25
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
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Expert
Joined: Jun 2006
Posts: 2,640
Earth
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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
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Re: POPULACE or 3DGS?
[Re: Germanunkol]
#104813
01/13/07 12:29
01/13/07 12:29
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
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Expert
Joined: Jun 2006
Posts: 2,640
Earth
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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
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Re: POPULACE or 3DGS?
[Re: Germanunkol]
#104814
01/13/07 19:45
01/13/07 19:45
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Joined: Nov 2000
Posts: 1,534 hamburg
Samb
Serious User
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Serious User
Joined: Nov 2000
Posts: 1,534
hamburg
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@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.
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Re: POPULACE or 3DGS?
[Re: Samb]
#104815
01/14/07 10:01
01/14/07 10:01
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
Expert
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Expert
Joined: Jun 2006
Posts: 2,640
Earth
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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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